NATION

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Meridia - A World of Myth, Magic, and Science

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

Meridia - A World of Myth, Magic, and Science

Postby Taledonia » Tue Feb 20, 2018 1:39 pm

Image

MERIDIA


A land of myth and magic, science and exploration, and infinite possibities.



PREAMBLE


A new world. A new roleplaying landscape.

Meridia was created to provide an in-depth and unique experience for Nation States players looking to expand into a new group. Set in an age of gunpowder and magic, and featuring a shared history, the world of Meridia is meant to offer a sandbox experience for anyone wishing to play. From nomadic tribesmen to stately global empires, thriving through science and technology or reveling in sorcery and commerce, the possibilities are endless.


STEM


At the heart of Meridia's worldbuilding is the STEM system. STEM stands for Society, Technology, Economy and Magic, and serves as an overview of player nations. When registering, players are required to fill out their STEM ratings, which will give them the beginnings of their nations. From this chosen STEM, players are free to create whatever suits their fancy, so long as it remains within the confines of their chosen STEM ratings.

For more information on STEM ratings, please visit Meridia's website(Click here to go directly to STEM page.)


REGISTRATION


To become apart of the world of Meridia, simply fill out the form below. When choosing one's STEM rankings, please give a brief description of how you're envisioning your nation in regards to the chosen level. All applicants get a total of 14 points to be distributed as they choose among the STEM categories.

Please note, all applications will be reviewed by myself and will be subject to my judgement.

Code: Select all
[b]Name of Nation: [/b]Name of your nation
[b]Primary Race(s):[/b] What are your primary races?
[b]Society:[/b] Society rank and brief description
[b]Technology:[/b] Technology rank and brief description
[b]Economy:[/b] Economy rank and brief description
[b]Magic:[/b] Magic rank and brief description.
[b]Area Claimed: [/b]Provinces you wish to claim
[b]Brief History:[/b] Give a brief account of your people.  Not required, but nice to have.


Application Example


Name of Nation: The Techno-Mages of the Shield
Primary Race(s): Dwarves
Society: 1
The Techno-Mages of the Shield are jealous and distrustful. Living in isolated towers and workshops high in the Shield Mountains, they have as little contact with the outside world as they possibly can. With a small household of servants, each Tech-Mage is but a small enclave, fending for themselves.
Technology: 7
Masters of technology, the Techno-Mages have created various wonders of metal and steam. From flying machines to towering mechanized golems to incredibly accurate guns and cannons. As an added bonus, every Mage has his own indoor plumbing, truly a marvel in this day and age!
Economy: 2(+1 for level 7 Technology)
Despite their mastery of technology, the Techno-Mages have but a small economy, capable of sustaining their own needs and interesting foreign traders, but commanding little respect or true wealth.
Magic: 4(+1 for level 7 Technology)
With a commanding knowledge of magic, the Techno-Mages channel the arcane forces into their mechanical creations. These unholy abominations of magic and steel are wonders that will befuddle all lesser minds.
Area Claimed: None allowed, but the Techno-Mages are found scattered about the Shield Mountains (Province 21 and 26 of the continent of Braeca.)
Despite having no recognized claim to the mountains, the Mages consider it their ancestral home, and do not take kindly to interlopers.
Last edited by Taledonia on Wed Aug 29, 2018 12:03 pm, edited 2 times in total.

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Taledonia
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Inoffensive Centrist Democracy

Postby Taledonia » Tue Feb 20, 2018 6:27 pm

CURRENT COLONIES

Colonies are provinces that players express interest in owning. Colonies can be claimed by new players, even if under colonization by a current player. Colonies become fully claimed territory after 3 months of real time.


Alakhai

Aleria

Red Island (Province 6) - Under colonization from the Kingdom of Taledonia(Since 20 May 2018)

Foyoda Falls (Province 7) - Under colonization from the Kingdom of Dwipantara(Since 26 May 2018)

Breaca

Elysia

Noreia

North Spine Mountains (Province 23) - Under colonization from the High Kingdom of Camelone(Since 24 May 2018)

CURRENT ROLEPLAYS


The Old and the New
Following the death of the Taledonian Crown Prince under mysterious circumstances, the kingdom now finds itself embroiled in a civil war. On the one side is the ageing king, now heirless, and the metropolitan lord-mayors of the country's largest cities. On the other, the feudal lords, falsely accused of murder and under threat of losing their privileges, lands and faith.

