Hidden 5 yrs ago 5 yrs ago Post by Jolteon
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Jolteon No mother its just the northern lights.

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(Planning on fleshing some things out more, but this should be good enough for now.)



United Kingdoms of Anglonia and Eirein


Type of Government: Constitutional Dual Monarchy- A monarch of two mostly separate states, limited by a constitution.

Head(s) of Government:


Economy (Main imports, exports, industries, etc.):

Imports:
Food
Sea Food
Working/Military/Farm Animals (to a small extent, mainly to experiment with using other animals)
Precious Metals
Civilian Vehicles

Exports:
Anglonian Horses (strong all-round working horse with exceptional strength)
Fleet Horses (fast horses with less strength, but better stamina, used as transports/transportation and racing)
Eireinian Pegasi (1 or 2 sterile pegasi traded to nice foreign leaders, otherwise UKAE holds a 'monopoly' of them)
War Machines (quite recently, and mainly to Southern Verdasou)
Small Arms
Exotic/Luxury Goods
Wood

Having industrialized only in the later half of the last century, many would think that the UKAE would be a bit behind, or have just caught up. But it is not as simple as that. Instead the nation has advanced certain areas at the purposeful expense of others. Their knowledge and abilities are up to date, they have vast factories and docks for civilian, army, and naval use. But the nation is resistant to vehicular modernization: horses and pegasi are used almost exclusively outside of the military due to both their versatility and people having bonds with them. In the military, there is still an overwhelming amount of horses, though a transition from traditional cavalry to mounted infantry and powered armor cavalry has taken place. The government sees no reason to change how things are. Horses mean a more mobile army, literally down to earth populace, more fuel to the military, rougher roads that would hamper invading forces (except for the few roads that the UKAE uses for its own tanks), the list goes on. The main problem with this concept is that the horses are best suited for the UKAE and surrounding territories, prompting development into quality naval vessels, and trucks that would take over transportation duties overseas. Also large tracts of land have to be dedicated to providing for horses, which prompted, especially in the aftermath of the explosion, foreign human food importation.

Unique Technologies (the more exotic or interesting stuff your nation uses or has come up with):

Talisman-men: Soldiers equipped and trained to pass messages between magical/spiritual slips of paper. More reliable than radio, depending on only a man instead of a man using a radio, and no risk of hearing messages wrong, while still being instantaneous. Though not the most powerful weapon on the field, it is not only common in the UKAE, but can only be found in it. Its possible to strike deals where talisman-men are traded to serve in other nations, but even if this does happen they will never reveal how they do it, only serve. There are rumors that something magical/spiritual physically prevents them from revealing their techniques to foreigners.

Powered Armor Cavalry: In this day and age, mounted infantry is as far as you can get with horses on the battlefield, and in some cases not even that. And for a nation with such a long history of horse culture, that wasn't going to cut it. Enter Powered Armor Cavalry, or PAC. PAC units armor the horse and the rider, with armor that is not only protective enough to shrug off some small rounds, but powered with spiritual energy -concentrated spiritual energy, called spirit cores, that are inserted into the armor like a little gas tank- that not only relieve some of the weight of the armor, but actually improve the speed and performance of the wearer. Overall cheaper than small tanks, more maneuverable, and reliant on food and precharged energy instead of oil, it is safe to say that there are a very large number of these in the army. With the trade off of not being an actual tank, PACs, when equipped with the right weapons, make very good modern day cavalry, especially for taking care of infantry and tanks. Due to their weight, they are harder to transport overseas than normal mounted infantry.

