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The World After OOC (Open)

For all of your non-NationStates related roleplaying needs!
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Shahinay
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Founded: Mar 02, 2016
Father Knows Best State

The World After OOC (Open)

Postby Shahinay » Mon Mar 01, 2021 5:51 am

The World After
New RP of the Federation of Allies


Welcome to this new roleplay made by the members of FoA (Federation of Allies). It is set in our own carefuly developed conworld (constructed world) of Amanir, with many detailed map, deep lore and place for you to claim in the name of your people. This RP takes place during a pivotal point of Amanir's history, end of one era and the start of a new one. This period is roughly analogous to the end of Antiquity and start of Early Middle Ages, with tech level comparable to 400s and 500s CE.

RP starts 10 years after Jashor - Old Aydinirian word for "Destruction" or "Collapse" - term used to describe the fall of the Aydinirian Empire. This ancient state, known also as Old Aydinir or Old Empire, was the greatest and most powerful empire in the history of the world so far - center of civilization, culture and trade. For over 1000 years Aydinirian Emperors dominated Achara (Amanir's main continent), ruling millions of subjects and being venerated by them as living gods on earth. Due to a chain of unfortunate events and processes, Old Empire was plunged into anarchy and civil war, ravaged by famine and a new, horrible plague. Then, new and mysterious people arrived from beyond the sea - Marmadhim, or the Butchers, as Aydinirians called them. Butchers began raiding the shores first, then launching an invasion while capturing innocent people and sacraficing them to their dark and bloodthirsty gods. Within a decade the old world burned. Old Empire's capital was raized to the ground after 3 years long siege, its population slaughtered and sacraficed. Numerous barbarian tribes migrated north, while once loyal subjects of the Empire rose up in rebellion. Global trade routes were severred, plunging even nations far removed from Aydinir into economic collapse, but not before the deadly plague that ravaged Aydinir started spreading outwards to foreign lands. Meanwhile, in this new world of chaos and madness a humble man from provincional village starts preaching a new crede and new religion, proclaming a radical idea - that theire is only one God.

It is into this war torn world that you are thrust. The age of fire, blood, axe and chaos. The old world burns, from its ashes the new one may rise and it can be shaped by your hand no less. Will you restore order and declare yourself as the heir of Old Empire? Will you lead your people and your tribe to new fertile lands, claiming them as your own, grazing your herds among ruins of old cities? Will you lead the Butchers in their blood-stained quest of preventing the Apocalypse, by any means necessary? Will you listen to Deran, the new Prophet, and spread his words amongs the people of this world? The choice is yours.

If you have any question, feel free to ask me or Manticoran Empire. You can also join our regional Discord Server: https://discord.gg/4eSwtKt

IC Thread

Rules
Soon

Application
Code: Select all
NATION INFORMATION

Nation name:

National goals:

Nation's Leader:

National Government: (explain it's workings and set-up)

National history:

Territory:

Language:

National Religion:

National Culture/Identity:

National Pastime:

National holiday:(anything like major religious celebrations etc)

Nation's Population:

Allies:(if any)

Enemies:(if any)

Political issues:(if any)

Chance of revolt:(yes/no)

Greatest Victory:

Most Embarrassing Defeat:


[size=200]MILITARY STATISTICS[/size]

Anything and everything your military uses, put it here. Images, specifications, etc.

[size=150]Army[/size]

[size=150]Navy[/size]

[size=150]Organization and Command Structure[/size]


Character App
Code: Select all
Name:
Age:
Sex:
Nation of Origin:
Position or Profession:
Appearance (Images preferred):
Bio: (At least three paragraphs)
Quirks:


Maps

1. Map of Amanir
Image

Key:
1. Kingdom of Assurhan (Shahinay)
2. Heart of the Empire (Shahinay) in anarchy
3. Southern Tribes of the Desert (Shahinay/Open)
4. Northern Tribes of the Desert (Shahinay/Open)
5. The Beros (Bearstin)
6. Qandarnier, homeland of the Prophet Deran (Shahinay/Kaitani)
7. Tiarminnor (Shahinay)
8. Mazdaran (Shahinay/Afrikaanza)
9. Sallian Tribes (Afrikaanza/Arengin)
10. Traedellians (Immobilia)
11. Marmadhim, the Butchers, Aztlān (Shahinay/Open)
12. Antaran Kingdoms (Nuswa Antara)
13. Haida (Haida)
14. Hoosier (Hoosier)
15. Chaahl-Suu, Díideed K'yuwáay Kingdom (Haida)
16. Tsimshian Plateau Lords (Haida)
17. Kwai'utl, Díideed K'yuwáay Kingdom (Haida)
18. Iroquoi City-States League (Haida)
19. Steppe Iroquois (Haida)
20. Saruzh Heartland (Arganuta)
21. White Mountain (Arganuta)
22. Reborned City (Arganuta)
23. Tračian Remnants (Arganuta)
24. The Island City (Arganuta)
25. Saruzh Trade Cities (Arganuta)
26. Slavers' City (Arganuta)
27. The Wild Men (Arganuta)
28. Saruzhan Tribes (Arganuta)
29. The Desert City (Arganuta)
30. Ölönüdrö (Arganuta)
31. Üzbara (Arganuta)
32. Aclus (Aclus)
33. N'gapas (Rannoria)
34. Mazdayy Empire (Rannoria)
35. Independent Mazdayy Kingdoms (Rannoria)
36. Gloraros Empire (Wargloria) in anarchy
37. Ardotalia, Belisarius Remnant (Wargloria)
38. Ragusa (Wargloria)
39. Gerasa (Wargloria)
40. Naissus (Wargloria)
41. Reikish Empire (Manticore)
42. Faniviace (Faniviace)
43. Kingdom of Nuza (Norcourt)
44. Carinian Kingdoms (Kaitani)
45. Salish Homeland, Díideed K'yuwáay Kingdom (Haida)
46. The Cherokee (Haida)
47. 3rd Olmec Empire (Open)
48., 49., 50. Nuxalk or Bella Coola tribes (Haida/Open)
51. and 52. Forest Iroquois, two conflicted tribes (Haida/Open)
53. Volgan Tribes (Volgoda Sosnogorsk)
54. Norcourtian Empire (Norcourt)
55. Sherechia (Sherechia)

2. Climate map of Amanir
Image

3. Map of the Aydinirian Empire in the last decades before Jashor, showing the Dance of Princes, Marmadhim Invasion and many migrations and rebelions.
More detailed description of Jashor will soon appear in the IC thread.

Image
Last edited by Shahinay on Tue Apr 06, 2021 3:10 am, edited 7 times in total.

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Guuj Xaat Kil
Diplomat
 
Posts: 711
Founded: May 25, 2019
Ex-Nation

Postby Guuj Xaat Kil » Mon Mar 01, 2021 5:55 am

LET'S FUCKING GOOOOOOOOOOOOOOOOOOOOO
Former Foreign Minister of the Federation of Allies.
Formerly [REDACTED] and [REDACTED], 8000 combined what the heck.

egg

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The Imperial Warglorian Empire
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Posts: 8104
Founded: Oct 10, 2015
Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Mon Mar 01, 2021 6:01 am

Guuj Xaat Kil wrote:LET'S FUCKING GOOOOOOOOOOOOOOOOOOOOO

YIPPEE KI YAAAAAAAAAAY
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

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The Imperial Warglorian Empire
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Posts: 8104
Founded: Oct 10, 2015
Inoffensive Centrist Democracy

WIP

Postby The Imperial Warglorian Empire » Mon Mar 01, 2021 7:16 am

NATION INFORMATION
Image

Nation name: Imperium Glorarii (official/claimant)/Bellusarii Remnant (unofficial)

National goals: Reunite the lands of the Imperium Glorarii, expel all foreign invaders from Gloraros soil

Nation's Leader: Principes Legatus Palatini Flavius Bellus

National Government: A military junta, with various high ranking military commanders ruling in a council and a Supreme Commander selected from their own ranks to lead them.

National history: The Imperium Glorarii. Once, it had been an empire that spanned south from the Aclus Sea to the northern reaches of Rannon Frontier. Technology that outpaced all others on the continent, cities with populations larger than nations, armies that could rival even the might of fellow empires many distances away. Gloraros was the light of Triuh; nay, the entire east! And Berolinum-Gloraria was its heart.

Yet as with all empire's, it began to rot from the inside. Dominance led to complacency and complacency led to corruption. The economy slowed and infrastructure halted as officials embezzled funds and took to their own interests rather than the Imperium's. Support for the military declined significantly and soon the once mighty legions of Gloraros became shells of their former selves, even with constant reform.