The Search for Other Life
The Anieit people have long lived an isolated life, believing themselves the sole survivors of the Shadow. Yet their young leader, King Dremon, influenced by factions at court, believes this known fact might prove false. With courageous heart and a desire for truth, the young monarch has ordered expeditions to explore the world and seek out any other life that may exist.

Of Fisheries and Foreigners
The solitary Shriekwind Exiles are set for a rude re-emergence into the world as they sail, unknowingly, towards a meeting with foreign powers.
Last edited by Taledonia on Fri Jun 22, 2018 8:54 am, edited 13 times in total.

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A m e n r i a
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Democratic Socialists

Postby A m e n r i a » Tue Feb 20, 2018 10:31 pm

Question: where do you draw the line in which type of monsters are allowed to be used in a war by a nation with level 2 magic? I plan to have a small number of flying, fire-breathing reptilians for my air force and a moderate number of animals that look like rhinos, tigers, and beetles on steroids as mounts. I'm definitely interested.

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Taledonia
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Postby Taledonia » Wed Feb 21, 2018 7:43 am

A m e n r i a wrote:Question: where do you draw the line in which type of monsters are allowed to be used in a war by a nation with level 2 magic? I plan to have a small number of flying, fire-breathing reptilians for my air force and a moderate number of animals that look like rhinos, tigers, and beetles on steroids as mounts. I'm definitely interested.


While large, mythical creatures are certainly reserved for level 7 magic, I don't have a problem with any Beastmaster-esque nations at lower levels. I'd have to say no to the fire-breathing, as that is far too dragon-like, and depending on your technology and economy levels, the amount you could tame and keep as a domesticated force would be in question. That being said, if you wanted to have something akin to a pterodactyl, something more Jurassic rather than mystical, I wouldn't have much of an issue.

The same would go for your mounts. Depending on your tech and economy levels, I don't see any issue with analogues of rhinos, tigers, or giant bugs, but rather in the amount of these being used, particularly as at a level 2 magic you would have people able to communicate with or control these things.

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A m e n r i a
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Democratic Socialists

Postby A m e n r i a » Wed Feb 21, 2018 7:46 am

Taledonia wrote:
A m e n r i a wrote:Question: where do you draw the line in which type of monsters are allowed to be used in a war by a nation with level 2 magic? I plan to have a small number of flying, fire-breathing reptilians for my air force and a moderate number of animals that look like rhinos, tigers, and beetles on steroids as mounts. I'm definitely interested.


While large, mythical creatures are certainly reserved for level 7 magic, I don't have a problem with any Beastmaster-esque nations at lower levels. I'd have to say no to the fire-breathing, as that is far too dragon-like, and depending on your technology and economy levels, the amount you could tame and keep as a domesticated force would be in question. That being said, if you wanted to have something akin to a pterodactyl, something more Jurassic rather than mystical, I wouldn't have much of an issue.

The same would go for your mounts. Depending on your tech and economy levels, I don't see any issue with analogues of rhinos, tigers, or giant bugs, but rather in the amount of these being used, particularly as at a level 2 magic you would have people able to communicate with or control these things.


The main difference between my skytigers (yes, that's the name I'm going with) and dragons is that dragons are sentient and these guys are just animals unlike them.

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Taledonia
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Inoffensive Centrist Democracy

Postby Taledonia » Wed Feb 21, 2018 7:54 am

A m e n r i a wrote:
Taledonia wrote:
While large, mythical creatures are certainly reserved for level 7 magic, I don't have a problem with any Beastmaster-esque nations at lower levels. I'd have to say no to the fire-breathing, as that is far too dragon-like, and depending on your technology and economy levels, the amount you could tame and keep as a domesticated force would be in question. That being said, if you wanted to have something akin to a pterodactyl, something more Jurassic rather than mystical, I wouldn't have much of an issue.

The same would go for your mounts. Depending on your tech and economy levels, I don't see any issue with analogues of rhinos, tigers, or giant bugs, but rather in the amount of these being used, particularly as at a level 2 magic you would have people able to communicate with or control these things.


The main difference between my skytigers (yes, that's the name I'm going with) and dragons is that dragons are sentient and these guys are just animals unlike them.


Well that makes an assumption that all dragons are sentient. Many tales have dragons as nothing but beasts. So I must reaffirm that breathing fire is out. If you wanted flying creatures at such a low level of magic, they would have to be the type that need to dive down on their foe. Not that the riders couldn't throw any sort of missile down from on high, or if you're a level 7 technology you could attach a flamethrower to them, or some other thing, but at level 2 magic, they cannot be fire-breathing.