Primary Species: Human
Population:
20,422,845 Human
17,654,321 Horses
6,543,210 Pegasi

Culture: Horse culture is extremely prevalent in the nation. Not only does each family have a horse, but many families have multiple horses, or even personal steeds. Every part of the horse is enjoyed by the people: the personality, the convenience, being in nature, and horse milk, blood, and meat. Horses are in fact one of, if not the definitive reason why Anglonia and Eirein could successfully unify. It is often said that a Anglonian/Eireinian is only half a man without his horse, but equal to two men with it. Horses come up in conversation as often as mentioning friends or hobbies do. When a Anglonian/Eireinian is far from his horse, one of the few things that can make him feel comfortable is to be out at sea, where the openness of the oceans parallels the openness of the steppes. The sky as well is open, even more so, but it is romanticized less often than the steppes or seas, and has led to a relative lack of aircraft use.

Religion and Other Beliefs: The main religion centers around one god, Uldan, he who birthed the universe into creation, and his son Glonchaun, a telepathic centaur being that reminded people the true, deep value of humans and horses, and even a look into nature itself.

Location/Territories: Dark Green in the southwest.

Climate: A mix of tropical and sub-tropical, flat/grasslands and forests, along with the greater part of a mountain range. Despite many being directly descended from nomads, a group that is not associated with tropical climates at all, the people and horses are well adapted to the region.

Military:
Royal Union Army- Mounted Infantry and PACs form the backbone, with foot soldiers, medium tanks, artillery, and AA making up most of the rest. Horses, coupled with some trucks, fulfill the transportation necessities.
Royal Union Aerial Army- Aware of the UKAE's lack of focus on aerial warfare, the Aerial Army puts its efforts towards air superiority, and as such there are a decent amount of fighters and fighter-bombers, and multiple different types mainly depending on speed, maneuverability, altitude, and durability, but few if any of other types of aircraft. Seeing an airship in the UKAE is as common as meeting someone with the same birth month as you. The Aerial Army is part of the Army.
Royal Union Navy- RUN is what you should do upon confronting this Navy. Although perhaps not the most innovative, there is both quantity and quality to be found, enough to rival other naval powers. There is a preference to subs, destroyers, and light cruisers due to their versatility and speed, but the Navy is not opposed to having a few battleships and aircraft carriers.
Royal Union Aerial Navy- Taking off from both the coasts and carriers, the Aerial Navy is made up fighters and torpedo bombers. The torpedo bombers are mediocre at best, but serve well to distract and sometimes score a hit on enemy fleets.
Royal Union National Defense- A large branch, divided into the Royal Union Coastal Guard, and Royal Union Home Defense/Militia. Notably divided between these divisions are large, powerful coastal artillery guns. The Home Defense mainly deals with preparing for an invasion of the UKAE penetrating inland, while the Coast Guard is mainly there to help anyone having ship troubles near the coast, or is overboard or about to be and needs water rescue.

Magic Prevalence/Usage: The people do not believe they use magic, and believe the word sounds fake, but instead believe in spirituality, power of the soul, and connectedness to the earth and nature. They call it Inner Ability This spirituality is not mingled with technology like how many others use magic, but instead used completely on its own. For the common man, they might channel it to increase their physical abilities, or use it on their horse if its starting to tire out, if the person is strong enough to even use it in the first place. There are some other uses, but few are notable. In the military the uses increase: superior communication system, shotgun-like blasts of energy, prolonged survival underwater, etc. Whatever the ranking of UKAE's magic is in the world, it is probably one of more straightforward and intimidating. Depending on what direction the government takes, magic use has a chance of declining, but quite unlikely due to the populace not believing their Inner Ability is magic.

History/ Background Info: Hundreds and hundreds of years back, Anglonia and Eirein were enemies that would fight tooth and claw to gain an advantage over the other. They formed their separate alliances and conquered separate nations, but still fluctuated between unfriendly rivalry and war. One of the main alliances was that between the fierce but outnumbered Eireinians and Southern Verdasou to counter Anglonian aggression against its neighbors. It was only in the past century that relations began to slowly cool, and an easy peace fell upon the land only in the last few decades. With the hardship of the decade of ash blanketing every inch of the flat grasslands, Anglonia and Eirein made the huge leap of unification. Now, however, the nation is at a crossroads. The two nations are still quite separate, and though people are citizens of the union, there are vastly different laws in each nation. They are different kingdoms, even in name. Some argue that an even stronger monarchy is needed to solidify a powerful leader, while others advocate for a parliament to represent both nations fairly, while still more suggest a shift towards the far right to boost united nationalist, and a somewhat notable but very small few suggest a shift to the far left.