The Eagle had lost its talons, and soon fellow predators smelled weakness.

Slowly but surely, the Imperium's borders were pushed back by foreign barbarians. Gloraros became an empire under siege, as her enemies flew around her like a pack of vultures. Yet whenever crisis would begin, whenever foreign incursions swept through, they were always deflected, always fended off by sudden fiery revivals of the Imperium's spirit. Always, did Gloraros' enemies fail.

Until one day, a force from the west came to add their dagger. A horde of unimaginable wealth and power, from an endless armada of longships, approached Gloraros' vital shores. The Reikish.

Unlike Gloraros' other enemies, the Reikish not only had the numbers but also the organisation, equipment and training to match Gloraros' faltering Legions. The navy, rife with corruption and long underfunded, was obliterated as an effective fighting force within the first weeks, allowing for their mass landing on the Imperium's northern shores. They marched southwards, pillaging the coastline and any in their way, with countless cities and settlements put to the sword and torch.

The Legions of Gloraros were rallied, the regional Legio Comatatenses raised from across the Imperium. Yet years of embezzlement and neglect had made the Legios, supposedly regularly trained, weak and as green as the most ripe fields. Military tradition, too, had given way for gluttony and pride as commanders were picked for their noble backgrounds rather than their skill. Worse yet, the Legios had grown to heavily rely on foreign mercenaries who, though skilled, lacked the serious resolve to truly defend the Empire. Armies of these kind were sent out to stop the Reikish horde, yet they were not enough to stem the incoming tide.

The situation became so desperate that eventually Imperator Valinus, Emperor of the Imperium Glorarii, marched forth from Berolinum-Gloraria to meet the Reikish. Gathering an army over a hundred thousand strong, he met the Reikish main force in the Battle of Coraxus.

And failed.

Though the day was bloody, ultimately Valinus' Legions were routed and massacred. The many commanders he'd brought that day, including several of his sons, were slaughtered and captured, the fate of Valinus himself being shrouded in rumour and mystery.

Upon the death of Valinus, the Imperial capital of Berolinum-Gloraria was vulnerable. The Reikish, with swift and merciless fervour, sacked the city and razed it to the ground. And so it was then, in 20 BD (known in Gloraros as 0 PR (Post Ruina)) that the Imperium fell apart.

Imperial Authority completely dissolved in the aftermath of the Capital's razing. With the Imperator dead and a clear line of succession broken, the Imperium collapsed, with some claiming themselves Gloraros' rightful leaders while others declared independence, yet the end result was the same as the Imperium fractured into a mass of warlord states fighting over its dead carcass. Yet not all was lost.

In the waning weeks of the Imperium's Collapse,

Territory: Grey clump 37

Language: Glorarii (psuedo-Latin)

National Religion: Pantheon of Gloraros

National Culture/Identity:

National Pastime:

National holiday:(anything like major religious celebrations etc)

Nation's Population: 25,000,000

Allies:(if any)

Enemies: Kingdom of Reikland, various uncooperative Glorarii Warlords

Political issues:(if any)

Chance of revolt: Technically they are the revolt, so...probably not.

Greatest Victory: Battle of the River Rhenoum

Most Embarrassing Defeat: Collapse of the Imperium

MILITARY STATISTICS

Military Statistics, Manpower
Total Forces: Total personnel numbers go here.
Army: 85,000 (60,000 Heavy Infantry, 5,000 Heavy Cavalry, 8,000 Missile Cavalry, 12,000 Missile Troops)
Navy: Personnel numbers and ship numbers go here.

Military Statistics
Anything and everything your military uses, put it here. Images, specifications, etc.

Army
The military of the Bellusarii Remnant is the direct descendants of the Legio Palatini, who themselves are the descendants of the famed Legions of antiquity. Unlike the military of the former late empire, which relied more upon locally en masse raised conscripted armies and foreign mercenaries, the Bellusarii Legions (still officially called the Legio Palatini) have evolved and now rely much more on a smaller core of professional soldiers. When it comes to their infantry, the Bellusarii Legion utilises the Protostate Legionary. The typical Protostate Legionary is equipped with a mail shirt and standard conical helmet with cheek guards and chainmail neck curtain. Armed with a two-meter spear, an oval shield, a composite bow and a Spatha as a secondary weapon, the typical Protostate is a professional and very well-trained soldier, drilled with a surgical and precise style of combat in mind. Flexible, a Protostate Cohort can provide a shower of continuous arrow fire, before switching into a meat grinding shield wall.

The typical Protostate formation is composed of a Phalanx no more than 16 rows deep, as any deeper is determined to be a waste of manpower. While the first four ranks, the flanks and the rear are typically completely composed of heavy spear infantry, the centre ranks of a Protostate Cohort are often filled with lighter armed and armoured soldiers, for "what use will a set of long spears in the middle of the phalanx be to the protostate who are engaged in hand-to-hand fighting with the enemy?" These soldiers wore lighter armour for flexibility and carried a wider assortment of ranged weapons: from javelins to throwing axes, slings and lead-weighted darts.

The organisation, equipment and training of the Protostate allows for the flexibility and manoeuvrability of a Legion of antiquity, while also allowing for the formidable and solid spear wall similar to that of a Sarissa Phalanx. As the Bellusarii Remnant holds only a shadow of the resources the Imperium Glorarii had, the Bellusarii cannot afford to raise the massive heavily armoured Legions of antiquity nor the mass of regional Comtatenses. This is why quality and a surgical approach to combat, over en masse pure blunt brute strength, is now preferred.

The real pride of the Bellusarii Legions, however, is in its cavalry.

Navy

Organization and command Structure
Last edited by The Imperial Warglorian Empire on Wed Apr 07, 2021 5:29 am, edited 26 times in total.
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

PROUD MEMBER OF THE FEDERATION OF ALLIES!

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The Imperial Warglorian Empire
Powerbroker
 
Posts: 8104
Founded: Oct 10, 2015
Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Mon Mar 01, 2021 7:36 am

You might want to remove the "airforce" part of the app.

Unless we're expecting medieval hot air balloons or something.
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

PROUD MEMBER OF THE FEDERATION OF ALLIES!

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The Manticoran Empire
Postmaster-General
 
Posts: 10506
Founded: Aug 21, 2015
Anarchy

Postby The Manticoran Empire » Mon Mar 01, 2021 10:19 am

NATION INFORMATION

Nation name: The Kingdom of Reikland

National goals: Maintain the unity of Reikland and expand Reikish control and influence

Nation's Leader: Albert II, King of Reikland

National Government: Reikland is a feudal absolute monarchy with a great deal of central political control. Beneath the King, who controls the Army, are various Earls who rule the shires which form the main administrative division of Reikland.

National history: Click Here

Territory: Red 41 on Map.

Language: Old Reikish (Old English mixed with some Old Norse words).

National Religion: See Culture

National Culture/Identity: Here

National Pastime: N/A

National holiday: Winter and Summer Solstices and Equinoxes.

Nation's Population: 54,470,284

Allies: Client kingdoms in Triuh

Enemies: The Isles, Gloraros, various others

Political issues: The aristocracy is rather consistently in conflict with itself, vying for influence at court.

Chance of revolt: Yes

Greatest Victory:

Most Embarrassing Defeat:


MILITARY STATISTICS

Army

The Reikish Kingdom boasts a powerful semi-professional army as well as the ability to levy additional recruits from the local population, called the fyrd. The size of the army can vary due to recruitment shifts, disease, famine, or if the Fyrd have been called up, and are composed mostly of heavy infantry.

The elite core of the Reikish Army are the Housecarls, a semi-hereditary class of professional soldiers and foreign mercenaries who have served as bodyguards for the aristocracy since before the Return. As bodyguards and elite soldiers, they demanded high wages for their services. A man at arms could expect a daily wage of 12 pence, with arbalists making 18 pence per day, and knights making up to 70 pence per day, with Legionnaires only able to demand maybe a third of that price. The most powerful force is held by the Duchy of Tomsaete, roughly 6,300 men commanded by the King's brother, Burgred. The other duchies boast their own forces.