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Camelone
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Inoffensive Centrist Democracy

Postby Camelone » Wed Feb 21, 2018 9:29 am

Woah this is a really cool idea and the website is amazing. I think I'm going to put up an app soon but quick lore question how could I incorporate my NS's country's focus on Christianity in this setting by creating an entirely new religion with similar aspects or just changing a few things in Christianity to fit the world and if so what would you recommend I alter? Meridia looks like it'll be amazing! Oh also how long ago did the Shadow leave Meridia?
Last edited by Camelone on Wed Feb 21, 2018 9:41 am, edited 1 time in total.
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Pro: The Social Kingship of Christ, Corporatism, Distributism, Tradition based Christianity, High Tory, Hierarchy, Monarchism
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Taledonia
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Inoffensive Centrist Democracy

Postby Taledonia » Wed Feb 21, 2018 10:03 am

Camelone wrote:Woah this is a really cool idea and the website is amazing. I think I'm going to put up an app soon but quick lore question how could I incorporate my NS's country's focus on Christianity in this setting by creating an entirely new religion with similar aspects or just changing a few things in Christianity to fit the world and if so what would you recommend I alter? Meridia looks like it'll be amazing! Oh also how long ago did the Shadow leave Meridia?


Why thank you, I've put a lot of work into this.

If you look at the History section of the website, you'll see that the Shadow lasted for 1000 years in the First Era, and lifted in 1E 1018. The First Era ended in 1E 1170, and Meridia is currently in the Second Era, around 2E 5. So in summation, the Shadow has been gone for around 95 years.

As for Christianity and religion in general, obviously as a fantasy realm we can't have a historical figure really existing. That being said, you can definitely alter Christianity to suit Meridia. If I was to do it, I would probably have it as scripture that Jesus Christ appeared in the waning years of the Shadow, and is known to have gone around helping the victims. Instead of curing leprosy, perhaps he cured some genetic plague that the Shadow had unleashed upon certain people. And it can even be said(for I encourage everyone to have their own lore about the Shadow so that it's a bunch of hearsay and legend,) that when the Shadow caught this man who was going about ruining their experiments and helping their slaves, it was they that crucified him, and it was this crucifixion that lifted the Shadow. Kind of a more literal removal of sin by dying for us.

But I don't want to stifle your creativity, and will consider any approach you bring forth.
Last edited by Taledonia on Wed Feb 21, 2018 10:05 am, edited 2 times in total.

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Camelone
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Postby Camelone » Wed Feb 21, 2018 10:34 am

Okay cool and I was actually thinking along the same lines as that for how to incorporate Christianity into this world. I'll play around with it for a bit but I'll start working on an app now.
Dissenting High Church Episcopalian, American High Tory with a flair of Bonapartism for extra spice

Ave Rex Christus!

Pro: The Social Kingship of Christ, Corporatism, Distributism, Tradition based Christianity, High Tory, Hierarchy, Monarchism
Neutral: Constitutions, Guild Socialism, Libertarianism, Constitution Party, authoritarian republicanism
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A m e n r i a
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Democratic Socialists

Postby A m e n r i a » Wed Feb 21, 2018 10:38 am

Fair enough. I got an app ready and a few suggestions. Which one should I post first? Also, I told a friend about this. He's probably going to play as a Mongol-based or Polynesian-based nation.

As for the above guy, looks like I'm not the only one who's going to make references to RL religions. :)

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Taledonia
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Inoffensive Centrist Democracy

Postby Taledonia » Wed Feb 21, 2018 10:50 am

A m e n r i a wrote:Fair enough. I got an app ready and a few suggestions. Which one should I post first? Also, I told a friend about this. He's probably going to play as a Mongol-based or Polynesian-based nation.

As for the above guy, looks like I'm not the only one who's going to make references to RL religions. :)


Well, submit your application, and at the bottom of it just add whatever suggestions you have. Suggestions are always welcome, even if I don't use them.