Nation Relations (Can be as simple as a brief two line summary for your neighbors):

Southern Verdasou- Formally an old alliance between Eirein and Verdasou to counter Anglonian aggression, in more recent years relations have smoothed out between all three nations, and with the formation of the UKAE, there exists a friendly rivalry and healthy trading partnership between the two nations.

Elyr and Acrad- The UKAE is one of the nations that facilitates and guards trade between the two nations in exchange for payment. Intimidation of would-be attackers and individual cases of defending merchant ships are on the table, but the UKAE is not required to get involved in wars.

Flotilla- First physical contact involved a police officer (mounted, of course) finding a Flotilla citizen who was digging through a UKAE dump. Relations only deteriorated from here. The more that was learned about the Flotilla, how incredibly restrictive and brutal they were, how unconnected to nature they were (living couped up in airships), and how they sold people into slavery, the more the government felt torn between shunning these sky nomads and helping them get past their old ways and settle down on land. The latter was chosen, and lasted a very short time, before the UKAE realized the Flotilla could not be converted nor persuaded to change anything major. In response, Ula-Williamson I drew in a deep breath, calmly exhaled, and peacefully demanded that the unnatural sky scum were to never be within UKAE airspace again. There is some talk going around about what kind of force the UKAE would use if there was a airspace violation by them, but considering most of the UKAE's planes are fighters, it would be much easier to shoot them out of the sky than figure out a way to safely send people up into the Flotilla.

Other Horsey Nation- Some kind of deal.
Hidden 5 yrs ago 5 yrs ago Post by Neruu
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Neruu

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Work in Progress sheet. Very WIP. I have done some edits.