The Earl Marton, Duke of Nausaria, boasts a force of 1,500 housecarls. Earl Leofrith, Duke of Coridia, boasts a force of 2,000 housecarls. Earl Kjotve, Duke of Mercia, boasts a force of roughly 2,200 housecarls. Earl Harald, Duke of Aedos, boasts a force of 2,800 housecarls. Earl Ceolbert, Duke of Malyria, boasts 1,900 housecarls. Earl Soma, Duchess of Sussex, boasts a force of 237 housecarls. Earl Tonna, Duchess of Northumbria, boasts a force of 2,800 housecarls. Earl Reid, Duke of Wessex, boasts a force of 4,000 housecarls. Earl Aethelred, Duke of Aretria, boasts a force of 530 housecarls. Earl Heahmund, Duke of Messa, boasts a force of 75 housecarls. Earl Ceolwulf, Duke of Kent, boasts a force of 1,700 housecarls. Earl Wigmund, Duke of Anglia, boasts a force of 19 housecarls. Earl Sigurd, Duke of Magonsaete, boasts a force of 19 housecarls.

The bulk of the Reikish Army are volunteers serving in the Royal Army, formed after the unification. This force, ranging between 270,000 and 300,000 men and women, is less well paid than the Housecarls, earning a wage of roughly 6 pence per day, depending on rank, and spending nearly half of that on food and equipment. However, unlike the Housecarls, who are generally denied the opportunity for plunder and have lands of their own, the Legionnaires are granted a bonus of 350 pence a year as well as whatever plunder they gain after a battle. Additionally, while the rank of a Housecarl often depended on lineage more so than skill, the rank and pay of Legionnaire was entirely based on skill. Upon completing 20 years of service, they are eligible for discharge, receiving a bonus of some £2,000 or 10 acres of land in a conquered land. The Royal Army is paid for through a combination of taxes and whatever plunder soldiers could take in battle. Ostensibly loyal to the King, it is not uncommon for Legions to develop a greater sense of loyalty to their unit and their commander than to the King.

A complex tax code and the near universal presence of tax collectors ensure a constant supply of money to the Crown. In addition to Royal income from the King's personal lands, a value of roughly £1.4 million, there is the annual tax revenues of £45 million, of which some £4.7 million is paid to the Royal Army in wages, £752,000 in annual bonuses, and another £15 million in discharge bonuses. In total, around 45% of the Royal Treasury is expended on the Army in one form or another.

The Duchies are arranged in a string of alliances, largely linked through blood. While all of the Dukes are ostensibly sworn to the King, in practice their loyalty is bought only through the overwhelming strength of King Albert and his family. Earl Reid is the brother-in-law to Earl Tonna, having married her sister, Edith. Similarly, Earl Ceolwulf is the cousin of Earl Ceolbert, binding the Duchies of Kent and Malyria. Earl Aethelred is the brother-in-law of Earl Heahmund, having married Heahmund's sister, Judith. Earl Kjotve is the brother-in-law of Earl Soma, having married his brother, Dag, to Soma. Earls Harald, Marton, and Leofrith are cousins. Earl Sigurd and Earl Wigmund are the only two Earls who lack solid familial relationships with the other duchies, rather being quite isolated in their mountain strongholds. They are the least loyal of the Earls, as well.

Housecarls are outfitted with ornate cuirasses based on the Elixian style, often made of iron with a bronze sheathing, increasing their protection and also the cost of the soldiers. These armors are often handed down from parent to child as an heirloom and are sometimes made increasingly ornate. These cuirasses are paired with greeves, a large shield, and a helmet that covers the full head and most of the face, all outwardly similar to the Elixian style.
Housecarls tend to be armed with whatever they choose to wield, which can range from spears and swords to axes and intricate polearms.

Legionnaires, however, wear mail hauberks worn over padded shirts, making them almost invulnerable to arrow fire. Almost. Additional protection is provided by a nasal helmet, a cone shaped helmet made of a single piece of iron with an iron strip running down the bridge of the nose to protect it from blows. Housecarls can afford more ornate and often more protective helmets with cheek and neck guards. A mail coif would be worn under the helmet, providing protection for the neck and lower part of the head.

Spears measuring 3 meters long with iron counterweights and broad bladed iron tips served as the primary weapon, with a single-handed, two-edged sword measuring about a meter in length as a secondary weapon.
The soldiers also carry a large, almond shaped shield, rounded at the top and tapering to a point at the bottom, called a teardrop shield, with a center grip near the top of the shield and a sling that would loop over the opposite shoulder, allowing the shield to be used quite easily on horseback and making it more difficult for the shield to be lost in fighting.
Crossbows provide most of the ranged firepower, though it is also common for the infantry to carry one or two javelins. Arbalists make use of incredibly powerful crossbows, with 53 centimeter powerstrokes, draw weights of 176 kilograms, and effective ranges of over 400 meters, the weapons are capable of killing fully armored soldiers at ranges in excess of 200 meters. Arbalists carry short stabbing swords as a secondary defensive weapon and several sharpened stakes to protect their position from cavalry attack.

In recent years, it has been a trend for the Housecarls to rarely see battle. Their expensive nature makes it harder to justify risking them. There is a rumor that at least one Duke has considered abandoning his Housecarls for a cheaper professional force of volunteer commoners.

Navy

The Navy is not a permanent part of the Reikish military. Rather, it is formed when needed by gathering the raiding fleets of local lords and the King's own fleet.

Organization and Command Structure

The Reikish Army was formed around three professional arms: the Knights, professional soldiers who spent their entire lives perfecting the art of cavalry warfare, the Arbalisters, professional soldiers who spent their lives perfecting the use of powerful crossbows in combat, and the men at arms, professional soldiers who spent their lives perfecting the use of the spear and shield in the shield wall.
There are two types of military groups in the Reikish Army: the professional Housecarls and the militia Fyrd.
The Housecarls are the professionals of the Army, permanently maintained in garrisons around the country. Long cultural tradition has led to a significant number of women serving as shieldmaidens, skilled warriors who have often been the handpicked bodyguards of thegns. The number of housecarls varies, with the only official organization being followed by the Royal Housecarls, copied to a degree by Earl Burgred's.
The Royal Housecarls were organized into squadrons for cavalry, and cists (companies) for men at arms and arbalists. A cavalry squadron totals 32 men and an infantry or crossbow company totals 100 men. An additional 5 men serve as a signaler, standard bearer, commander, deputy commander, and watch officer.
These companies are then organized into regiments, 16 squadrons for a cavalry regiment and 10 companies for an infantry regiment. Another 5 men serve as signalers, standard bearer, commander, deputy commander, and watch officer for the regiment. In total, a regiment is 597 men for cavalry and 1,055 men for infantry and arbalists.
Finally, regiments are combined into legions, which are garrisoned in shires to provide security. A Legion will consist of three regiments of Infantry, a regiment of Arbalists, and two regiments of cavalry. An additional 10 men serve as the command staff, creating a total of 5,424 men.
The legions are then divided across the shires in garrisons generally a couple of companies strong.
The Fyrd, or militia, have no set organization, instead being raised from the citizens of the shire. These citizens are armed with whatever weapons they can afford, mostly a spear, a round shield, a dagger, and some armor. It is impossible to know how large the Fyrd is, since its size can vary depending on the reason for the call. 456 Fyrd make up the Great Fyrd or Great Army.

Currently there are several fleets out raiding, each led by a noble that raised the money and support necessary to build and provision the ships and men.

Earl Marton's 110 ship Nausarian fleet with 4,510 warriors, raiding northern Triuh, Earl Leofrith's 300 ship Coridian fleet with 12,300 warriors, raiding Gloraros, Earl Burgred's 200 ship Tomsaetish fleet with 8,200 warriors, raiding Aydinir, Earl Sigurd's 12 ship Anglian fleet with 492 warriors, raiding Faniviace, Earl Ceolwulf's 40 ship Kentish fleet with 1,640 warriors, raiding Aclus, Earl Ceolburt's 100 ship Malyrian fleet with 4,100 warriors, raiding southern Triuh, Earl Kjotve's 150 ship Mercian fleet with 6,150 warriors, raiding The Isles, Earl Wigmund's 16 ship Magonish fleet with 656 warriors, raiding Carinia, Earl Tonna's 46 ship Northumbrian fleet with 1,886 warriors, raiding Norcourt, Earl Aethelred's 140 ship Aretrian fleet with 5,740 warriors, raiding Marmadhim, Earl Harald's 150 ship Aedean fleet with 6,150 warriors, raiding Tiarminnor, Earl Dag's 100 ship fleet with 4,100 warriors, raiding Uzbara, Earl Reid's 60 ship Wessex fleet with 2,460 warriors, raiding Nuza, Earl Soma's 70 ship Sussex fleet with 2,870 warriors, raiding Eastern Triuh, and Earl Heahmund's 65 ship Messan fleet with 2,665 warriors, raiding Eastern Triuh.

