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Gwalethia Sign-up Thread [Medieval Tech, Open]

A place to put national factbooks, embassy exchanges, and other information regarding the nations of the world. [In character]
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Aeternaea
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Posts: 78
Founded: Dec 12, 2015
Ex-Nation

Gwalethia Sign-up Thread [Medieval Tech, Open]

Postby Aeternaea » Mon Oct 15, 2018 3:13 pm

Welcome to Gwalethia, a medieval/low fantasy tech worldbuilding and roleplaying region!

We are a role-playing and worldbuilding region founded in December 2017. We have recently re-founded, with a new map (still a WIP), new RP system, and new point balancing! We are eager to expand our region and build and active and lively medieval RP world. We are open to all, whether you are an NS newcomer or veteran, however, we do require previous RP experience for those wishing to take more important roles in the region. Much of our activity takes place on the NS forums, NSWiki and regional Discord.
If you are interested in joining our regional RP, consider filling out an application form below and posting it within this thread.

Before you consider constructing an application, please read the Regional Rule Page (WIP), as well as see below our point system which is used to balance nations! A full Wiki of how it is used is currently being written up, but the system is there for both players who don't want too in-depth RP, as well as those who are (a more complex version of the system is available to those whom are interested in it!)

Note: You don't need to learn much of the GNPS, as it is mostly automated for convenience and simplicity.


Our map of the Continent of S'Kar (The only explored continent by most players as of yet)
NOTE: This is merely one continent of the entire world of Gwalethia, the rest of the world can be explored in due time!

Sign-up Panel: Aeternaea, Venerent

Applications should aim to be realistic and feasible; nations creating utopian or joke applications will be disregarded.
Amendments may be suggested by members of the sign-up panel for changes which will allow applicants to better fit in with the regional canon and diplomacy.

[i]A lack of activity on Gwalethia Discord, NSWiki, and RP will result in the removal of your nation from the map. If you will be absent for a prolonged period of time, please contact a member of the regional administration and your map claim will be held.


Code: Select all
[b]IC nation name:[/b]
[b]Capital:[/b]
[b]Government type:[/b]
[b]Race Group(s):[/b] (For example, Human, Dwarven, Elven, etc.)
[b]Language(s):[/b]
[b]Inspiration for nation:[/b]
[b]Brief background of nation (or IIWiki/NSWiki):[/b]
[b]Map claim (Imgur):[/b]

[b]Geography and climate of nation:[/b]
[b]Scoresheet Information:[/b] Max limited to 30 points for new nations.
Innovation: x/6
Diplomacy: x/6
Economy: x/6
Production: x/6
Magecraft: x/6
Land/military tech: x/6
Naval tech: x/6
Adaptability: x/6
Population: x/6
Espionage: x/6

[b]How did you hear about Gwalethia?[/b]
[b]What other nations do you use on NS?[/b]
[b]Roleplay sample (Optional, though required for claiming a more powerful role):[/b]

[b]Any other info you wish to add (Optional):[/b]


  • Whilst not a requirement, it's a suggestion to place your nation near those that are culturally similar (i.e. European-esque kingdoms should be in one "cultural zone")
  • Fictional cultures/languages are permitted, provided they sufficiently fit within existing lore
  • Countries which are not overly utopian are likely to have more leeway in the application process
  • Events and RPs are moderated by admins and use dice rolls in deciding the outcome of certain situations.
  • Countries are forbidden from possessing "magical weapons of mass destruction"

IC nation name: The Kingdom of Krakt
Capital: Ulmm
Government type: Feudal monarchy
Race Group(s): Human, with a small minority of dwarves.
Languages: High Ulskarian (Dutch), Common (English)
Inspiration for nation: Nilfgaard (Witcher series), the Empire (Warhammer series), Holy Roman Empire (historical), the Netherlands/Dutch (cultural)
Brief background of nation (or IIWiki): One of the oldest kingdoms to exist in Gwalethia, Ulskar is respected as a mighty and powerful nation. It is ruled by it's King, Geralt van Klint, a stern man trouble by domestic affairs as of late. Historically the nation had humble beginnings as a singular city-state, but its influence grew until it gained control of the surrounding settlements, and later, other city-states and duchies. Whilst one of the most powerful nations of the known world, it is internally crippled by the schemes and feuding between its prominent noble houses. If King Geralt can reign in the power of his bickering lords, then Ulskar may potentially seek to expand again.
Map claim (Imgur): https://i.imgur.com/FbmRfx0.jpg

Geography and climate of nation: Much of southern Ulskar is mountainous and heavily forested with more fertile regions lining the coast. The north is more lightly forested with ample room for farmland. Overall temperature is rather cool, but not unbearable so.
Scoresheet Information: Max limited to 30 points for new nations. (In this case, as a regional admin, I am allowed 40 points to better police IC events.)
Innovation: 6/6
Diplomacy: 2/6
Economy: 6/6
Production: 6/6
Magecraft: 0/6
Land/military tech: 6/6
Naval tech: 3/6
Adaptability: 2/6
Population: 6/6
Espionage: 3/6

How did you hear about Gwalethia?: Discovered via embassy in old region.
What other nations do you use on NS?: Rohst, Wallais, Cheonsam, Saraibia
Roleplay sample (optional): https://forum.nationstates.net/viewtopic.php?f=5&t=429341


(Optional) Any other info you wish to add: I'm the Lord-Chancellor of the Right in the regional government! Huzzah!

Blah!

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Seba Kemet
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Posts: 98
Founded: May 11, 2015
Ex-Nation

Postby Seba Kemet » Mon Oct 15, 2018 4:35 pm

IC nation name: Deshkhet
Capital: Ineb Hedj
Government type: Bureaucratic Monarchy
Race Group(s): Humans, insectoids, some nomad elves and a few dwarves
Language(s): Redi-r (Primary,) a variety of local dialects and tribal languages
Inspiration for nation: Ancient Egypt, along with a bit of Tomb Kings.
Brief background of nation (or IIWiki/NSWiki):
Vast in wealth is Deshkhet, the Land of Gold. Ancient in history is Deshkhet, Land of Pyramids. Great in faith is Deskhet, Land of the Gods.

The origins of Deshkhet are clouded in ancient history, but even the oldest records speak of a city where Ineb Hedj stands now, astride the great Spring of Osiris, where the waters of the ocean are born anew. Since before memory, wealth has flowed to and through Deshkhet for the simple reason that its capital sits astride the Great Canal, which unites the two seas and by the power of the gods (or perhaps some ingenious ancient trickery,) permits ships to travel from one sea to the other. For millenia, ships have paid the tolls of the Pharaohs, the only other option being a risky overland trip through desert trails and jungle paths, or a nigh-suicidal voyage to the frozen ice-waste of the North.

Deshkhet is a land of tradition, where ceremony and ancient rite hold sway over everyday life. It is a land where magic rules, and the priests of Deshkhet are reckoned among the most powerful mages of the world, their writings harking back to the time when gods lived among men. This self assurance comes at a price, however. Deshkhet's people see little need to change their ways of life, and it takes a great shock to rouse them to adopt a new technology or cultural ideal. Only rarely are the god-kings of Deshkhet roused to such action though, but even in distant lands there are legends of those occasions when the legions of the Solar Empire marched forth in their golden splendor.