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Camelone
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Postby Camelone » Wed Feb 21, 2018 11:00 am

Name of Nation: High Kingdom of Camelone
Primary Race(s): Humans
Society: 4
Camelone is divided between various nobles with the four kings being the highest of the nobility, the title of High King is held by the king that holds the confidence of the majority of the Church, nobility, and Guilds. The feudal structure may lend itself to competition and contributed to scientific and martial advancement but it is also the weakness of Camelone as the nobles continue to scheme against each other leading to a situation that isn't the most stable and makes it hard for them to threaten any of the surrounding countries.
Technology: 6
The lords of Camelone have been competing with each other for power and influence making it a land ripe for technological and industrial advancement with every house trying to get one more leg up on their opponents, and with their rivals stealing the new technology as soon as they can. The Church is a great patron of the sciences with the majority of universities owned and operated by the clergy, there are a few private secular universities though. Everything from production to warfare has become touched by the industrializing spirit, mechanization is beginning to replace craftsmen and Camelonean firearms have become deadlier with rifling.
Economy: 3 (+1 by level 6 Technology)
The economy has been upset recently with the introduction of industrialization upsetting the guilds but exciting the merchants and lower nobility. There has been a trend for people to migrate to cities crowding into slums in the search of new work and serfdom has begun to be phased out. If it was not for the new technologies the Camelonean economy would be much weaker.
Magic: 1
It is rumored that the lands of Camelone used to dance with magical energy at one time but all that was destroyed by the arrival of the Shadow, now the magic of Camelone is a shell of its former self with no real magic users within the nation.
Area Claimed: Noreia 22, 21, 20, and 25 with the beginning of a colony on 2
Brief History: It is said within Sacred Scripture that Camelone was a land abundantly blessed by God with an arcane energy that permeated all things, that the first of the old Cameloneans made a covenant with the Lord to be His chosen people and they prospered greatly while in obedience to the laws of God that bond them to the Lord. On the field of battle tribe after tribe was brought into the fold with the word of God on their lips, and great works of art, technology, magic were produced by the chosen people. Mankind grew foolish though and thought that they accomplished what they did by their works alone and not by the blessing and guidance of God, they began to break their covenant raising every blasphemy they could against God's most holy name. Violation after violation of the covenant drew a tear from our loving God's face as He saw the path we were going down and prophet after prophet were ignored by the people leaving God to watch as His creation brought the Shadow, the product of all their sins manifested, upon the world for they reaped what they sowed. As a final act of mercy though the Lord rose the few remaining faithful to Heaven to save them from the horrors that would befall the world.

During the reign of the Shadow upon the world the chosen people felt their land be drained of everything that God had blessed it with, the arcane energy that had once danced freely among the forest and plains was siphoned away and their great masters of the arcane arts were harvested for vile experiments. Horror after horror was leveled upon the people and hour after hour they cried out to Heaven for salvation, in repentance they begged God for forgiveness for their transgressions. God watched and had his Angels descend every now and then to ease the suffering of the righteous ones and to give them heart that He had not abandoned them but He still refused to banish the Shadow for it was the product of Man and it must be Man who banishes it. After many years passed God could not bear to see the suffering anymore and sent His only beloved son, Jesus Christ, to Meridia through the blessed Ever-Virgin mother Mary. The Son walked the land healing those tortured most brutally by the Shadow and restoring their bodies. Furious the Shadow moved against him for ruining their experiments and after capturing him through the betray of one of his disciples they sought to demonstrate to the people that he was a mere man. Try as they might they could mutilate the holy body of Christ for he showed himself to truly be the Son of God giving great joy and hope within the hearts of the people. The Shadow had enough they sought to execute him to show his mortality and they crucified the Lord humiliating him and the people dismayed as they saw him hanging from the cross seemingly powerless but with his last words he pronounced "It is finished." With those powerful words the Lord breathed his last and to the surprise of all the sun revealed itself once more. For three days the Lord remained dead and rose once more on the third to continue to heal the people of God banishing the abominations of the Shadow and curing their afflictions, he would continue this until he ascended into Heaven the vile isle of Arkona sunk below the waves.

With the collapse of the Shadow the tribes of Camelone unified under the four Great Houses and beneath the Cross, since then Camelone has marched forward stewarded by the Lord's Holy Church and protected by the prowess of the lords and the ingenuity of the inventors. Missionaries spread across the known world preaching the word of Christ as the bishops argue over the dogmas and doctrines of the Church in the harrowing taste to protect the people of God, all those created by the Lord, from error and vice. While the realm is not completely at peace nor as prosperous as it should be the hardy people of Camelone work on diligently for the glory of Camelone and Christ.
Last edited by Camelone on Wed Feb 28, 2018 11:45 am, edited 2 times in total.
Dissenting High Church Episcopalian, American High Tory with a flair of Bonapartism for extra spice

Ave Rex Christus!