Through these raids, these earls hope to gather enough wealth upstage their rivals and achieve some influence in the royal court. There are, however, murmurings that some Earls hope to use these raids to garner support for an altogether more sinister purpose. Usurpation.
Last edited by The Manticoran Empire on Sun Apr 04, 2021 1:41 pm, edited 9 times in total.
For: Israel, Palestine, Kurdistan, American Nationalism, American citizens of Guam, American Samoa, Puerto Rico, Northern Mariana Islands, and US Virgin Islands receiving a congressional vote and being allowed to vote for president, military, veterans before refugees, guns, pro choice, LGBT marriage, plural marriage, US Constitution, World Peace, Global Unity.

Against: Communism, Socialism, Fascism, Liberalism, Theocracy, Corporatocracy.


By the Blood of our Fathers, By the Blood of our Sons, we fight, we die, we sacrifice for the Good of the Empire.

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Guuj Xaat Kil
Diplomat
 
Posts: 711
Founded: May 25, 2019
Ex-Nation

Postby Guuj Xaat Kil » Tue Mar 02, 2021 10:41 am

Name: Yahl Gwaawaas Tlgunghung
Age: 25
Sex: Male
Nation of Origin: Haida
Position or Profession: Kiidaawa Gaayhldáa La'áay (warband leader)
Appearance: A broad-shouldered, modestly muscular man. His hair is long, reaching up to his shoulders but he keeps it in a bun, which stays beneath his helm most of the time. He has sideburns. His eyes are a dark brown, bordering on black, and his hair is as black as the night.

Bio:
Born to a humble spear fisher and a poor priestess of Dzalarhons in a rather nondescript village, it appeared that Yahl would be destined for a mediocre lot in life as either a spear fisher like his father or a priest of any of the eight dagwiig (deities/great spirits). And initially Yahl Gwaawaas would accept this destiny, becoming a good spear fisher like his father and becoming the greatest shot in his village, not to mention being a rather clever hunter for his age. His spears would even begin skewering animals on the land, earning his family more income and raising them on the social ladder. Some things from his mother were also passed on, such as an interest in the tales of the gods, of spirits in the land, of Raven's teachings, and the Law of Generosity. By the time he was a twelve year old, he had talked so many times with the village elders, priests, and priestesses, pestering them with questions and getting answers that only intensified his curiosity.

Back then, it seemed that he was truly content with his life.

And then the Kiidaawa arrived. Everything changed for him when he was 14, when the Kiidaawa first entered his village and built a lodge for its warriors. From there a seed was planted, and was grown by him listening to the tales that the warriors told by the fire, and soon a yearning to know what lay beyond formed and intensified. Joining immediately when they began recruiting two years later, he would impress them with his ability to speak the various languages of the basin in an understandable way, as well as with his aim with the javelin, and as a result, he joined the Kiidaawa without issue. Before leaving for his first raids outside the basin at the young age of 17, he would promise his parents that he would return to them before they grew old, and that he would try and support the village as much as possible when he came back.

His first raids led him to the land south of the Mountains of Xhuuyee. It was a dry and strange plain; he hadn't seen such things before, nor even felt such warmth, and he relished in the freedom and feeling that the plains stretching towards the horizon gave him. It was addicting in a sense, but it was soon replaced by the adrenaline of combat as he began raiding the people known as the Iroquois. Both the freedom and adrenaline of exploration and combat sucked him in further, and he would distinguish himself as a daring commander, attacking even the monolithic Aztecs further south of the Iroquois; raiders themselves and worthy adversaries of the Kiidaawa. It was during his raids against the Aztecs that he rose to the position of Gaayhldáa La'áay at the age of 19 and was allowed to lead his own warband, and by extension, the right to create a lodge of his own.

He put off on creating said lodge for the time being, contenting himself with raids upon the Aztecs. It was in their cities and with their people that he would be exposed to a variety of ideas, ranging from writing to knowledge of a world beyond Gwaii. And his greatest raid yet involved sneaking in with a few of his fellow Kiidaawa into an Aztec raiding group going to the lands down south. From there he learned of even greater freedom to what he used to know, towering cities and peoples of differing backgrounds and looks, metal tools he had not seen before, strange faiths and even stranger priests declaring the end times, and much more. He certainly took his time down south, spending nearly four years in the isles of Antara, and learning everything that he could lay his hands on.

Soon he returned to his fellow warriors in the Aztec borderland lodges with many things, from metal tools all the way to even people who knew something that the Haida didn't, an enormous gift befitting of the Law of Generosity. From there he would establish his own lodge in the far south of Gwaii, in the offshore islands just south of the Aztec city of Tlaxcala, and from there, used it as a stepping stone for further explorations and raids down south.

As the raids slowly shift into more exploratory pursuits, he is reminded of his promise eight years ago to his parents that he would return and make them prosper. He prepares to leave as word of a disease ravaging the Aztecs and their borderlands reach his ears via a frail-looking messenger.


Quirks: A curious person that loves to learn as much as he could, he will definitely go after things that he doesn't know during raids or explorations.
Last edited by Guuj Xaat Kil on Tue Apr 06, 2021 3:41 am, edited 1 time in total.
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Bearstin
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Mother Knows Best State

Postby Bearstin » Wed Mar 03, 2021 12:50 pm

Definitely a work in progress so if there are any problems or places I need to expand on just let me know in the discord

NATION INFORMATION

Nation name: Bero Diaspora aka First Bero Empire

National goals: To unite the Beros under one banner and claim the land they feel is rightfully theres. They feel betrayed by the Aydinirian Emperor they served and seek to undermine him and claim his lands as their own.

Nation's Leader: Paz the Immortal

National Government: Paz the Immortal is leader of the Bero Diaspora and Emperor of the First Bero Empire.

National history: The Beros have been migrating and assimilating into Aydinirian lands since the Dance of Princes. During this Aydinirian Civil War, the Beros used their militant culture to serve the Aydinirian Emperor Ariozhar who was the ruler of the lands they settled in. Paz the Immortal in particular rose through the ranks and became a Royal Guard and was privy to the Emperor's plans. Paz was used as a means to control the Beros, as his presence next to the god-like Aydinirian Emperor drove them to believe Paz was a Demi-god sent from the heavens to deliver the Beros to glory. The Beros distinguished themselves as some fo the fiercest and most skilled warriors on the continent due to their upbringing as warriors. They produced weapons and trained new soldiers and quickly became integral part of the Aydinirian military. At first, it was believed that through the Aydinirian's they would gain strength. Paz served the Emperor loyally, but increasing taxes on the Bero populace and their constant sacrifice in battles against his rivals drove Paz to become disenfranchised with his Emperor. At the Battle of Hwarthas, Paz ignored orders to join the battle with his Bero forces and proceeded to join the battle at the end and slaughter both sides forces. Shortly after, Paz and his cohorts rallied Beros around the country to join him in the east and soon assembled his forces. Paz established his capital in the stronghold city he named Riverington and soon his supporters had taken select Aydinirian cities that had majority, heavily armed Beros. The rebellion against Aydinirian control had begun.

Territory: 5

Language: Bero

National Religion: Bero Heavens

National Culture/Identity: The Beros are a warrior people, and their glory and exploits in battle are what define them. From a young age, Beros are taught to be warriors, and it is not uncommon to find children on the battlefield. This makes warfare and fighting a big part of their culture. But Beros are also taught that Beros are stronger together, and this allows them to not only be warriors in their own right, but work as a team on the battlefield. Beros are constantly training for combat and staying in tip top shape. Those too old for combat become scholars, though many Bero don't make it to the age in which they are deemed combat ineffective. Every Bero lives to enjoy the glory and wealth they have in the present, for what they gain in the present, will be rewarded to them ten-fold in the heavens. Aside from warfare, Beros enjoy ale and banquets. It is customary for the successful warriors of the day, or men who got their first kill in battle to be celebrated and rewarded for their success. The Beros center their entire culture around warfare, and what they do in their free time is a reflection of their success.

National Pastime:

National holiday:

Nation's Population: 4 Million

Allies:(if any)

Enemies: Ariozhar's Empire

Political issues: They are rebelling against a powerful and organized empire and must assemble their government

Chance of revolt: No

Greatest Victory: Battle of Hwarthas

Most Embarrassing Defeat:


MILITARY STATISTICS

Anything and everything your military uses, put it here. Images, specifications, etc.