Deshkhet sits astride the great river Iteru, source of all life, and a source of much wealth for Deshkhet. The Iteru is an ancient trade route, along which much commerce flows, ending somewhere in the ancient lands of mysterious eastern civilizations.

Map claim (Imgur): https://cdn.discordapp.com/attachments/ ... nknown.png (The nice green shade in the upper left)

Geography and climate of nation:
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 3/6
Diplomacy: 2/6
Economy: 6/6
Production: 4/6
Magecraft: 6/6
Land/military tech: 4/6
Naval tech: 1/6
Adaptability: 0/6
Population: 3/6
Espionage: 1/6

How did you hear about Gwalethia?
Was part of the first edition.

What other nations do you use on NS?
None now.

User avatar
Aeternaea
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Posts: 78
Founded: Dec 12, 2015
Ex-Nation

Postby Aeternaea » Tue Oct 16, 2018 4:38 pm

Seba Kemet wrote:IC nation name: Deshkhet
Capital: Ineb Hedj
Government type: Bureaucratic Monarchy
Race Group(s): Humans, insectoids, some nomad elves and a few dwarves
Language(s): Redi-r (Primary,) a variety of local dialects and tribal languages
Inspiration for nation: Ancient Egypt, along with a bit of Tomb Kings.
Brief background of nation (or IIWiki/NSWiki):
Vast in wealth is Deshkhet, the Land of Gold. Ancient in history is Deshkhet, Land of Pyramids. Great in faith is Deskhet, Land of the Gods.

The origins of Deshkhet are clouded in ancient history, but even the oldest records speak of a city where Ineb Hedj stands now, astride the great Spring of Osiris, where the waters of the ocean are born anew. Since before memory, wealth has flowed to and through Deshkhet for the simple reason that its capital sits astride the Great Canal, which unites the two seas and by the power of the gods (or perhaps some ingenious ancient trickery,) permits ships to travel from one sea to the other. For millenia, ships have paid the tolls of the Pharaohs, the only other option being a risky overland trip through desert trails and jungle paths, or a nigh-suicidal voyage to the frozen ice-waste of the North.

Deshkhet is a land of tradition, where ceremony and ancient rite hold sway over everyday life. It is a land where magic rules, and the priests of Deshkhet are reckoned among the most powerful mages of the world, their writings harking back to the time when gods lived among men. This self assurance comes at a price, however. Deshkhet's people see little need to change their ways of life, and it takes a great shock to rouse them to adopt a new technology or cultural ideal. Only rarely are the god-kings of Deshkhet roused to such action though, but even in distant lands there are legends of those occasions when the legions of the Solar Empire marched forth in their golden splendor.

Deshkhet sits astride the great river Iteru, source of all life, and a source of much wealth for Deshkhet. The Iteru is an ancient trade route, along which much commerce flows, ending somewhere in the ancient lands of mysterious eastern civilizations.

Map claim (Imgur): https://cdn.discordapp.com/attachments/ ... nknown.png (The nice green shade in the upper left)

Geography and climate of nation:
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 3/6
Diplomacy: 2/6
Economy: 6/6
Production: 4/6
Magecraft: 6/6
Land/military tech: 4/6
Naval tech: 1/6
Adaptability: 0/6
Population: 3/6
Espionage: 1/6

How did you hear about Gwalethia?
Was part of the first edition.

What other nations do you use on NS?
None now.

Approved, of course!
Blah!

User avatar
Fyrae
Civil Servant
 
Posts: 6
Founded: Apr 03, 2018
Ex-Nation

Postby Fyrae » Sun Oct 21, 2018 1:26 pm

IC nation name: The Empire of Fyrae
Capital: Fyrae
Government type: Absolute Monarchy
Race Group(s): Aeternean(human?), with numerous smaller races
Language(s): Low Aeternean, High Aeternean
Inspiration for nation: A combination of the Imperium of Man and Mordor
Brief background of nation (or IIWiki/NSWiki): The Empire of Fyrae is the name given to a nation comprised of Aeterneans that fled Aeternea following the Barrik Betrayal. While the true knowledge of what caused the Betrayal is known Barrik II vi Gloustern vi Aeternis-Fyrae, what is known is he wished to conquer the world, in contention with the policy of the Eternal Throne that sought only to observe and document. Possessing great charm and charisma, the Emperor, then a mere Prince, corrupted a number of people to see the world his way and, following the securing of a sizeable following, he launch the rebellion. Following its failure, he fled Aeternea with his supporters and their families, fleeing to lands that they had set aside prior to the rebellion's where they worked to begin their twisted realm. Having removed all mention of the land from the Aeternean histories, they were free to work it as they wished in secret, building sickening temples and buildings to the Emperor, taking lands and forcing the families into eternal servitude. They have become twisted versions of the Aeterneans, dabbling in magic and warfare and subjugating those that oppose them. Worst of all was his wish to extend his life beyond that of any mortal man. In his vanity he consorted with stolen knowledge from the Forbidden Archives of Tene'dakn before fleeing extending his life, to survive for many times that of a mortal man.

However, the nation did not remain in secret, expanding in size and power as Barrik's lust for power grew, conquering numerous of the smaller kingdoms that existed between him and the conquest of the globe, notably invading and conquering Deshket.
Map claim (Imgur):The red between the blue and the green

Geography and climate of nation: The Empire is a large realm and its main population centres are packed and filled with vice and sin, while its villages are populated largely by slave labourers who live and die under the Lord that rules them, often in the vast farmlands that cover the Empire that works to feed its armies and its capital.
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 4/6
Diplomacy: 2/6
Economy: 4/6
Production: 3/6
Magecraft: 3/6
Land/military tech: 5/6
Naval tech: 1/6
Adaptability: 1/6
Population: 4/6
Espionage: 3/6

How did you hear about Gwalethia? In the OG
What other nations do you use on NS? Newrey, Veleaz
Roleplay sample (Optional, though required for claiming a more powerful role): viewtopic.php?f=4&t=438654

Any other info you wish to add (Optional): Gucci Gang

User avatar
Aeternaea
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Posts: 78
Founded: Dec 12, 2015
Ex-Nation

Postby Aeternaea » Tue Oct 23, 2018 7:07 am

Fyrae wrote:IC nation name: The Empire of Fyrae
Capital: Fyrae
Government type: Absolute Monarchy
Race Group(s): Aeternean(human?), with numerous smaller races
Language(s): Low Aeternean, High Aeternean
Inspiration for nation: A combination of the Imperium of Man and Mordor
Brief background of nation (or IIWiki/NSWiki): The Empire of Fyrae is the name given to a nation comprised of Aeterneans that fled Aeternea following the Barrik Betrayal. While the true knowledge of what caused the Betrayal is known Barrik II vi Gloustern vi Aeternis-Fyrae, what is known is he wished to conquer the world, in contention with the policy of the Eternal Throne that sought only to observe and document. Possessing great charm and charisma, the Emperor, then a mere Prince, corrupted a number of people to see the world his way and, following the securing of a sizeable following, he launch the rebellion. Following its failure, he fled Aeternea with his supporters and their families, fleeing to lands that they had set aside prior to the rebellion's where they worked to begin their twisted realm. Having removed all mention of the land from the Aeternean histories, they were free to work it as they wished in secret, building sickening temples and buildings to the Emperor, taking lands and forcing the families into eternal servitude. They have become twisted versions of the Aeterneans, dabbling in magic and warfare and subjugating those that oppose them. Worst of all was his wish to extend his life beyond that of any mortal man. In his vanity he consorted with stolen knowledge from the Forbidden Archives of Tene'dakn before fleeing extending his life, to survive for many times that of a mortal man.