Pro: The Social Kingship of Christ, Corporatism, Distributism, Tradition based Christianity, High Tory, Hierarchy, Monarchism
Neutral: Constitutions, Guild Socialism, Libertarianism, Constitution Party, authoritarian republicanism
Against: Communism, socialism, SJWs, materialism, Democratic Party, Republican Party, Egalitarianism
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Taledonia
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Inoffensive Centrist Democracy

Postby Taledonia » Wed Feb 21, 2018 11:27 am

Camelone wrote:Name of Nation: High Kingdom of Camelone
Primary Race(s): Humans
Society: 4
Camelone is divided between various nobles with the four kings being the highest of the nobility, the title of High King is held by the king that holds the confidence of the majority of the Church, nobility, and Guilds. The feudal structure may lend itself to competition and contributed to scientific and martial advancement but it is also the weakness of Camelone as the nobles continue to scheme against each other leading to a situation that isn't the most stable and makes it hard for them to threaten any of the surrounding countries.
Technology: 6
The lords of Camelone have been competing with each other for power and influence making it a land ripe for technological and industrial advancement with every house trying to get one more leg up on their opponents, and with their rivals stealing the new technology as soon as they can. The Church is a great patron of the sciences with the majority of universities owned and operated by the clergy, there are a few private secular universities though. Everything from production to warfare has become touched by the industrializing spirit, mechanization is beginning to replace craftsmen and Camelonean firearms have become deadlier with rifling.
Economy: 3 (+1 by level 6 Technology)
The economy has been upset recently with the introduction of industrialization upsetting the guilds but exciting the merchants and lower nobility. There has been a trend for people to migrate to cities crowding into slums in the search of new work and serfdom has begun to be phased out. If it was not for the new technologies the Camelonean economy would be much weaker.
Magic: 1
It is rumored that the lands of Camelone used to dance with magical energy at one time but all that was destroyed by the arrival of the Shadow, now the magic of Camelone is a shell of its former self with no real magic users within the nation.
Area Claimed: Noreia 22, 21, 20, and 25 with the beginning of a colony on 2
Brief History: WIP


Apart from the fact that I'll be fighting you for territory eventually, looks great. I will update the website with your stuff as soon as I can. But a couple questions:

1. Do you have a capital province?
2. Is your NS flag the one you want to use, or do you have an alternate flag?

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Camelone
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Founded: Feb 20, 2015
Inoffensive Centrist Democracy

Postby Camelone » Wed Feb 21, 2018 11:30 am

Let's have the capital province be Northern Beaverwood the home of the current High King, the capital province will shift depending on who the High King is. As for number two yes my NS flag will be the flag I will be using at the moment because of the symbolism, four kings unified into one nation, the four crowns united by the Royal insignia.

Should I move my nation to Meridia?
Last edited by Camelone on Wed Feb 21, 2018 11:31 am, edited 1 time in total.
Dissenting High Church Episcopalian, American High Tory with a flair of Bonapartism for extra spice

Ave Rex Christus!

Pro: The Social Kingship of Christ, Corporatism, Distributism, Tradition based Christianity, High Tory, Hierarchy, Monarchism
Neutral: Constitutions, Guild Socialism, Libertarianism, Constitution Party, authoritarian republicanism
Against: Communism, socialism, SJWs, materialism, Democratic Party, Republican Party, Egalitarianism
Family, Fatherland, Work
Results

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Taledonia
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Posts: 663
Founded: Jan 08, 2005
Inoffensive Centrist Democracy

Postby Taledonia » Wed Feb 21, 2018 11:36 am

Camelone wrote:Let's have the capital province be Northern Beaverwood the home of the current High King, the capital province will shift depending on who the High King is. As for number two yes my NS flag will be the flag I will be using at the moment because of the symbolism, four kings unified into one nation, the four crowns united by the Royal insignia.

Should I move my nation to Meridia?


It isn't required that players join the region. That being said, the region is a handy place to be, so I invite you to move.

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Camelone
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Founded: Feb 20, 2015
Inoffensive Centrist Democracy

Postby Camelone » Wed Feb 21, 2018 8:02 pm

For 'The Old and New' RP it is a character focused RP correct? If so I'll probably send some Camelonean nobles over to the rebels, with a few going to loyalists as well because I'm guessing along the border there is some intermarriage between the noble families.

Oh also what part of the Industrial Revolution am I at like Civil War era, a little earlier, a little later?
Last edited by Camelone on Wed Feb 21, 2018 8:06 pm, edited 1 time in total.
Dissenting High Church Episcopalian, American High Tory with a flair of Bonapartism for extra spice

Ave Rex Christus!