Army
The common Bero Infantry is designed as Heavy Infantry. The Bero Heavy Infantry were elite warriors raised from birth to kill, and they are very talented at it. Legend has it one Bero soldier is worth ten enemy soldiers, but these claims have not been confirmed, but there is always some truth in legend. Bero soldiers distinguish themselves in battle, being fearless and often times reckless in the face of superior enemy forces. Their aggression and skill in battle can unnerve lesser trained units, and their experience in combat is rarely matched. The Bero Heavy infantry is armed with a sword and shield, and utilize eight inch daggers for close combat. A pike may often be substituted for a sword for more defensive positions. The Bero Phalanx is common tactic in defensive battles.

Bero Light Infantry is a support unit that is sent in to assist the Heavy Infantry in close combat, armed with swords and daggers, they are known as the cleanup crew in the Bero army. They are rarely found in the Vanguard and instead come in after the enemy has broken up the enemy formation. Their mobility and skill in sword to sword combat is deadly, and their speed and agility is hard for the enemies Heavy Infantry to match.

Bero Cavalry have lighter armor for increased mobility and utilize their mobility, strength, and iron swords to break up the rear guards of enemy forces or their horses to smash through a vanguard and open up the enemy for the Heavy Infantry that will follow into the chaos. The Cavalry is designed as a hit and run force and will often alternate with the Heavy Infantry in combat, causing confusion and terror in the enemy.

Bero Archers utilize Bow and Arrows to break up enemy formations and blind them to troop movements. They are often found behind the Heavy Infantry and will cover the change between Heavy Infantry and Cavalry. They are armed with daggers for close combat and are designed to confuse and cripple the enemy from afar.

Navy
The Bero Navy is designed as more of a Coast Guard and Troop Transport than a Navy, they patrol the waters around the Bero State and ferry Troops too and from. The Beros opt for small and quick boats to produce more boats and mask their true numbers. Very few larger warships exist in the Bero Navy, and the larger ships are generally used to support the smaller ships.

Organization and Command Structure
Last edited by Bearstin on Wed Mar 31, 2021 1:34 pm, edited 2 times in total.
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Rannoria
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Postby Rannoria » Wed Mar 03, 2021 1:50 pm

very sexy
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Baharuthia
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Kingdom of Baharuthia

Postby Baharuthia » Thu Mar 04, 2021 12:32 pm

Nation Name: Kingdom of Baharuthia

State Flag:
Image


Capital: Eismarkstadt

National Goals: To expand the Kingdom to its biggest extent, even on its own, Baharuthia will not fall and will become great by itself.

Nation’s Leader: Koenig Lanza von Zephyr

National Government: The Kingdom of Baharuthia is one that predates the Chiefdom of Siegis, which surpasses as the Kingdom of Baharuthia under the Baharuthian Eagle, Siegis are the Governors, while Rexis are the militants, and the other cultures are the workers, who are to be fair, given quite the sum to make a living, so the chances of revolt isn’t really there, except there are people who wants independence, but nobody would care about them.

The Siegis’ Government is made of three subcultures, which make up the Government, the Victorians who run the Legislative side of the Government, the Glorians who run the Judicative side of the Government and the Siegis who run the Executive side of the Government, so in other words, the Ruler, the Judge and the Executor.

The Rexis don’t really care about their Subculture divide as they just need to fight, so no talk about separating the army under different subcultures ever existed. This was mainly due to the first Chief’s fascination over subculture separation, but no one really told the Siegis, but they did manage themselves well, so the Rexis don’t really have to complain against their thing.

The Legiens are basically the workhorse as stated, but they mainly are prioritized with making weapons, Aegiens with blades, Poleins with Polearms and Archidons with Bows.

National History: Being a part of a Remnant Reikish Raider Force, Baharuthia established itself as a Viking Colony before integrating parts of the invaded and occupied land as their own Core Territory. Which is not saying much, since other nations are already Kingdoms or is an Anarchist Empire ready to blow up sometime soon.

Territory: Below 34, but never shown, which is big sad right now

Language(Officially Recognized): Reikish(Will be the Basis of the Siegis-Rexis Language), Proto-Rexis(Swedish), Proto-Siegis(Danish), Legiens(Conquered tribes as of now)

National Religion: The Order of Tiamat, an Order based around basically a few dozen Gods, which are basically either important or not so important to irrelevant due to their stupidity and early deaths.

National Culture: Ori Valoran(Victorian, Glorian, Valorans), Ori Rexis(Bahamut, Ddraige, Albion, Vritran, Naga, Fafnir), Integra Victorian Legiens (Aegien, Polein, Archidon)

Valorans are often seen to be the Leaders in the Government, while Rexis are seen to be the soldiers, then we have the 3rd class, which is not occupied, so, congratulations to Legiens, they are the 3rd Class now. Which are the workers of the nation. However, as one nation, they celebrate their Culture altogether under the nationality of Baharuthia. Every men and women is given a chance to hunt a deer by the age of 14, this marks the Death of Innocence, and the Beginning of Adultery. Many women are taught to handle a Glaive to defend her family when her husband goes to the battlefield, this prompts women to be able to fight a lot more effectively in defending their homeland. However many women are also taught to fight using whatever weapons they choose, so long as they are proficient in it. Baharuthia is genderless in the sense that everyone enabled to fight, is to fight for their homeland.

To differentiate the three Cultures is not really a hard thing to do, many Valorans have bright colored hair, blonde, white and ginger in color, contrasting to 'Victorian', 'Glorian' and 'Valoran', the eye color they had mainly consist of either brown, blue, green or sometimes silver, which doesn't necessarily mean they are blind, it's just that they're silver. Which basically means all of the people assume silver eyed people to be basically blind, and it's more common that one foreigner thinks it is. The Rexis, basically have darker toned hair, brown, black, dark grey, auburn red, beige and et cetera. Problem is that they're basically what Legiens have, so, the next best thing to differentiate them by is their wider eyes and the fact their eyes seem to be serpentine for a reason that does not involve mating with a reptilian animal. Because everyone assumed so...

Which to be fair, is fair. For the Legiens, the easiest thing to be said is that if they like swords, they are Aegiens, if they are Archers, they are Archidons, for the last, you figure that yourself. Their subculture is based on the Myths of their Gods handling said weapon. That's...what makes the Legiens a weird caste of people. They are essentially almond eye shaped people with black, sometimes brown hair and have various eye colors, the only way to know which subculture they are from is by their beliefs, that is it.

(Additional Note: The Original Culture will be designated as Ori (Culture), while culture that is integrated into one of them are given Integra, making them Integra (Integrator) (Integrated Culture))

Population: 154,000

Political Issue: Integration of Foreign Land, not that it had never not been a known issue

Chance of Revolt: Moderate, but not necessarily high

Greatest Victory: The Claiming of Eismarkstadt/Battle of Jargland

Most Embarrassing Defeat: The Raid of Zaldaneer

MILITARY STATISTICS
Military Statistics, manpower

Rexis Armee
Total Forces: 5,500 men
Army & Navy: 1,500 regular infantry, 4,000 irregular infantry and 100 20-men Longships(150 mothballed)

Contrary to their name, the Siegis(Victory, but in Proto Siegiens) are placed as Governors, while the Rexis(King, but in Proto Rexiens) are utilized as Army Men. Women are also included in the military, but restricted to only being in the Irregular Forces, this weakens their might due to the lacking quality women have compared to men. However, this would prove to be useful in conscripting more manpower if need be.

The Regular Heavy Infantry of the Bahamut Army is called a Pendragon, designs of their helmets had been simplified to be no more than a bucket with tears upon the front for the eyes to look through, although they are called buckets, they are quite thick. Their body is mainly covered in chainmails that are less heavy, the majority of their armor is placed on their shoulder pads, their arms and their joints, the front part of their chest is covered by what is basically layers of steel plates that are slightly bent to the inside, the armor on the legs are mainly placed by the front thighs, knee, and their shin. They are armed with a spear, either the Ddraiges or Albionish spears, both excel in piercing enemy armor, but the Ddraiges is often used as a chopping and cutting spear, while Albionish spears are barbed teethed, designed to make anyone who dare try to pull them out suffer more flesh losses, due to its teeth. They would also bring a Pentagonal Shield, bearing the Baharuthian Aegis Seal that is their Coat of Arms and a secondary weapon in the form of either a Claymore or a Skeggøx. The leader is often tasked to strap the Baharuthian Battle Flag upon the spear, to douse it in blood is an honor for the Gods above them.

The Regular Light Infantry is similarly armored, but not to the weight of the Pendragons, these men are named the Longmen, they are armed with various weapons, Raven Axes are a common favorite amongst their ranks, however some chose to bear a Gladius or a Spatha. A dagger is often mandatory for CQC. The armor that these men wore cover their chests with chainmail and a steel plate that is not as heavy as the Heavy Infantry’s, the shoulder pads, the joint and the arm with lesser weight compared to the Heavy Infantries, their legs are mainly protected by the shin, while everywhere else is covered in leather.