Flag:
Nation Name:Hsir Confederacy
Type of Government:Republic
Head(s) of Government:Speaker Angor
Economy (Main imports, exports, industries, etc.):
Imports:Wood, Meat, Leather, Cotton, Sugar, and Fish
Exports:Heat Crystals, Precious Metals, Ice, and Stone
Industries:Mining, Metal refinement, and Underground Farming
Unique Technologies:Heat Crystals and Cores
Heat Crystals:Quartz crystals charged with fire magic that when stimulated by electrical current produce light. The crystals can be recharged with fire magic when it runs out but every subsequent recharging increases likely hood of the crystal shattering.
Cores:Intricate metal cylinders that act as heat source for heating, and cooking primarily. They are charged by fire magic and sort of like a magic battery. Due to durability of being metal they can be recharged much more then Heat Crystals.
Primary Species:Ragors
Population:67 Million
Culture:The Ragors have always had a mistrust of outsiders and that has lent the Hsir Confederacy to rely on isolation. If a idea or technology from outside mountains is discovered the Hsir are ready to determine if it is useful then incorporate it if beneficial. The alphabet used in Hsir Confederacy is that of the native dwarven population of mountain that are long extinct and the spoken language has many dwarven words. Hardwork, family, tradition, religion, and fearlessness are trademarks of the Hsir Confederacy people. Every home has a shrine dedicated to prayer and multiple generations will live in same home together.
Religion and Other Beliefs:The religion in Hsir Confederacy is ancient having first developed in ancient jungle home when the Ragors were tribes. It is rooted in darkness and death worship with pit caves greater then 300 meters in depth seen as great holy sites. The ancient creation myth of the Ragors is that they simply rose from the darkness.
Darkness is seen as something that is protective and safe. The shrine in each home dedicated to religion is a room that is without any lighting. The death worship is more so death isn't seen as a large negative. Souls of the dead will simply join ancestors in the darkness where light does not touch. The great holy sites that are deep pit caves are seen as where one can commune with spirits of ancestors.
Location/Territories:Karakus Continent largest mountain range
Climate:Mountain
Military: Due to the topography of mountains Hsir Confedercy call home the military is primarily ground forces. The ground forces divided into three groups within the Hsir. First are the armored divisions which operate artillery and tanks of the Hsir. Secondly is the infantry which rely on the third group motorized for transportation. The motorized section of ground army also have many civilian roles which them being in charge of maintain the network of train based transportation that run above and in the mountains.
Second most numerous portion of military are the wyvern riders. The geography of Hsir Confederacy has made development of any airports difficult so instead wyvern are still ridden for air combat. A wyvern will usually have a rider and then another on the back with a high caliber rifle. In the past mages would also ride wyvern and through them casting magic the wyvern could breath fire but its a dying skill not actively trained anymore.
Lastly the Hsir have a very tiny handful of ships meant mostly for protecting what little trade does come to port. The ships are poorly maintained and mostly meant for show as the real defenses on coast are artillery and other static defenses.
Magic Prevalence/Usage:Magic is part of life, every individual of the Ragors species can use magic. Without magic the Ragors would of likely never been able to live in the mountain range. The magic that average member of Ragros can wield is simple fire magic where they can channel its energy but not preform a spell like creating actual fire. True mages are distinguished by having wings and are capable of great magical feats like summoning fire out of thin air.
History/ Background Info:The Hsir Confederacy was founded 8 years ago after the great cataclysm rocked the world. Old trade routes to various nations and city states in mountains dried up causing mass famines. To avoid total collapse of civilization created by Ragors the mountains were forced to unite into a confederation. The name Hsir was chosen as the ancient holy city of Hsir was chosen as the capital. Some estimates put the deaths from famine in the millions. (Very WIP)
Nation Relations (Can be as simple as a brief two line summary for your neighbors): Isolation has served the Hsir Confederacy well in solidifying its power. Trade relations have been kept minimal, especially with Hastur where the border is almost closed completely. Immigration into the Hsir Confedercy has been outlawed since its formation. However is a desire for more trade to import resources not within mountains so the Hsir are open to talks with neighbors except for the Hastur.
Hidden 5 yrs ago Post by Willy Vereb
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Willy Vereb The Wordy Engineer

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There are still holes to fill in my sheet but I basically satisfied the requirements for the Friday app.
@Skepic


Hidden 5 yrs ago 5 yrs ago Post by Slagar
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Slagar Lord of Disappointment, Witch King of Saltmar

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Flag WIP

Marcher Empire of Usoma


Martial Authoritarian Dictatorship


Head of Government
=-=Kedican Whilstov=-=



Economy


Unique Technologies


Primary Species
Kevian (Human)
-Kevians are a pale skinned people which dwell as a native human culture which is dominant in the north. Kevians, due to having lived in the harsh lands which is Usoma for so long, have adopted a very basic and tribalistic lifestyle dedicated to survival in the cold wastes. However, intergration policies have essentially made them a second class people despite being a very heavy majority, but are above the role of slave. Kevians hold no love or affinity for the Neusians, whom they view as cruel, weak, and decadent with their coal engine cities and walled settlements. Kevian is a divided culture, with hundreds if not thousands of sub cultures based around smaller tribal groupings.
Neusian (Human)
-Neusians are the face of Usoma despite having the smallest percentage of the population, which dwell primarily in cities. Being white, but not as pale as Kevians, they are a people dedicated to living and profiting from their northern burrows. Neusians are deeply connected to Usoma but do not consider themselves a happy or superior people. Most Neusians are very authoritarian minded due to their nation’s history of dedication through organization, and due to their mistreatment of most non-Neusians who dwell in their society. Neusians themselves value both survival and organization, and most are culturally are very experienced engineers.