Pro: The Social Kingship of Christ, Corporatism, Distributism, Tradition based Christianity, High Tory, Hierarchy, Monarchism
Neutral: Constitutions, Guild Socialism, Libertarianism, Constitution Party, authoritarian republicanism
Against: Communism, socialism, SJWs, materialism, Democratic Party, Republican Party, Egalitarianism
Family, Fatherland, Work
Results

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Taledonia
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Founded: Jan 08, 2005
Inoffensive Centrist Democracy

Postby Taledonia » Wed Feb 21, 2018 8:14 pm

It can be character, or more. Really up to you. As I said in the region, you have a few reasons to get involved.

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Scoti
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Founded: Feb 18, 2018
Ex-Nation

Postby Scoti » Wed Feb 21, 2018 8:16 pm

I too have a question. As far as the colonies go, is there a map somewhere I'm just not seeing?

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Taledonia
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Founded: Jan 08, 2005
Inoffensive Centrist Democracy

Postby Taledonia » Wed Feb 21, 2018 8:32 pm

Scoti wrote:I too have a question. As far as the colonies go, is there a map somewhere I'm just not seeing?


Well, all the maps are on Meridia's website. Have you looked there? I strongly suggest using a computer, as the mobile version of the site is not the greatest.

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A m e n r i a
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Founded: Jun 08, 2017
Democratic Socialists

Postby A m e n r i a » Thu Feb 22, 2018 1:37 am

Here's my app:

Name of Nation: Kingdom of Dwipantara
Primary Race(s): Mostly human, with some orcs, naga, vampires, elves and trolls here and there, as well as goblin populations in the rural areas near mountains.
Society: 4
Though ruled by a single Maharaja (Great King), each province of Dwipantara has their own leader. The western province of Suryonegoro has King Buto Ijo IV, the southern province of Cioray has Nyai Nagini, and the eastern province of has Great Chieftain Edwin Kulukulu
Technology: 7
Dwipantara's victories over technologically-superior enemies in the past, its foreign affairs, and its attitude towards progress leads to its scientific advancements, such as bara, or controllable fire, ether, which can be harvested from the air to power various machines, and paranti ngapung, or flying machines.
Economy: 2 (+1 from tech)
The once-flourishing economy was devastated by the barbarian occupation. The Kingdom is still healing from old wounds.
Magic: 1 (+1 from tech)
Aside from the Maharaja, the denizens of Dwipantara have fairly low magical capabilities.
Area Claimed: Provinces 2, 3, 5 and 12 on Aleria.
Brief History: Long ago, the barbarian armies from the kingdoms of Walanda, Varanchis and Albion entered Dwipantaran lands. Of all three, Walanda's rule was longest and most painful.

For three centuries the Walandans ruled the lands with an iron fist, until one day, a hero from a distant land came and brought an army to fight the evil colonists.

The hero wielded power unlike anything the locals have. He had the power of tangan bara the ability to create fire, which he passed on to his descendants and made them unique amongst the diverse population of Dwipantara.

The hero's army consisted of people from three different lands. The first group were clerics who resembled the barbarians in appearance, but had larger noses, as well as a slightly darker hair colour.

The second group were strategists with wits and beauty second to none. Their movement was as smooth as their skin, their eyes were shining crescents resembling the moon, and their blades were as sharp as their skills.

The thrid group was the hero's own people. His own kin. They were masters of astronomy, philosophy, history and naval warfare, most of them being scholars at times of peace.

The hero, known as Mappanganro I, with his party and the aid of the indigenous people, fought the Walandans and drove them off the area. The provinces were soon united, with the hero becoming the first Maharaja.

Today, Dwipantara is ruled by the hero's grandson, a brilliant mind and a noble soul at the prime age of 16. Though inexperienced, he has his grandfather's power and benevolence. He will create a civilization that stands the test of time.

TL;DR Steampunk Indonesia, fought Western colonists with help from Bugis, Arabs, and Chinese and won.

Suggestions: to promote growth, why not award players with 1 STEM point every 6 months instead of a year and have the maximum number of points awarded this way 8 instead of 5? I'd feel better if my people's hard work results in rapid development, instead of only achieving only little. Two extra starting STEM points would be great too.
Last edited by A m e n r i a on Thu Feb 22, 2018 9:52 am, edited 1 time in total.