The Arash or Archer Class was developed only after the tribe of Archidons, an Archer Tribe that lived within the Legien lands, these bowmen often are used in numbers due to their bows’ effectiveness in numbers, each arrow head is barbed to prevent them from being taken out with ease. Many of these jagged spots are often found rusty, due to the poison that rust is often found with. These men are classified as Irregular Infantries that find themselves in place with Regulars as they were easily trained and are quite effective units.

The Slinger, the slinger is a short-ranged Light Infantry that is often placed within Regulars and Irregulars due to their effectiveness. These men and women don’t have a particular nickname, but are often called Hornets for the pain that they could inflict by slinging rocks. These men and women are often just armed with a sling and a dagger, but also carry bags to carry their load of rocks to sling. The armor that they carry is mainly just chainmail under leather clothes.

The Irregulars or the Raiders as they are called are the footmen of the Army, bringing over chainmail, leather armor with bits of armor that is left over, a steel cap is often brought, their shields are mainly circular wooden shields, their main arsenal of weapons vary, a Greatsword, a Battle Axe, an Albionish or a Ddraiges is often found due to the effectiveness of such a weapon in their doctrines. They are the Marines of the Army and often found themselves in the most danger due to the preciousness of Pendragons and Longmen as a unit.

The last, but not least would be the Cavalry or Reiniger, these men are one of the most rare sights in the Army, comprised of instead Victorians that are dedicated in the military role to lead, these men are of the Subculture of the Valorans named the Siegis who are basically the lowest of the three Subculture, these men are used as the ones to wipe off the remainders like a mother cleaning her baby’s cheeks from the stains that stained their skin. These men are necessarily just called the Reinigers. They are armed mainly with two Glaives, one for killing, one for also killing, but if the other is lost due to their tardiness, which often results them getting killed, so High Command issued them another one, due to that tardi, and most of them didn’t even lose a Glaive in most battles, so they really hate that one man who lost that thing and died.
Last edited by Baharuthia on Fri Mar 05, 2021 3:03 am, edited 1 time in total.

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The Twelve Isles
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Postby The Twelve Isles » Mon Mar 08, 2021 7:32 am

BROOOOOO! ITS FUCKING HEEEEERE!
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Guuj Xaat Kil
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Postby Guuj Xaat Kil » Mon Mar 08, 2021 8:52 am

The Twelve Isles wrote:BROOOOOO! ITS FUCKING HEEEEERE!

its gonna be very niceu Islerino
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Formerly [REDACTED] and [REDACTED], 8000 combined what the heck.

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The Twelve Isles
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Postby The Twelve Isles » Mon Mar 08, 2021 11:14 am

NATION INFORMATION

The Grand Confederacy Of Andreagh


Image


National goals: To preserve the way of life and independence of The Twelve, to accumulate wealth and power by any means necessary, to spread the burgeoning word of the All Father and his Lamp Lighters.

Nation's Leader: King Edeid III of Clan Faernheim

National Government: There are four basic levels to government in the Grand Confederacy, the King, the Clan Chiefs, the Citizenry and the Thralls, or slaves. The King is the highest authority in the land, and has the authority to pass Confederate Laws, which affect all of the twelve individual Isles and the various clans that populate them. Additionally, the King presides over the Court, where laws are passed, and is given the authority to levy taxes and raise armies and navies as needed. Beneath the King are the Clan Chiefs, the leaders of the clans of the Confederation, the most basic unit separating different groups of people on the Isles. There are many clans on the Isles, but the most powerful are Clan Faernheim, the current ruling dynasty, Clan Willun, the chief enforcers for Clan Faernheim, Clan Cartwine, a clan of skilled sailors and dissidents to the far northern Karins Isle and Clan Callaghan, a rather neutral clan hailing from Glasdee Isle known for both standing with and opposing the Faernheims as it suits them.

National history:

Territory: The twelve island archipelago above the green clump 44.

Language: There are three main languages spoken on the Twelve Isles, Mournlyish, the most commonly spoken and the one which is generally required in order to engage in trade on the Isles, Callain, the language spoken on Karins Isle and its surrounding Isles, and Galtic, the language spoken by the Glasdeeans and the Brushwickers, though increasingly it is learned side by side with Mournlyish, creating what is almost a separate dialect of both languages out of the two combined.

National Religion: There is no official national religion. However, the most widely practiced religion is a fairly new one, only beginning to arise in the last hundred years, known as the Church Of The All Father. The Church Of The All Father preaches that there is one god, the aforementioned All Father, who created the world when he split the primordial chaos into three realms, Aether, the realm of spirits, Aetha, the realm or mortals, and Aethin, the realm of Daemons. The All Father himself is removed from all three realms all together, existing on a higher plane of existence and enacting his will through the use of his Angels, beautiful and powerful beings who are the army of His righteous word. Opposed to the All Father and his Angels is the Stranger, a trickster god and the king of time, magic and Spirits, who rules over Aether. The Stranger is technically speaking genderless, but is commonly referred to as a he. The Stranger tries to trick and cajole mortals into accepting his corrupting gifts and following him into the Aether to become a spirit, forever trapped in undeath and fueling his own power so he may one day rival the All Father. Opposed to the Stranger in the Three Realms are the Daemons, who though frightening to look upon, are actually on the side of mortals. It is the job of the Daemons to protect mortals from the Strangers corrupting influence, banish evil spirits, and guide the souls of the deceased to Aethin where they are cleansed of their sin and judged weather or not they are to be reincarnated, or allowed to peacefully pass on into nothingness, merging with the cosmos.

National Culture/Identity: The Isles are known to be often morbid, steeped in tradition, and hardy. They are an island nation, and therefore have a rich and storied nautical tradition, and are considered by most to be some of the greatest sailors around. The people of the Isles, referred to by most as Andreaghans, are a deeply superstitious populace, and hold many practices some would consider to be archaic closely. The most famous of these superstitions is the practice of tattooing protective runes on ones body to defend against evil spirits, typically located on the hands, chest, below the eyes or on the chin. The Isles is also known for a deep military tradition, forged over generations of fighting, both among themselves and in their numerous raids into the lands to the south to accumulate gold, slaves and resources, as well as hiring themselves out as mercenaries to any with the coin to pay for it. Finally, Andreaghan culture is dominated by Clans. A Clan is ones family, both immediate and extended, and Clans typically stick together against all odds. The Andreaghans believe that their Clan comes first, then their immediate Isle, and then the Grand Confederacy. The most powerful Clans are granted the right to meet with the king, vote on laws, and attend the Kings Court, where matters of state are discussed among the King, his advisors, and the various Clans Chiefs and their individual Coirundas.

National Pastime: There are many popular games and other activities on the Isles, but most

National holiday: Midwinter: Midwinter, or The Time Out Of Time as it is often called, is the two days leading up to new years, New Years Day itself, and the two days leading out of New Years Day. It is believed that in this time the passage of time does not exist, and non mortal beings cannot see what is occurring on Aethin, the realm of mortals. During this time, widespread parties, debauchery and celebration of the gift of life. It is typically viewed as a time where all can do as they please with no repercussions, and though technically the laws still do apply during this time, any laws broken, either church or governmental, are rarely persecuted. For the often rather austere and solemn Andreaghans, this holiday is noted to often times include a lot of extramarital sex, and has often led to serious complications after the death of Clan Chiefs, Kings, religious figures and others in positions of authority as many bastard children are born, leading to questions of inheritance.

Midsummer: Midsummer is the opposite holiday to Midwinter, and takes place opposite Midwinter during summertime. Like Midwinter, it is celebrated on the two days leading up to Midsummer's Day, Midsummer's Day itself, and the two days leading out of Midsummer's day. Unlike Midwinter, Midsummer is a far more solemn holiday, and often times includes theatrical productions of famous religious stories, affirmations of relationships (both romantic and platonic) and expressions of or requests for forgiveness from wronged parties. It is heavily associated with compassion and kindness to ones neighbors, as well as flowers, crops, and the acceptance that nothing is permanent.

The Day Of Dead Leaves: The Day Of Dead Leaves takes place after the fall harvests and just before winter. Most towns, villages and cities tend to celebrate it on different days, but it is most often celebrated on the last week of October through the first week of November. It takes place for an entire day, from dawn the first day all the way through dawn the second, and is a celebration of death and rebirth. The common saying for this holiday is "all things must die, including you," to which the proper rebuttal is "but we shall live forever," implying that though everyone dies physically, they may live on through reincarnation or fame. Typically, the lighting of lanterns, bonfires, and paying respects to the graves and cairns of dead ancestors is an integral part of this holiday, as is heavy drinking. Witches are also a common feature of this holiday, as it is believed they have the strongest connection to the Aether and magic at this time.