Population
-35 Million
-Kevian (63%)
-Okan (9%)
-Wildar (9%)
-Tusab (8%)
-Wrad (6%)
-Neusian (5%)



Culture


The Shadowed Faith


Territories
Color: Dark Green
imgur.com/Oy9nBM7
Capital City: Ugolanbrav
Cities: Tenmarnan, Sigrad, Ghustbov, Okadius
Tusab Major Tribes: Bloodtusk, Bloodaxe, Wrecktusk
Major Wildar Tribes (Nomadic): Greycloak, Whitecloak, Blackcloak, Whitemane
Major Wrad Settlements: Cirul’olfa, Taga’suga

Climate
Usoma is a arctic wasteland made up primarily of snow laden hills, several tall mountain ranges, and a vast expanse of snow, ice, and protective forest groves scattered throughout. Wind chill can easily go down to -40 degrees, making much of the land hardly hospitable, but certain mountain ranges and coastal areas block out this hellish weather, making life much more bearable. Much of Inner Usoma is utterly impossible to thrive in, even for hardened races immune to the brutal cold, some temperatures around the Wrad ruins can go far below negatives, and blizzards are a regular occurence.

Military


Magic
Magic is heavily used and is well accepted in Usoma society, and the darker forms of magic such as necromancery and blood magic has been tolerated, even though many are sickened by it or simply do not know how prevalent it exists within their country. The Shadowed Faith and its practitioners, despite being bound to necromancery and it’s dark arts, and their friendly relationship with the Wrad, Usomans do not interact with these elements often, and if they do, they don’t always really mind it. On some level, every race and peoples in what is now Usoma has interacted with the dark magic of the Shadowed Faith, and most do not flinch at the sight of their morbid arts. Magic is yet still deeply distrusted by high society, and is regulated on some level by local overseers.

Wrad live in specialized towers and centers which they perform their dark arts to produce WP-33 and craft magical foci, materials, and create defensive rituals for the Usomans. Usoman Wrads keep their undead servants and themselves locked within cryogenic haunted towers which allows them produce their heavy industries and aid in town management. These Wrad are separate and considered traitor by their fellow Wrad who live within the great ruins, and have a strong loyalty to the Usomans. However, the Usomans deeply distrust the Wrad, but dare not act out hostility towards the wraiths.

Limitations of Magic
While the power of dark magic and necromancery sounds on paper to be grandoise in it's design, there are large limitations to it. Magic to Usomans is exhausting, the more power one puts into spells and rituals exhausts them quickly and if unprepared, can ultimately kill the mage. The dead in Usoma are many, but finding the bodies and using them is a different issue all together. While for the Wrad this task is simple, not every shadow shaman summons undead minions, simply due to the fact that even in a culture where necromancery is accepted, it remains taboo and rarely used. Only the hostile Wrad kingdoms will use necromancery on a grand level to bolster their economies and armies. There is also yet another danger, which is the miscast of spells. Spells always have a chance, especially the blood magic of Zuuldrick, to backfire horribly upon the caster and their allies. Powerful summons can quickly turn on their masters, conjurations of sudden madness can instead inspire bloodlust and courage, and so on. Due to these limitations, magic is used only in hard or desperate circumstances and with a great deal of care. Younger apprentices are simply forbidden from being put into armies out of fear their wild conjurations can quickly turn a victory into a defeat.