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Taledonia
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Inoffensive Centrist Democracy

Postby Taledonia » Thu Feb 22, 2018 7:59 am

A m e n r i a wrote:Here's my app:

Name of Nation: Kingdom of Dwipantara
Primary Race(s): Mostly human, with some orcs, naga, vampires, elves and trolls here and there, as well as goblin populations in the rural areas near mountains.
Society: 4
Though ruled by a single Maharaja (Great King), each province of Dwipantara has their own leader. The western province of Suryonegoro has King Buto Ijo IV, the southern province of Cioray has Nyai Nagini, and the eastern province of has Great Chieftain Edwin Kulukulu
Technology: 7
Dwipantara's victories over technologically-superior enemies in the past, its foreign affairs, and its attitude towards progress leads to its scientific advancements, such as bara, or controllable fire, ether, which can be harvested from the air to power various machines, and paranti ngapung, or flying machines.
Economy: 2 (+1 from tech)
The once-flourishing economy was devastated by the barbarian occupation. The Kingdom is still healing from old wounds.
Magic: 1 (+1 from tech)
Aside from the Maharaja, the denizens of Dwipantara have fairly low magical capabilities.
Area Claimed: Provinces 2, 3, 5 and 12 on Aleria.
Brief History: Long ago, the Shadow entered Dwipantaran lands in the form of barbarian armies from the kingdoms of Walanda, Varanchis and Albion. Of all three, Walanda's rule was longest and most painful.

For three centuries the Walandans ruled the lands with an iron fist, until one day, a hero from a distant land came and brought an army to fight the evil colonists.

The hero wielded power unlike anything the locals have. He had the power of tangan bara the ability to create fire, which he passed on to his descendants and made them unique amongst the diverse population of Dwipantara.

The hero's army consisted of people from three different lands. The first group were clerics who resembled the barbarians in appearance, but had larger noses, as well as a slightly darker hair colour.

The second group were strategists with wits and beauty second to none. Their movement was as smooth as their skin, their eyes were shining crescents resembling the moon, and their blades were as sharp as their skills.

The thrid group was the hero's own people. His own kin. They were masters of astronomy, philosophy, history and naval warfare, most of them being scholars at times of peace.

The hero, known as Mappanganro I, with his party and the aid of the indigenous people, fought the Walandans and drove them off the area. The provinces were soon united, with the hero becoming the first Maharaja.

Today, Dwipantara is ruled by the hero's grandson, a brilliant mind and a noble soul at the prime age of 16. Though inexperienced, he has his grandfather's power and benevolence. He will create a civilization that stands the test of time.

TL;DR Steampunk Indonesia, fought Western colonists with help from Bugis, Arabs, and Chinese and won.

Suggestions: to promote growth, why not award players with 1 STEM point every 6 months instead of a year and have the maximum number of points awarded this way 8 instead of 5? I'd feel better if my people's hard work results in rapid development, instead of only achieving only little. Two extra starting STEM points would be great too.


I must, at this time, reject your application. Your STEM is fine, and I'm glad you've looked into a history. But that history is, unfortunately, not in line with the Shadow. Firstly, they were not barbarians. An easy analogy of the Shadow would be super advanced aliens who came to Earth during the 16th century. Some nations may have had muskets and cannons, but they had ray guns, and flying saucers, and chemical weapons, and shields, and all manner of incredible technology. Add to that the fact that they were masters of magic, and could do as they wished in the arcane arts as well. Further, they were a unified force, not competing nations. There was no defeating the Shadow. There was no hiding from the Shadow. Please review the Shadow page of the website. Here you can read how the Shadow spread, and how they disappeared, with their supposed homeland of Arcona sinking into the Sundered Ocean to become the barren archipelago known as the Terrors. It also gives some examples of what the Shadow looked like in appearance. Hardly any nose. Snout, perhaps.

I would suggest altering your application to reflect this, and perhaps changing the barbarians into groups that arose during the power vacuum left when the Shadow lifted.