Nation's Population: Andreagh has a population of 2,000,000 people

Allies: N/A

Enemies: Any who stands in the way of Andreaghan sword and axe.

Political issues: Andreagh is a fairly disjointed and hard to control nation. Though by technicality the King Of Mournly is the leader of the Grand Confederacy, there is little that allows him to actually enforce his rule other than the good word of powerful clans on the individual Isles. Though at present the nation does run smoothly, many old grudges and conflicts between the Isles and the clans on them still simmer, barely contained beneath the surface, and all it would take to shatter this tenuous relationship between the Isles peoples is just a single spark. Should that happen, it would not be hard for anyone to prevent the taxes from flowing, to cut themselves off and defend against Mournlyish rule and military might, or to completely secede.

In many ways, the only thing that is actually keeping the Grand Confederacy together is a basic understanding between the Great Clans, Faernheim, Willun, Cartwine and Callaghan. If they all maintain the peace (as artificial as it is) among themselves, each clan can grown their own wealth and power. It is in their best interests, at least for now, to ostensibly go along with the Articles Of Union, while simultaneously circling each other likes wolves with assassins and plots to try and get a leg up on one another an command the entirety of Andreagh.

Chance of revolt: Yes

Greatest Victory: The War Of The Straight, wherein after many years of stalemate between the armies of Mournly Isle and the armies of Brushwick Isle, the Mournlyish were able to seize victory after the soldiers of Clan Willun and any others who would follow them set sail from Pres Andregh and looped around both the Great Bay Of Mournly and the entirety of Brushwick Isle in an exceptionally dangerous journey through the open ocean to attack the lightly defended north eastern coast of Brushwick Isle and force a surrender.

Most Embarrassing Defeat: The Battle Of Acashla's Ford, wherein the armies of the North Mournly Plateu soundly defeated the armies of Clans Faernheim and Willun to the south at Acalsha's Ford on the Wrenhale River.


MILITARY STATISTICS

Anything and everything your military uses, put it here. Images, specifications, etc.

Army

Navy

Organization and Command Structure
Last edited by The Twelve Isles on Wed Mar 10, 2021 11:56 am, edited 4 times in total.
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The Imperial Warglorian Empire
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Founded: Oct 10, 2015
Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Tue Mar 09, 2021 9:12 pm

So, is there anything on the other side of the world or is what we see on the map the entire world?
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

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Guuj Xaat Kil
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Postby Guuj Xaat Kil » Tue Mar 09, 2021 11:08 pm

The Imperial Warglorian Empire wrote:So, is there anything on the other side of the world or is what we see on the map the entire world?

Nothing on the other side, and yes that's the whole world.
Former Foreign Minister of the Federation of Allies.
Formerly [REDACTED] and [REDACTED], 8000 combined what the heck.

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The Imperial Warglorian Empire
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Founded: Oct 10, 2015
Inoffensive Centrist Democracy

Postby The Imperial Warglorian Empire » Tue Mar 09, 2021 11:16 pm

Guuj Xaat Kil wrote:
The Imperial Warglorian Empire wrote:So, is there anything on the other side of the world or is what we see on the map the entire world?

Nothing on the other side, and yes that's the whole world.

Aight, sweet, so circumnavigation will allow me some further interaction

It's just such a shame that most of the action seems to be pretty far away
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

PROUD MEMBER OF THE FEDERATION OF ALLIES!

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Greater Liverpool
Ambassador
 
Posts: 1701
Founded: Apr 13, 2013
Democratic Socialists

Postby Greater Liverpool » Wed Mar 10, 2021 6:06 am

Can you make your own nation? or do you have to pick one already made
An orthodox convert who doesn't support Russia

Slava Ukraini

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Guuj Xaat Kil
Diplomat
 
Posts: 711
Founded: May 25, 2019
Ex-Nation

Postby Guuj Xaat Kil » Wed Mar 10, 2021 6:19 am

Greater Liverpool wrote:Can you make your own nation? or do you have to pick one already made

I think it should be picking from the already made nations, but I'm not so sure. Maybe you should go to the discord to see if a new nation being made is possible, just to be safe.
Former Foreign Minister of the Federation of Allies.
Formerly [REDACTED] and [REDACTED], 8000 combined what the heck.

egg

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The Twelve Isles
Minister
 
Posts: 2309
Founded: May 15, 2016
Ex-Nation

Postby The Twelve Isles » Wed Mar 10, 2021 9:30 am

Guuj Xaat Kil wrote:
Greater Liverpool wrote:Can you make your own nation? or do you have to pick one already made

I think it should be picking from the already made nations, but I'm not so sure. Maybe you should go to the discord to see if a new nation being made is possible, just to be safe.


Speaking of the already made nations, why is the Isles still not on there? I've been around for a while.
Proud member of the Federation Of Isles.

The Lamplighter will return in times of Blight.
When you are lost in darkness, search for the light.

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The Manticoran Empire
Postmaster-General
 
Posts: 10506
Founded: Aug 21, 2015
Anarchy

Postby The Manticoran Empire » Wed Mar 10, 2021 1:12 pm

Greater Liverpool wrote:Can you make your own nation? or do you have to pick one already made

Welcome, my good sir. It is possible to create a new nation or to select one of the groups already in existence. I would reccommend joining our discord, which is where most of our discussion is held.
For: Israel, Palestine, Kurdistan, American Nationalism, American citizens of Guam, American Samoa, Puerto Rico, Northern Mariana Islands, and US Virgin Islands receiving a congressional vote and being allowed to vote for president, military, veterans before refugees, guns, pro choice, LGBT marriage, plural marriage, US Constitution, World Peace, Global Unity.

Against: Communism, Socialism, Fascism, Liberalism, Theocracy, Corporatocracy.


By the Blood of our Fathers, By the Blood of our Sons, we fight, we die, we sacrifice for the Good of the Empire.

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Shahinay
Spokesperson
 
Posts: 105
Founded: Mar 02, 2016
Father Knows Best State

Postby Shahinay » Sun Mar 14, 2021 4:10 pm

Alright, sorry for the absence, I'm back.

1. Imperium Glorarii - accepted
2. Kingdom of Reikland - accepted
3. Yahl Gwaawaas Tlgunghung - accepted, BUT as I said on Discord I have some issues with Yahl reaching Aydinir. If anything, he would most likely reach the Antaran Archipelago
4. First Bero Empire - accepted, BUT as I said on Discord I have some issues with the number of your population.
5. Kingdom of Baharuthia - accepted
6. Grand Confederacy Of Andreagh - accepted

Greater Liverpool wrote:Can you make your own nation? or do you have to pick one already made

Both options are possible. If you look at the list on nations (the one in the spoiler) some of them are marked as Open - those are free for taking if you want. If there is a nick of some other player there it means he was the one to first create said nations. So you can take and play as any "open" nation, tho some aspects of your nation's lore would have to be agreed with me and/or the original creator.

And of course you can also create a nation of your own.
Either way, welcome to the RP, I hope you'll stick around. And I'll recommend joining our Discord server, like mant said.

I'll post the apps for my Aydinirian Kingdoms and the first IC post soon

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Cariniae
Civilian
 
Posts: 1
Founded: May 08, 2019
Ex-Nation

Postby Cariniae » Thu Mar 18, 2021 10:29 pm

NATION INFORMATION

Nation name: Rekotan Empire (First Carinian Empire)

National goals: To unite the peoples of the Carinian archipelago, and to expand trade and prosperity across its isles. Imperial expansion and influence as well.

Nation's Leader: Emperor (Kontsayu) Rumayï II

National Government: At the center is the king, who is at the helm of most major decisions in the empire, under the counsel of his many advisors. Beneath him is the bureaucratic body that helps collect taxes, and manage other national logistics and administration. Most areas of the empire (especially as you leave its core) are also managed by their local chieftains and government, only superseded by the imperial government. The military is owned by the imperial government, but at times local chiefdoms can contribute additionsl voluntary forces or mercenaries.

National history: The Carinian archipelago has been inhabited for thousands of years, and while all initially inhabited by the same group, divisions began to naturally emerge from separation. As writing and trade became more prevalent across the archipelago, the divisions began to close again. This unification was further spurred by raids from the east and west, causing local peoples to band together. Several large Carinian empires began to emerge and even competed with one another. After a few centuries, the major players became the Rekotan and Leconian empires, and a more unified Carinian identity has become more cemented with their inceptions.