However, the nation did not remain in secret, expanding in size and power as Barrik's lust for power grew, conquering numerous of the smaller kingdoms that existed between him and the conquest of the globe, notably invading and conquering Deshket.
Map claim (Imgur):The red between the blue and the green

Geography and climate of nation: The Empire is a large realm and its main population centres are packed and filled with vice and sin, while its villages are populated largely by slave labourers who live and die under the Lord that rules them, often in the vast farmlands that cover the Empire that works to feed its armies and its capital.
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 4/6
Diplomacy: 2/6
Economy: 4/6
Production: 3/6
Magecraft: 3/6
Land/military tech: 5/6
Naval tech: 1/6
Adaptability: 1/6
Population: 4/6
Espionage: 3/6

How did you hear about Gwalethia? In the OG
What other nations do you use on NS? Newrey, Veleaz
Roleplay sample (Optional, though required for claiming a more powerful role): viewtopic.php?f=4&t=438654

Any other info you wish to add (Optional): Gucci Gang

Approved, and welcome back!
Blah!

User avatar
Mokranshi
Bureaucrat
 
Posts: 51
Founded: Jul 30, 2017
Civil Rights Lovefest

Postby Mokranshi » Tue Oct 23, 2018 6:24 pm

IC nation name: Mokranshi
Capital: Kotan Kane
Government type: Theocratic confederacy
Race Group(s): Beastmen
Language(s): Beasttongue languages
Inspiration for nation: Beastmen of Warhammer, Siberian tribes, Altaic cultures, White walkers, Ainu peoples
Brief background of nation (or IIWiki/NSWiki): The Beastmen are a comparatively young race. Born of uncertain origins tens of thousands of years ago, these beings lived in scattered herds across S'kar. Being so young compared to elves, dwarves, and even humans, the beastmen made basic advancements long after the other races began their rise. They learned tool use when humans discovered agriculture. They first chose herd leaders when humans built cities. They made the first advances in agriculture when humans made nations. As such, the beastmen have always been slightly behind the curve when it came to the other races.

Due to their perpetual nomadic status and occasional penchant ofr territoriality, they often came to blows with sedentary peoples, and warfare was a common state between herds and kingdoms. Despite their often superior strength and imposing physical stature, the beastmen could not contend with walls, iron, and standing armies for long. Thousands of years of conflict drove many herds away from civilized and pleasant lands. Those that tried to stay were inevitably destroyed outright. It's said that there were once countless varieties of beastfolk, but many of them were wiped out. Century after century passed, and soon there were no lands of plenty left for the beastmen to live. At least, none they couldn't claim without a hopeless war. As a result, they were slowly driven to the southeastern edge of the continent, across the Weeping Desert, where no human would follow them.

When the remaining impoverished herds reached the other end of the desert, they found a land unlike any they had seen before. There were no places of plenty, no rolling green plains for grazing. Where good green land should've stood, there was only a frozen wasteland that should not have existed. Nonetheless, there were no humans to contend with, so this was all they had. And it was far from pleasant. Many of the beastmen were not accustomed to such frigid conditions, and just as many beastmen lived that were lost to the cold. It was a harsh existence, one in which no humans were their enemy, but the land itself. That was until the Great revelation. In a far corner of the wastes lived a secluded mastogor herd. Long nought dead, the mastogors and other so-called primordial beastmen had lived in the wastes for centuries before the other beastfolk arrived. And one of them had discovered something that defied explanation. A seer whose name is lost to time met with a great force, a being who the beastfolk could only describe as a god. And what a god it was. The being said that it herd the cries of their struggle, and it had descended on high to comfort them, and give them aid. It told stories of ages long lost, in which winter ruled the land, when humans and the ilk scurried into caves while mighty beastmen roamed the earth, free from opposition, and it said that those days could come again. The being offered a gift, a promise to all who would partake. It would infuse its followers with the essence of winter itself, changing them forever. They would never feel the pain of the cold, but become one with it. With the power promised, the beastmen could forge a homeland in which they could thrive. The being only asked one thing: that one day, the beastmen would spread winter across the world, and bring all life into its embrace. And this unnamed mastogor seer accepted, and the fate of the beastmen was sealed forever.

Over the course of the next several centuries, the story of the being, known to the beastmen as Khutankhan, or the Cold Father, spread across the tribes. Trained seers who head learned rituals of conversion turned beastmen into so-called Winterborn, creatures born of winter who knew naught but cold. Seeing only promises of a bright, beautiful future, this cult reached the ears of even the farthest herds, and few saw any reason to reject this gift. It was only a few centuries after its founding that the cult held sway over all the tribes. Finally given a unifying mark though faith, the many hundreds of herds banded together and formed a confederacy of common interest, the Great Herd of Mokranshi. Through this new nation, the tribes saw a new age of prosperity where they could finally tame the frozen wilds they called home. New ways of life sprung from the founding, forged in the fires of innovation. Survival was no longer a daily question. Agriculture first appeared among a few herds that chose to settle down. Pastoralism became commonplace. Connections provided by the Great Herd allowed clans to prosper through trade. New industries were born, taking what little the land gave and making the most of it. For the first time in their history, the beastmen could claim the title of a sovereign nation.

In present times, Mokranshi has seen its once spectacular rise plateau as its economy caught up with its own prosperity. Growth has become moribund as the majority of herds have long adjusted to their new way of living and achieved stability. Hunter-gatherers, though shrinking in number, still form a significant minority in Mokrani society. The cult that saved Mokranshi thousands of years ago has since become a defining force in the Great Herd, with nearly all herds ruled by religious officials seeking to rule according to the will of the Cold Father. Speaking of which, the enigmatic god who guided the nation to prosperity has reached a level of veneration unseen in even the most religious nations. Shrines, statues, and even temples dedicated to Him dot the land, and the popular view is the beastmen can never repay what He has given them. There is even word of new religious movements awakening, zealots and missionaries who seem to believe that the gift of Khutankhan should be offered to all races. Since the nation's founding over three thousand years ago, it has been joined by other beastmen over time. Dubbed the 'new breed', subraces of zerdagors, jarbugors, and chotgors have joined the ranks of the Great Herd. These younger beastmen of uncertain origin differ significantly from the elder and primordial subraces, both in appearance and culture. Nonetheless, they are considered equal members of the Great Herd by most. However, the future of Mokranshi remains uncertain. As the world turns, growth in the country continues to slow while fanatical evangelists stir andforeign powers of ambiguous motives make their moves. Whatever happens next remains to be seen.
Map claim (Imgur): Everything in black.
Image