User avatar
Camelone
Minister
 
Posts: 2945
Founded: Feb 20, 2015
Inoffensive Centrist Democracy

Postby Camelone » Thu Feb 22, 2018 8:27 am

I really want someone to make a city-state(s) application for the two areas, 3 and 4 on Noreia, because I think that would really make the situation there interesting.
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A m e n r i a
Ambassador
 
Posts: 1588
Founded: Jun 08, 2017
Democratic Socialists

Postby A m e n r i a » Thu Feb 22, 2018 9:53 am

Taledonia wrote:
A m e n r i a wrote:Here's my app:

Name of Nation: Kingdom of Dwipantara
Primary Race(s): Mostly human, with some orcs, naga, vampires, elves and trolls here and there, as well as goblin populations in the rural areas near mountains.
Society: 4
Though ruled by a single Maharaja (Great King), each province of Dwipantara has their own leader. The western province of Suryonegoro has King Buto Ijo IV, the southern province of Cioray has Nyai Nagini, and the eastern province of has Great Chieftain Edwin Kulukulu
Technology: 7
Dwipantara's victories over technologically-superior enemies in the past, its foreign affairs, and its attitude towards progress leads to its scientific advancements, such as bara, or controllable fire, ether, which can be harvested from the air to power various machines, and paranti ngapung, or flying machines.
Economy: 2 (+1 from tech)
The once-flourishing economy was devastated by the barbarian occupation. The Kingdom is still healing from old wounds.
Magic: 1 (+1 from tech)
Aside from the Maharaja, the denizens of Dwipantara have fairly low magical capabilities.
Area Claimed: Provinces 2, 3, 5 and 12 on Aleria.
Brief History: Long ago, the Shadow entered Dwipantaran lands in the form of barbarian armies from the kingdoms of Walanda, Varanchis and Albion. Of all three, Walanda's rule was longest and most painful.

For three centuries the Walandans ruled the lands with an iron fist, until one day, a hero from a distant land came and brought an army to fight the evil colonists.

The hero wielded power unlike anything the locals have. He had the power of tangan bara the ability to create fire, which he passed on to his descendants and made them unique amongst the diverse population of Dwipantara.

The hero's army consisted of people from three different lands. The first group were clerics who resembled the barbarians in appearance, but had larger noses, as well as a slightly darker hair colour.

The second group were strategists with wits and beauty second to none. Their movement was as smooth as their skin, their eyes were shining crescents resembling the moon, and their blades were as sharp as their skills.

The thrid group was the hero's own people. His own kin. They were masters of astronomy, philosophy, history and naval warfare, most of them being scholars at times of peace.

The hero, known as Mappanganro I, with his party and the aid of the indigenous people, fought the Walandans and drove them off the area. The provinces were soon united, with the hero becoming the first Maharaja.

Today, Dwipantara is ruled by the hero's grandson, a brilliant mind and a noble soul at the prime age of 16. Though inexperienced, he has his grandfather's power and benevolence. He will create a civilization that stands the test of time.

TL;DR Steampunk Indonesia, fought Western colonists with help from Bugis, Arabs, and Chinese and won.

Suggestions: to promote growth, why not award players with 1 STEM point every 6 months instead of a year and have the maximum number of points awarded this way 8 instead of 5? I'd feel better if my people's hard work results in rapid development, instead of only achieving only little. Two extra starting STEM points would be great too.


I must, at this time, reject your application. Your STEM is fine, and I'm glad you've looked into a history. But that history is, unfortunately, not in line with the Shadow. Firstly, they were not barbarians. An easy analogy of the Shadow would be super advanced aliens who came to Earth during the 16th century. Some nations may have had muskets and cannons, but they had ray guns, and flying saucers, and chemical weapons, and shields, and all manner of incredible technology. Add to that the fact that they were masters of magic, and could do as they wished in the arcane arts as well. Further, they were a unified force, not competing nations. There was no defeating the Shadow. There was no hiding from the Shadow. Please review the Shadow page of the website. Here you can read how the Shadow spread, and how they disappeared, with their supposed homeland of Arcona sinking into the Sundered Ocean to become the barren archipelago known as the Terrors. It also gives some examples of what the Shadow looked like in appearance. Hardly any nose. Snout, perhaps.

I would suggest altering your application to reflect this, and perhaps changing the barbarians into groups that arose during the power vacuum left when the Shadow lifted.


Fixed it.

User avatar
Taledonia
Diplomat
 
Posts: 663
Founded: Jan 08, 2005
Inoffensive Centrist Democracy

Postby Taledonia » Thu Feb 22, 2018 11:14 am

Can't see anything wrong with it now. You are approved, and once again, I shall try to update the website as soon as I can.

User avatar
A m e n r i a
Ambassador
 
Posts: 1588
Founded: Jun 08, 2017
Democratic Socialists

Postby A m e n r i a » Thu Feb 22, 2018 11:16 am

Taledonia wrote:Can't see anything wrong with it now. You are approved, and once again, I shall try to update the website as soon as I can.


Sweet, got an IC thread or something?

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