Territory: Image
In cyan (44)

Language: Rekotan Carinian (Middle Carinian)

National Religion: Polytheistic nature faith, don't feel like diving too deeply. Won't be the case for long, however.

National Culture/Identity: The Carinians have a reverence toward the earth they cultivate and use, as well as great respect for the ocean that surrounds them, providing protection and food, but also with the potential of great destruction. Carinians at this point of history feel an ethnic pride, a sense of self-excellence that they wish to spread across new lands. This, as well as the opportunities of finding unclaimed places, has led to them establishing settlements outside their archipelago, most notably Saenui on Achara.
The Carinians have a deeply-ingrained love for their communities and families, which has extended into a love for their whole people.

National Pastime: I have now immediately decided that the Carinians played an ancient form of something akin to soccer.

National holiday: The Equinoxes and Winter Solstice

Nation's Population: approximately 10-12 million

Allies: None

Enemies: Contentious relationship with Leconia, which wants to be more isolated

Political issues: None

Chance of revolt: no

Greatest Victory: The Battle of Mitoa (142 years before Jashor)

Most Embarrassing Defeat: Seige of Merai (263 years before Jashor)

MILITARY STATISTICS

Army
As mentioned before, the Carinians have a great love for their people, and so have a reasonably strong army. The size of the armies fluctuate in size with varying levels of turmoil going on around them. Also as mentioned before, Carinian nobles and chiefs can send additional voluntary armies and mercenaries in addition to the imperial army. In recent years, as expansion has slowed, the army has been more in use to quell rebellions, enforcing the law, and defending against raiders.
Navy
Being an island empire, the Carinians have one of the largest and most adept navies in the world. It has a major focus on preventing bandits and raiders from interfering with trade and hurting the Carinian people.
Organization and Command Structure
Generals, admirals, yadda yadda
Last edited by Cariniae on Thu Mar 18, 2021 11:57 pm, edited 1 time in total.

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Shahinay
Spokesperson
 
Posts: 105
Founded: Mar 02, 2016
Father Knows Best State

Postby Shahinay » Wed Mar 31, 2021 11:09 am

NATION INFORMATION

Nation name: Heart of the Empire

National goals: None

Heart of the Empire is not unified by any one leader. Instead, it is controlled by many military commanders and warlords vying for power and sometimes temporary aligining with each other to defeat a common, most likely foreign, enemy.

Nation's Leader: None

National Government: None

National history:

Heart of the Empire, as the name suggests, was once the heartland of Old Aydinir - the greatest empire the world has ever seen. With Jashor it was plunged in chaos and ravaged by war. A bunch of warlords and emerging city-states are the only remaining sembles of authority after the fall of imperial capital. One notable exception is the holy city of Ayńarad, located on the island in the middle of the lake in central Aydinir, where two rivers meet. On the same river was the great city of Djyazhoar. Many civilians, nobles and priests menaged to flee in panic across the lake after the Butchers defeated last defenders and captured Djyazhoar. Those refugees took with them everything they could, finding shelter on the holy island. After Marmadhimai and their allies captured Old Aydinir's capital, slaughtering countless and taking many more as captives to sacrafice for their dark gods or work as slaves, pillaging and destroying the city, some of the Butchers were sent to capture Ayńarad. During what was soon called "Miracle of Ayńarad", they were burned alive in the middle of the lake. togather with a large part of barbarian fleet. This event was soon mythicized and turned into a legend of divine intervention. Now, the priests of Ayńarad are one of the only forces in the Heart of the Empire able to reunite it.

Territory: 2. on the map

Language: Old Aydinirian, New Aydinirian dialects

National Religion: Jarism

National Culture/Identity: Aydinirian

National Pastime: Chariot racing, poetry, killing the Butchers and other barbarians

National holiday: Both equinoxes and solstices

Nation's Population: to be determined

Allies: none

Enemies: Butchers

Political issues: The lands is broken and ravaged. Heart of Aydinir must be reunited and purified from all barbarian invaders

Chance of revolt: YES

Without any central government, Heart of the Empire is already effectively in revolt.

Greatest Victory: Battle of Ayńarad

Most Embarrassing Defeat: Siege of Djyazhoar

MILITARY STATISTICS

Army

To be determined.

Navy

To be determined.

Organization and Command Structure

To be determined.




NATION INFORMATION

Nation name: Kingdom of Tiarminnor, also known as the remnants of Anozhar's Pretender Kingdom

Image

National goals: To secure Aydinirian presence in the East, to regroup and reclaim Aydinirian Empire for its only rightful heir, Ariozhar

Nation's Leader: Arıōzhar Méthaeŝos

National Government: De iure absolute monarchy, de facto military junta

National history:

After the betrayal and rebellion of the Beros and his crushing defeat at the Battle of Hawrthas, remnants of Ariozhar's forces retereated east, to Tiarminnor - a powerful and formitable stronghold on the Aydinirian-Norcourtian border. There he hopes to regroup, regain strenght, and rebuild the Empire. In the same time Tiarminnor became a safe haven for many refugees displaced from their homes by the civil war, nomadic incursions from the south and Marmadhim raids and attacks from the sea.

Territory: 7. on the map

Language: Old Aydinirian, New Aydinirian dialects

National Religion: Jarism, others

National Culture/Identity: Aydinirian

National Pastime: chariot racing, poetry

National holiday: Both equinoxes and solstices

Nation's Population: To be determined.

Allies: none

Enemies: Butchers, Kingdom of Assurhan, Kingdom of Mazdaran

Political issues: Ariozhar needs to secure his holdings before he can once again attempt to seize the imperial throne.

Chance of revolt: SMALL

Greatest Victory: Battle of Darhīsa

Most Embarrassing Defeat: Battle of Hawrthas

MILITARY STATISTICS

Army

To be determined.

Navy

To be determined.

Organization and Command Structure

To be determined.




NATION INFORMATION

Nation name: Kingdom of Assurhan, known also as Fraezhar's Pretender Kingdom

Image

National goals: to secure the Aydinirian highlands and repell any invaders, to sieze Ayńarad and the Heart of the Empire

Nation's Leader: Fraezhar Asthurhanxren

National Government: Absolute monarchy

National history:

Asthurhan (in Old Aydinirian, Assurhan in most dialects of New Aydinirian) is one of the oldest and most important Aydinirian cities, with a strong sense of its uniqueness and identity. Symbol of Ayńadan virtues and conservative stronghold, which despite being loyal to the Divine Emperors often ruled itself. With the begining of the civil war, ruler of Asthurhan/Assurhan - Fraezhar - opened the gates of his city, quickly taking controll over the entire Aydinirian Highlands. This new kingdom proved to be the most stable part of the late Empire. With barbarian armies stopped during the decisive Battle of Ḱivarā, lands of Fraezhar were largely spared from much of Jashor's chaos and anarchy. At the same time, he didn't take part in most of the battles of the Dance of Princes, taking a very defensive stance, protected by the natural terrain and his loyal, well trained troops.

Territory: 1. on the map

Language: Old Aydinirian, New Aydinirian dialects

National Religion: Jarism, Vaksharism

National Culture/Identity: Aydinirian

National Pastime: chariot racing, poetry, hunting

National holiday: Both equinoxes and solstices, the Festival of Vakshar

Nation's Population: To be determined.

Allies: none

Enemies: Butchers, Kingdom of Mazdaran, Beros

Political issues: Plague still lingers in many parts of the Highlands, while chaos and madness reigns outside of Fraezhar's borders.

Chance of revolt: NO

Greatest Victory: Battle of Ḱivarā

Most Embarrassing Defeat: None - what's surprising, Fraezhar's armies so far suffered no major defeats.

MILITARY STATISTICS

Army

To be determined.

Navy

To be determined.

Organization and Command Structure

To be determined.

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Shahinay
Spokesperson
 
Posts: 105
Founded: Mar 02, 2016
Father Knows Best State

Postby Shahinay » Wed Mar 31, 2021 11:11 am

Cariniae wrote:NATION INFORMATION
Rekotan Empire (First Carinian Empire)

Accepted

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Arengin Union
Powerbroker
 
Posts: 8858
Founded: Feb 23, 2016
Left-Leaning College State

Postby Arengin Union » Sun Apr 04, 2021 9:22 am

Well, mine as well make this my official return. The return of the king.
"I do as I please"
-King Abraham Markev final words before jumping into a cage to fight a lion.

Proud member of the Federation of Allies

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