Geography and climate of nation: The heartlands of the south are predominantly rolling hills of tundra and permafrost, with the outlying hinterlands covered in boreal and conifer woodlands as well as highlands. The edges of the forests give way to temperate forests (in the east) or steppe lands (in the north). The borderlands at the north of the nation are dominated by cold desert, occasionally dotted with a few oases but mostly barren.
While rainfall varies depending on the region, the climate of Mokranshi can generally be described as cold. Temperatures in outlying lands often remain just above freezing on average and easily plunge below that during winter. The permafrost heartland is even more extreme, with temperatures almost never going above freezing throughout most of the year and easily proving deadly to non-Winterborn subjects at the height of winter. The conifer and temperate forests are generally humid, the steppe and tundra less so, and the northern deserts notably arid. The only major exception to these chilly conditions are the temperate forests of the northeastern eastern borderlands, which have generally pleasant weather year round in stark contrast to the rest of the nation. Curiously, most of the lands existing on the same latitude of Mokranshi lack the same stark conditions of the country.
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 6/6
Diplomacy: 3/6
Economy: 2/6
Production: 5/6
Magecraft: 6/6
Land/military tech: 3/6
Naval tech: 2/6
Adaptability: 1/6
Population: 2/6
Espionage: 0/6

How did you hear about Gwalethia? I was here before.
What other nations do you use on NS?
Roleplay sample (Optional, though required for claiming a more powerful role):

Any other info you wish to add (Optional):

User avatar
Aeternaea
Attaché
 
Posts: 78
Founded: Dec 12, 2015
Ex-Nation

Postby Aeternaea » Sun Oct 28, 2018 10:04 am

Mokranshi wrote:IC nation name: Mokranshi
Capital: Kotan Kane
Government type: Theocratic confederacy
Race Group(s): Beastmen
Language(s): Beasttongue languages
Inspiration for nation: Beastmen of Warhammer, Siberian tribes, Altaic cultures, White walkers, Ainu peoples
Brief background of nation (or IIWiki/NSWiki): The Beastmen are a comparatively young race. Born of uncertain origins tens of thousands of years ago, these beings lived in scattered herds across S'kar. Being so young compared to elves, dwarves, and even humans, the beastmen made basic advancements long after the other races began their rise. They learned tool use when humans discovered agriculture. They first chose herd leaders when humans built cities. They made the first advances in agriculture when humans made nations. As such, the beastmen have always been slightly behind the curve when it came to the other races.

Due to their perpetual nomadic status and occasional penchant ofr territoriality, they often came to blows with sedentary peoples, and warfare was a common state between herds and kingdoms. Despite their often superior strength and imposing physical stature, the beastmen could not contend with walls, iron, and standing armies for long. Thousands of years of conflict drove many herds away from civilized and pleasant lands. Those that tried to stay were inevitably destroyed outright. It's said that there were once countless varieties of beastfolk, but many of them were wiped out. Century after century passed, and soon there were no lands of plenty left for the beastmen to live. At least, none they couldn't claim without a hopeless war. As a result, they were slowly driven to the southeastern edge of the continent, across the Weeping Desert, where no human would follow them.

When the remaining impoverished herds reached the other end of the desert, they found a land unlike any they had seen before. There were no places of plenty, no rolling green plains for grazing. Where good green land should've stood, there was only a frozen wasteland that should not have existed. Nonetheless, there were no humans to contend with, so this was all they had. And it was far from pleasant. Many of the beastmen were not accustomed to such frigid conditions, and just as many beastmen lived that were lost to the cold. It was a harsh existence, one in which no humans were their enemy, but the land itself. That was until the Great revelation. In a far corner of the wastes lived a secluded mastogor herd. Long nought dead, the mastogors and other so-called primordial beastmen had lived in the wastes for centuries before the other beastfolk arrived. And one of them had discovered something that defied explanation. A seer whose name is lost to time met with a great force, a being who the beastfolk could only describe as a god. And what a god it was. The being said that it herd the cries of their struggle, and it had descended on high to comfort them, and give them aid. It told stories of ages long lost, in which winter ruled the land, when humans and the ilk scurried into caves while mighty beastmen roamed the earth, free from opposition, and it said that those days could come again. The being offered a gift, a promise to all who would partake. It would infuse its followers with the essence of winter itself, changing them forever. They would never feel the pain of the cold, but become one with it. With the power promised, the beastmen could forge a homeland in which they could thrive. The being only asked one thing: that one day, the beastmen would spread winter across the world, and bring all life into its embrace. And this unnamed mastogor seer accepted, and the fate of the beastmen was sealed forever.

Over the course of the next several centuries, the story of the being, known to the beastmen as Khutankhan, or the Cold Father, spread across the tribes. Trained seers who head learned rituals of conversion turned beastmen into so-called Winterborn, creatures born of winter who knew naught but cold. Seeing only promises of a bright, beautiful future, this cult reached the ears of even the farthest herds, and few saw any reason to reject this gift. It was only a few centuries after its founding that the cult held sway over all the tribes. Finally given a unifying mark though faith, the many hundreds of herds banded together and formed a confederacy of common interest, the Great Herd of Mokranshi. Through this new nation, the tribes saw a new age of prosperity where they could finally tame the frozen wilds they called home. New ways of life sprung from the founding, forged in the fires of innovation. Survival was no longer a daily question. Agriculture first appeared among a few herds that chose to settle down. Pastoralism became commonplace. Connections provided by the Great Herd allowed clans to prosper through trade. New industries were born, taking what little the land gave and making the most of it. For the first time in their history, the beastmen could claim the title of a sovereign nation.

In present times, Mokranshi has seen its once spectacular rise plateau as its economy caught up with its own prosperity. Growth has become moribund as the majority of herds have long adjusted to their new way of living and achieved stability. Hunter-gatherers, though shrinking in number, still form a significant minority in Mokrani society. The cult that saved Mokranshi thousands of years ago has since become a defining force in the Great Herd, with nearly all herds ruled by religious officials seeking to rule according to the will of the Cold Father. Speaking of which, the enigmatic god who guided the nation to prosperity has reached a level of veneration unseen in even the most religious nations. Shrines, statues, and even temples dedicated to Him dot the land, and the popular view is the beastmen can never repay what He has given them. There is even word of new religious movements awakening, zealots and missionaries who seem to believe that the gift of Khutankhan should be offered to all races. Since the nation's founding over three thousand years ago, it has been joined by other beastmen over time. Dubbed the 'new breed', subraces of zerdagors, jarbugors, and chotgors have joined the ranks of the Great Herd. These younger beastmen of uncertain origin differ significantly from the elder and primordial subraces, both in appearance and culture. Nonetheless, they are considered equal members of the Great Herd by most. However, the future of Mokranshi remains uncertain. As the world turns, growth in the country continues to slow while fanatical evangelists stir andforeign powers of ambiguous motives make their moves. Whatever happens next remains to be seen.
Map claim (Imgur): Everything in black.

Geography and climate of nation: The heartlands of the south are predominantly rolling hills of tundra and permafrost, with the outlying hinterlands covered in boreal and conifer woodlands as well as highlands. The edges of the forests give way to temperate forests (in the east) or steppe lands (in the north). The borderlands at the north of the nation are dominated by cold desert, occasionally dotted with a few oases but mostly barren.
While rainfall varies depending on the region, the climate of Mokranshi can generally be described as cold. Temperatures in outlying lands often remain just above freezing on average and easily plunge below that during winter. The permafrost heartland is even more extreme, with temperatures almost never going above freezing throughout most of the year and easily proving deadly to non-Winterborn subjects at the height of winter. The conifer and temperate forests are generally humid, the steppe and tundra less so, and the northern deserts notably arid. The only major exception to these chilly conditions are the temperate forests of the northeastern eastern borderlands, which have generally pleasant weather year round in stark contrast to the rest of the nation. Curiously, most of the lands existing on the same latitude of Mokranshi lack the same stark conditions of the country.
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 6/6
Diplomacy: 3/6
Economy: 2/6
Production: 5/6
Magecraft: 6/6
Land/military tech: 3/6
Naval tech: 2/6
Adaptability: 1/6
Population: 2/6
Espionage: 0/6

How did you hear about Gwalethia? I was here before.
What other nations do you use on NS?
Roleplay sample (Optional, though required for claiming a more powerful role):

Any other info you wish to add (Optional):

Approved, and welcome back!
Blah!

User avatar
Alchemic
Political Columnist
 
Posts: 3
Founded: Jan 05, 2016
Ex-Nation

Greetings Everyone!

Postby Alchemic » Sun Nov 04, 2018 3:58 pm

IC nation name:The Empire of Alchemic
Capital: Amestris
Government type: Materialist Monarchy
Race Group(s): Humans
Language(s): Common Amestrian, High Amestrian(Class Based), Ishvalan(Regional)
Inspiration for nation: Amestris ( Full metal Alchemist Brotherhood)
Brief background of nation (or IIWiki/NSWiki):
Map claim (Imgur): Sent via DM

Geography and climate of nation:
Alchemic is home to many biomes. Beginning with the beaches of the west sea on its western front, are followed by a land that is ripe with small hills and vallies ;as one may travel east even further, one would travel closer to the heart of Alchemic. The brave traveller will inevitably find his way to the Alchemician mountains. The majority of Alchemic is mostly mountainous. If a brave traveller is successful in navigating the harsh mountainous climate of Alchemics mother land, he will eventually find the mountains that boarder the desert. These bordering mountains are seen as the protectors of Alchemics fertile but mountainous lands, while the desert to the south, is culturally thought to be as harsh, rough and as hot as the hands of death. The climate in the heart of Alchemic is mostly cold and snowy. As you venture closer to the desert and/or the ocean, the air thickens, the altitude drops, and the green gifts of mother earth can be seen, the “Fields of green” as they are colloquially known.


Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 4/6
Diplomacy: 3/6
Economy: 6/6
Production: 4/6
Magecraft: 6/6
Land/military tech: 2/6
Naval tech: 1/6
Adaptability: 1/6
Population: 3/6
Espionage: 0/6

How did you hear about Gwalethia? A friend
What other nations do you use on NS? None at the moment
Roleplay sample (Optional, though required for claiming a more powerful role): New to this

Any other info you wish to add (Optional):

User avatar
Aeternaea
Attaché
 
Posts: 78
Founded: Dec 12, 2015
Ex-Nation

Postby Aeternaea » Mon Nov 05, 2018 7:45 am

Alchemic wrote:IC nation name:The Empire of Alchemic
Capital: Amestris
Government type: Materialist Monarchy
Race Group(s): Humans
Language(s): Common Amestrian, High Amestrian(Class Based), Ishvalan(Regional)
Inspiration for nation: Amestris ( Full metal Alchemist Brotherhood)
Brief background of nation (or IIWiki/NSWiki):
Map claim (Imgur): Sent via DM

Geography and climate of nation:
Alchemic is home to many biomes. Beginning with the beaches of the west sea on its western front, are followed by a land that is ripe with small hills and vallies ;as one may travel east even further, one would travel closer to the heart of Alchemic. The brave traveller will inevitably find his way to the Alchemician mountains. The majority of Alchemic is mostly mountainous. If a brave traveller is successful in navigating the harsh mountainous climate of Alchemics mother land, he will eventually find the mountains that boarder the desert. These bordering mountains are seen as the protectors of Alchemics fertile but mountainous lands, while the desert to the south, is culturally thought to be as harsh, rough and as hot as the hands of death. The climate in the heart of Alchemic is mostly cold and snowy. As you venture closer to the desert and/or the ocean, the air thickens, the altitude drops, and the green gifts of mother earth can be seen, the “Fields of green” as they are colloquially known.


Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 4/6
Diplomacy: 3/6
Economy: 6/6
Production: 4/6
Magecraft: 6/6
Land/military tech: 2/6
Naval tech: 1/6
Adaptability: 1/6
Population: 3/6
Espionage: 0/6

How did you hear about Gwalethia? A friend
What other nations do you use on NS? None at the moment
Roleplay sample (Optional, though required for claiming a more powerful role): New to this

Any other info you wish to add (Optional):

Approved, and welcome!
Blah!

User avatar
Vionna-Frankenlisch
Ambassador
 
Posts: 1882
Founded: Jun 21, 2014
Inoffensive Centrist Democracy

Postby Vionna-Frankenlisch » Mon Nov 05, 2018 3:27 pm

IC nation name: Kingdom of Albionica
Capital: Frigatus
Government type: Feudal Kingdom
Race Group(s): Human
Language(s): English
Inspiration for nation: Middles ages - Renaissance England
Brief background of nation (or IIWiki/NSWiki):
A Kingdom formed from the culturally similar peoples of the two southern islands of Gwalethia, Albionica is so named after the dominant tribe in the region, the Albions. Albions are remarkable for being incredibly improficient at magecraft with the only skilled mages being lords and knights who tend to be extremely skilled mages. The Kingdom relies on its conventional military proficiency and economic stability for its defence and prosperity. The Kingdom is led by King Edwin V of the House of York and the Chancellor of State is Earl Francis Garland. The King is the ruler of the nation but the Witan is a council of ruling nobles and councillors.
Map claim (Imgur): The two southern islands

Geography and climate of nation: The nation has kind of a default climate with warm summers, prosperous springs and cold winters. Rain is commonplace, particularly in autumn. The islands are dominated by rolling hills and fertile plains and scattered forests. Farming settlements and villages dust the islands with larger settlements, towns, cities and military stronghold and castles dot the Kingdom.
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 3/6
Diplomacy: 3/6
Economy: 4/6
Production: 4/6
Magecraft: 1/6
Land/military tech: 4/6
Naval tech: 4/6
Adaptability: 4/6
Population: 4/6
Espionage: 1/6

How did you hear about Gwalethia? Saw it on the forum
What other nations do you use on NS? Used to have some puppets but none now.
Roleplay sample (Optional, though required for claiming a more powerful role):
This is my most recent example including political and military posts.
I can provide more if wished.

Any other info you wish to add (Optional): Not really.
New Edom wrote:Unwerth laughed. “Such hen lobsters are the Vionnans. But then, every Vionnan is half a sodomite."


Commissar of Revolutionary Action of the INTERNATIONAL SOCIALIST CONGRESS
Also responsible for Espicuta of Teremara, go check that region out for a friendly crew and a fulfilling MT role-playing experience!

iiWiki

User avatar
Aeternaea
Attaché
 
Posts: 78
Founded: Dec 12, 2015
Ex-Nation

Postby Aeternaea » Mon Nov 05, 2018 3:30 pm

Vionna-Frankenlisch wrote:IC nation name: Kingdom of Albionica
Capital: Frigatus
Government type: Feudal Kingdom
Race Group(s): Human
Language(s): English
Inspiration for nation: Middles ages - Renaissance England
Brief background of nation (or IIWiki/NSWiki):
A Kingdom formed from the culturally similar peoples of the two southern islands of Gwalethia, Albionica is so named after the dominant tribe in the region, the Albions. Albions are remarkable for being incredibly improficient at magecraft with the only skilled mages being lords and knights who tend to be extremely skilled mages. The Kingdom relies on its conventional military proficiency and economic stability for its defence and prosperity. The Kingdom is led by King Edwin V of the House of York and the Chancellor of State is Earl Francis Garland. The King is the ruler of the nation but the Witan is a council of ruling nobles and councillors.
Map claim (Imgur): The two southern islands

Geography and climate of nation: The nation has kind of a default climate with warm summers, prosperous springs and cold winters. Rain is commonplace, particularly in autumn. The islands are dominated by rolling hills and fertile plains and scattered forests. Farming settlements and villages dust the islands with larger settlements, towns, cities and military stronghold and castles dot the Kingdom.
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 3/6
Diplomacy: 3/6
Economy: 4/6
Production: 4/6
Magecraft: 1/6
Land/military tech: 4/6
Naval tech: 4/6
Adaptability: 4/6
Population: 4/6
Espionage: 1/6

How did you hear about Gwalethia? Saw it on the forum
What other nations do you use on NS? Used to have some puppets but none now.
Roleplay sample (Optional, though required for claiming a more powerful role):
This is my most recent example including political and military posts.
I can provide more if wished.

Any other info you wish to add (Optional): Not really.

Approved and welcome!
Blah!

User avatar
Bakvae
Civil Servant
 
Posts: 9
Founded: Jun 05, 2018
Ex-Nation

Postby Bakvae » Wed Nov 07, 2018 9:33 pm

IC nation name: The Bak'Ee'Ne'Vae Order
Capital: S'Ae'Ne'Chu
Government type: Theocratic Order
Race Group(s): Mixed
Language(s): Chu'O'Mae, Aetae'Ne'Chu'O, and Aetae'Ne Hae
Inspiration for nation: Teutonic Order & Aeternaea itself
Brief background of nation (or IIWiki/NSWiki): Will PM the founder this information
Map claim (Imgur): PM'd to the founder

Geography and climate of nation: Temperate with snowy areas
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 1/6
Diplomacy: 5/6
Economy: 6/6
Production: 5/6
Magecraft: 0/6
Land/military tech: 6/6
Naval tech: 0/6
Adaptability: 0/6
Population: 1/6
Espionage: 6/6

How did you hear about Gwalethia? Friends in the region
What other nations do you use on NS? N/A
Roleplay sample (Optional, though required for claiming a more powerful role): Will send a sample to founder.

Any other info you wish to add (Optional): N/A

User avatar
Aeternaea
Attaché
 
Posts: 78
Founded: Dec 12, 2015
Ex-Nation

Postby Aeternaea » Wed Nov 07, 2018 9:35 pm

Bakvae wrote:IC nation name: The Bak'Ee'Ne'Vae Order
Capital: S'Ae'Ne'Chu
Government type: Theocratic Order
Race Group(s): Mixed
Language(s): Chu'O'Mae, Aetae'Ne'Chu'O, and Aetae'Ne Hae
Inspiration for nation: Teutonic Order & Aeternaea itself
Brief background of nation (or IIWiki/NSWiki): Will PM the founder this information
Map claim (Imgur): PM'd to the founder

Geography and climate of nation: Temperate with snowy areas
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 1/6
Diplomacy: 5/6
Economy: 6/6
Production: 5/6
Magecraft: 0/6
Land/military tech: 6/6
Naval tech: 0/6
Adaptability: 0/6
Population: 1/6
Espionage: 6/6

How did you hear about Gwalethia? Friends in the region
What other nations do you use on NS? N/A
Roleplay sample (Optional, though required for claiming a more powerful role): Will send a sample to founder.

Any other info you wish to add (Optional): N/A

Approved and welcome back!
Blah!

User avatar
Seba Kemet
Attaché
 
Posts: 98
Founded: May 11, 2015
Ex-Nation

Postby Seba Kemet » Fri Nov 23, 2018 7:44 pm

Hey, we've got an introductory RP up for all to enjoy:

viewtopic.php?f=5&t=454361

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

Postby Danceria » Fri Nov 23, 2018 7:53 pm

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

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

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

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

User avatar
The United Kingdoms of Ferelden
Political Columnist
 
Posts: 5
Founded: Feb 09, 2018
Ex-Nation

Postby The United Kingdoms of Ferelden » Sat Nov 24, 2018 5:01 pm

IC nation name:The United Kingdoms of Ferelden
Capital: Amaranthine
Government type: Absolute Monarchy
Race Group(s): Human, dwarfs, elves and Dragonblood
Language(s): Common, elvish, dwarven, Dragonic
Inspiration for nation: Medieval Europe
Brief background of the nation (or IIWiki/NSWiki): The United kingdoms of Ferelden are a group of tribes that came together and grew into a nation. Based on the fact that the world was a dangerous the four leaders of the tribes decided to put down their arms and approach the table for talks on peace, as a result, the accord was struck. An oath made that they would work together to protect their lands and people from the rest of the world, combining their armies into the most flexible fighting forces in the continent.
As time move on the nation grew in size and ability establishing cities and fiefs in the forest and desert, the different races putting their own spin on the architecture of the respective outposts. Expanding the kingdom the citizens are a content lot rarely expanding more than that need to.
Map claim (Imgur): PMed to admin

Geography and climate of nation: The heart of Fereldan is a patch of land that has been renovated for the purpose of growing crops. With most of the country consisting of fief throughout the country with paths leading to and from the capital, there is a heavy amount forestry through two-thirds of the country. A collection of the hill and ever green hardwood forest, while the other part of the country made its way into the desert region of the land. Most of the town being created around an oasis.
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 4/6
Diplomacy: 2/6
Economy: 3/6
Production: 3/6
Magecraft: 3/6
Land/military tech: 5/6
Naval tech: 0/6
Adaptability: 4/6
Population: 3/6
Espionage: 3/6

User avatar
Aeternaea
Attaché
 
Posts: 78
Founded: Dec 12, 2015
Ex-Nation

Postby Aeternaea » Sat Nov 24, 2018 5:34 pm

The United Kingdoms of Ferelden wrote:IC nation name:The United Kingdoms of Ferelden
Capital: Amaranthine
Government type: Absolute Monarchy
Race Group(s): Human, dwarfs, elves and Dragonblood
Language(s): Common, elvish, dwarven, Dragonic
Inspiration for nation: Medieval Europe
Brief background of the nation (or IIWiki/NSWiki): The United kingdoms of Ferelden are a group of tribes that came together and grew into a nation. Based on the fact that the world was a dangerous the four leaders of the tribes decided to put down their arms and approach the table for talks on peace, as a result, the accord was struck. An oath made that they would work together to protect their lands and people from the rest of the world, combining their armies into the most flexible fighting forces in the continent.
As time move on the nation grew in size and ability establishing cities and fiefs in the forest and desert, the different races putting their own spin on the architecture of the respective outposts. Expanding the kingdom the citizens are a content lot rarely expanding more than that need to.
Map claim (Imgur): PMed to admin

Geography and climate of nation: The heart of Fereldan is a patch of land that has been renovated for the purpose of growing crops. With most of the country consisting of fief throughout the country with paths leading to and from the capital, there is a heavy amount forestry through two-thirds of the country. A collection of the hill and ever green hardwood forest, while the other part of the country made its way into the desert region of the land. Most of the town being created around an oasis.
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 4/6
Diplomacy: 2/6
Economy: 3/6
Production: 3/6
Magecraft: 3/6
Land/military tech: 5/6
Naval tech: 0/6
Adaptability: 4/6
Population: 3/6
Espionage: 3/6


Approved, and welcome back!
Blah!

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

Postby Danceria » Tue Nov 27, 2018 10:58 am

IC nation name: Aosine Commonwealth (Au-seen, formally known as Aosia (Au-see-ah))
Capital: Sidhmont
Government type: An Elective Monarchy
Race Group(s): Low Elves, Dwarves, Humans (Albionic, Sazen, Isvon, Ironish ethnicities), and some Beastfolk.
Language(s): Dwarvish, Elvish, English, some Beasttongue
Inspiration for nation: How to be Germanic without actually being German, with inspirations from the Holy Roman Empire, Italian Trade Republics, the Polish-Lithuanian Commonwealth.
Brief background of nation (or IIWiki/NSWiki): The states that make up the Commonwealth claim to have existed since time immemorial. A ragtag patchwork of dwarven, Low Elvish, and Human realms fought with one another for dominance. As time progressed, and migrations occurred, larger confederations of these states occurred. In distant past, it was the proving grounds for any mercenary or deposed noble’s son (legitimate or not) due to the amount of fighting that occured. Now, it coalesced from a tenuous tribunal to a complex commonwealth of guilds, gentry, and the common folk. Utilizing it’s experience in combat, and the natural resources it possesses, the Commonwealth looks outward. Vast fleets that were once used to raid Aosine towns now carry goods to and from distant lands. After perfecting the art of combat (both magical and non), it boasts a small but well drilled force of condottieri to hire out to the best bidder, and it’s academy regarding the military and magical sciences is reputable across Gwalethia. But all is not well, as burgher and baron vie once again for control. The Parliament and senate grow to be a complex thicket of political intrigue, not to mention the prospect of great profits to be had may lead to other nations meddling in the political web of Asoia.
Map claim (Imgur): The large peninsula above Albionica’s eastern isle, as well as the tiny island beneath Veneret’s overseas territories, bordered by the desert pass (or the sandy yellow pass)

Geography and climate of nation: Much of the country is rolling hillside, with tapering valleys often home to a variety of Gryphons. Much of the populace is nestled along strategic crags and river valleys, and fortified coastlines.
Scoresheet Information: Max 30 limited to points for new nations.
Innovation: 4/6
Diplomacy: 3/6
Economy: 4/6
Production: 3/6
Magecraft: 3/6
Land/military tech: 3/6
Naval tech: 4/6
Adaptability: 3/6
Population: 2/6
Espionage: 3/6

How did you hear about Gwalethia? Literally saw this Low-Tech RP and went “UwU wat’s this?!?!” on the sidebar.
What other nations do you use on NS? None available, all have fallen to the wayside.
Roleplay sample (Optional, though required for claiming a more powerful role): Too OP, Plz Nerf

Any other info you wish to add (Optional): Theme song? Theme song
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~)}-

User avatar
Aeternaea
Attaché
 
Posts: 78
Founded: Dec 12, 2015
Ex-Nation

Postby Aeternaea » Tue Nov 27, 2018 11:28 am

Danceria wrote:IC nation name: Aosine Commonwealth (Au-seen, formally known as Aosia (Au-see-ah))
Capital: Sidhmont
Government type: An Elective Monarchy
Race Group(s): Low Elves, Dwarves, Humans (Albionic, Sazen, Isvon, Ironish ethnicities), and some Beastfolk.
Language(s): Dwarvish, Elvish, English, some Beasttongue
Inspiration for nation: How to be Germanic without actually being German, with inspirations from the Holy Roman Empire, Italian Trade Republics, the Polish-Lithuanian Commonwealth.
Brief background of nation (or IIWiki/NSWiki): The states that make up the Commonwealth claim to have existed since time immemorial. A ragtag patchwork of dwarven, Low Elvish, and Human realms fought with one another for dominance. As time progressed, and migrations occurred, larger confederations of these states occurred. In distant past, it was the proving grounds for any mercenary or deposed noble’s son (legitimate or not) due to the amount of fighting that occured. Now, it coalesced from a tenuous tribunal to a complex commonwealth of guilds, gentry, and the common folk. Utilizing it’s experience in combat, and the natural resources it possesses, the Commonwealth looks outward. Vast fleets that were once used to raid Aosine towns now carry goods to and from distant lands. After perfecting the art of combat (both magical and non), it boasts a small but well drilled force of condottieri to hire out to the best bidder, and it’s academy regarding the military and magical sciences is reputable across Gwalethia. But all is not well, as burgher and baron vie once again for control. The Parliament and senate grow to be a complex thicket of political intrigue, not to mention the prospect of great profits to be had may lead to other nations meddling in the political web of Asoia.
Map claim (Imgur): The large peninsula above Albionica’s eastern isle, as well as the tiny island beneath Veneret’s overseas territories, bordered by the desert pass (or the sandy yellow pass)

Geography and climate of nation: Much of the country is rolling hillside, with tapering valleys often home to a variety of Gryphons. Much of the populace is nestled along strategic crags and river valleys, and fortified coastlines.
Scoresheet Information: Max 30 limited to points for new nations.
Innovation: 4/6
Diplomacy: 3/6
Economy: 4/6
Production: 3/6
Magecraft: 3/6
Land/military tech: 3/6
Naval tech: 4/6
Adaptability: 3/6
Population: 2/6
Espionage: 3/6

How did you hear about Gwalethia? Literally saw this Low-Tech RP and went “UwU wat’s this?!?!” on the sidebar.
What other nations do you use on NS? None available, all have fallen to the wayside.
Roleplay sample (Optional, though required for claiming a more powerful role): Too OP, Plz Nerf

Any other info you wish to add (Optional): Theme song? Theme song

Approved! Welcome!
Blah!

User avatar
Seclen
Political Columnist
 
Posts: 2
Founded: Jan 17, 2016
Ex-Nation

Postby Seclen » Wed Nov 28, 2018 8:08 pm

IC nation name: The High Kingdom of Seclen
Capital: TBD
Government type: Absolute Monarchy
Race Group(s): Goat-Beastmen
Language(s): Various Beast-Tongue/Common/Unique
Inspiration for nation: Personal inspiration from many games.
Brief background of nation (or IIWiki/NSWiki): PM'd founder (Will be posted later)
Map claim (Imgur): PM'd founder

Geography and climate of nation: Mountainous Regions and Vast Forests. (To Add on Later)
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 4/6
Diplomacy: 3/6
Economy: 6/6
Production: 4/6
Magecraft: 1/6
Land/military tech: 6/6
Naval tech: 0/6
Adaptability: 2/6
Population: 3/6
Espionage: 1/6

How did you hear about Gwalethia? Founder
What other nations do you use on NS? N/A
Roleplay sample (Optional, though required for claiming a more powerful role): Pm'd Founder

Any other info you wish to add (Optional): N/A

User avatar
Aeternaea
Attaché
 
Posts: 78
Founded: Dec 12, 2015
Ex-Nation

Postby Aeternaea » Wed Nov 28, 2018 8:59 pm

Seclen wrote:IC nation name: The High Kingdom of Seclen
Capital: TBD
Government type: Absolute Monarchy
Race Group(s): Goat-Beastmen
Language(s): Various Beast-Tongue/Common/Unique
Inspiration for nation: Personal inspiration from many games.
Brief background of nation (or IIWiki/NSWiki): PM'd founder (Will be posted later)
Map claim (Imgur): PM'd founder

Geography and climate of nation: Mountainous Regions and Vast Forests. (To Add on Later)
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 4/6
Diplomacy: 3/6
Economy: 6/6
Production: 4/6
Magecraft: 1/6
Land/military tech: 6/6
Naval tech: 0/6
Adaptability: 2/6
Population: 3/6
Espionage: 1/6

How did you hear about Gwalethia? Founder
What other nations do you use on NS? N/A
Roleplay sample (Optional, though required for claiming a more powerful role): Pm'd Founder

Any other info you wish to add (Optional): N/A

Approved
Blah!

User avatar
Feudal Albionica
Civil Servant
 
Posts: 8
Founded: Nov 06, 2018
Ex-Nation

Postby Feudal Albionica » Thu Nov 29, 2018 2:16 pm

IC nation name: Carpathian Federation
Capital: Casandaria
Government type: Tribal Confederation with Feudal influence.
Race Group(s): Human, with a light smattering of elven.
Language(s): Casandrian
Inspiration for nation: Kievan Rus', Medieval Poland and Hungary.
Brief background of nation (or IIWiki/NSWiki): A loose federation of tribes formed seven hundred years ago and, more recently, become closer and closer knit. By two centuries ago the roaming tribes and warlords had settled down and began to form petty lordships. Prince Lukash the Great formed these lordships together under the Carpathian Federation and sixty-six lords pledged fealty to him. The Federation is currently led by Prince Alexander from Casandaria.
Map claim (Imgur): Occupying land between Fyrae and Mokranshi

Geography and climate of nation: Hilly in many places but mostly dominated by steppe plains. Despite how it looks from the ground, the Carpathian Federation is relatively temperate and has enough fertility to reliably grow crops and graze cattle, although not to great lengths.
Scoresheet Information:
Innovation: 1/6
Diplomacy: 1/6
Economy: 2/6
Production: 2/6
Magecraft: 2/6
Land/military tech: 3/6
Naval tech: 1/6
Adaptability: 1/6
Population: 2/6
Espionage: 0/6

How did you hear about Gwalethia? N/A
What other nations do you use on NS? Vionna-Frankenlisch, Albionica
Roleplay sample (Optional, though required for claiming a more powerful role): N/A

Any other info you wish to add (Optional): Nope
Last edited by Feudal Albionica on Thu Nov 29, 2018 4:12 pm, edited 3 times in total.

User avatar
Aeternaea
Attaché
 
Posts: 78
Founded: Dec 12, 2015
Ex-Nation

Postby Aeternaea » Thu Nov 29, 2018 4:11 pm

Feudal Albionica wrote:IC nation name: Carpathian Federation
Capital: Casandrian
Government type: Tribal Confederation with Feudal influence.
Race Group(s): Human, with a light smattering of elven.
Language(s): Casandrian
Inspiration for nation: Kievan Rus', Medieval Poland and Hungary.
Brief background of nation (or IIWiki/NSWiki): A loose federation of tribes formed seven hundred years ago and, more recently, become closer and closer knit. By two centuries ago the roaming tribes and warlords had settled down and began to form petty lordships. Prince Lukash the Great formed these lordships together under the Carpathian Federation and sixty-six lords pledged fealty to him. The Federation is currently led by Prince Alexander from Casandaria.
Map claim (Imgur): Occupying land between Fyrae and Mokranshi

Geography and climate of nation: Hilly in many places but mostly dominated by steppe plains. Despite how it looks from the ground, the Carpathian Federation is relatively temperate and has enough fertility to reliably grow crops and graze cattle, although not to great lengths.
Scoresheet Information:
Innovation: 1/6
Diplomacy: 1/6
Economy: 2/6
Production: 2/6
Magecraft: 2/6
Land/military tech: 3/6
Naval tech: 1/6
Adaptability: 1/6
Population: 2/6
Espionage: 0/6

How did you hear about Gwalethia? N/A
What other nations do you use on NS? Vionna-Frankenlisch, Albionica
Roleplay sample (Optional, though required for claiming a more powerful role): N/A

Any other info you wish to add (Optional): Nope

Formally approved as a puppet-state.
Blah!

User avatar
Ptumeria
Political Columnist
 
Posts: 2
Founded: Jan 17, 2016
Ex-Nation

Postby Ptumeria » Tue Dec 11, 2018 9:34 pm

IC nation name: Ptumeria
Capital :R'lyeh
Government type: Bureaucratic Council
Race Group(s): Human and some Demi-Human class species
Language(s): Common
Inspiration for nation: SCP Foundation, Eastern Roman Empire
Brief background of nation (or IIWiki/NSWiki): Closed off and wary of others Ptumeria has founded in [data redacted] by the 05 Council, the Foundation builds large stone city's to house its large population and smaller one's for [data redacted], using the remained lands for farms, mines and quarries and few large forested areas still stand but they are only sparsely used.
Map claim (Imgur):https://imgur.com/a/UyusrS8

Geography and climate of nation: Mainly massive stone city's, farm land, mine's and quarries. Weather is temperate
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 4/6
Diplomacy: 0/6
Economy: 3/6
Production: 4/6
Magecraft: 1/6
Land/military tech: 4/6
Naval tech: 0/6
Adaptability: 4/6
Population: 5/6
Espionage: 5/6

How did you hear about Gwalethia? From a Friend
What other nations do you use on NS? None at the moment
Roleplay sample (Optional, though required for claiming a more powerful role):

[b]Any other info you wish to add (Optional):

User avatar
Aeternaea
Attaché
 
Posts: 78
Founded: Dec 12, 2015
Ex-Nation

Postby Aeternaea » Tue Dec 11, 2018 10:55 pm

Ptumeria wrote:IC nation name: Ptumeria
Capital :R'lyeh
Government type: Bureaucratic Council
Race Group(s): Human and some Demi-Human class species
Language(s): Common
Inspiration for nation: SCP Foundation, Eastern Roman Empire
Brief background of nation (or IIWiki/NSWiki): Closed off and wary of others Ptumeria has founded in [data redacted] by the 05 Council, the Foundation builds large stone city's to house its large population and smaller one's for [data redacted], using the remained lands for farms, mines and quarries and few large forested areas still stand but they are only sparsely used.
Map claim (Imgur):https://imgur.com/a/UyusrS8

Geography and climate of nation: Mainly massive stone city's, farm land, mine's and quarries. Weather is temperate
Scoresheet Information: Max limited to 30 points for new nations.
Innovation: 4/6
Diplomacy: 0/6
Economy: 3/6
Production: 4/6
Magecraft: 1/6
Land/military tech: 4/6
Naval tech: 0/6
Adaptability: 4/6
Population: 5/6
Espionage: 5/6

How did you hear about Gwalethia? From a Friend
What other nations do you use on NS? None at the moment
Roleplay sample (Optional, though required for claiming a more powerful role):

[b]Any other info you wish to add (Optional):

Approved, and welcome!
Blah!

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