Schools of Magic


Undead and Summons


History


Nation Relations
Universally, the Lands of Usoma is deeply uninterested with the affairs of other nations, normally being dedicated to their own survival, but the warmer world has been a fascination in spite of propaganda presented by the government. Usoma is not at all hostile, and instead, are very often interested in trade and technology of others. Usoman leadership is always looking for a way to increase comforts of home so their people do not leave for warmer lands and outright bar immigration to other countries.
Hidden 5 yrs ago 5 yrs ago Post by Mao Mao
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Mao Mao Sheriff of Pure Hearts (They/Them)

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Type of Government
Civil Authority

Head of Government
Assembly

Economy
Flotilla has a completely different economic system from the rest of the world because of their limitations. For example, there isn't an official form of currency. Due to small spaces, the people of Flotilla value have to barter items to others within the Flotilla and outsiders. Even without a currency system, the government saved various types of currencies as payments to other countries for refueling and stocking up on valuable supplies. However, they were known to also barter with other countries whenever possible. They were sought after because of their crafts along with exotic goods, machinery, and electricity.

Unique Technologies
Civilian Airships are airships that are completely different compared to military airships. It was thanks to advancements in airborne machinery that it was possible to construct airships designed for farming, housing, or industrial.

Primary Species
Humans

Population
1.5 million

Culture
In the eyes of the government, foods, medicines, and things people took for granted were deemed luxuries. If the government has proof that a person was being wasteful, then they were exiled and placed in jail until they were release. Prisoners were often traded into the slave market if nations had one. If nations abolished slavery, then they usually were released them into the public. Laws are some of the strictest in the world compared to other nations due to their situation. Criminals found guilty of felonies were usually sent to death by firing squad or pushing them off of the airship. Exile depends on the crime and context of said crime.

Religion and Other Beliefs
Most of the citizens didn't believe in God or any religion while the government officially accepted all kinds of religions.

Military
Airships made up almost the entirely military for the country given that they lacked any land or water for a proper military and navy. Their organization was divided into three different groups: Scouting Fleet, Civilian Fleet, and Heavy Fleet. The Scouting Fleet made sure that the entire Flotilla was safe by scouting ahead while they also request docking permission and permission for their Flotilla to float above their city. And they also secured passage and diplomatic ties before entering another nations airspace. Then, there were the Civilian Fleet. Their purpose was to house the civilians while providing them with food, jobs, and places to trade. Often enough, you saw all of them in one civilian airship; however, large scale farming and industry have their own civilian ship. And finally, there were the Heavy Fleet. They were the navy and only main source of protection for the entire Flotilla. People saw the strongest ones surrounding the capital ship, which housed the Assembly.

However, there were the Flotilla Marines tasked with naval-infantry and police operations. The citizens saw them as the police force that were trained to handle invasions if the enemy boarded their ships.

Magic Prevalence/Usage
Magic users were forbidden because of their uncertainty and the risk of accidentally blowing up an airship. Usually, they were exiled from birth; however, it was the case that they were traded off to Elyr.

History/ Background Info
The formation of the Flotilla began shortly after the volcano erupted and covered much of the world in ash. Fearful that a government collapse was on the way, the high-ranking military officials and the influential wealthy class gathered to discuss plans of leaving before chaos took over. With their airships ready, the respected military and the remaining wealthy class abandoned their nation and decided to live in the skies until things on the ground calmed down. But it took a while before that could happen.

The wealthy tried to overthrow the military and failed. As a result, they were either executed or traded off into the country with slaves. Thus, they were granted access to their docks for refueling and stocking up on supplies. Eventually, they went on to build several more ships with the supplies given designed to be farms and houses for citizens. And the stories of flying cities began spreading across the world and people wanted to join the Flotilla. It was when the Assembly announced that people can join the Flotilla only if they give them gifts like resources, technologies, and even airships.

Nation Relations
Since Flotilla don't have any borders and land, they kept logs of trading with several nations throughout the world. The Divine Empire of Hastur was their first official trading partner and the only nation that had an active slave market. With an agreement agreed upon, the Flotilla sends their prisoners to become slaves from Hastur in return for.... While they traded their magical people away to Elyr. (also need to talk)


Hidden 5 yrs ago 5 yrs ago Post by DELETED32084
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DELETED32084

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Disregard.
Hidden 5 yrs ago 5 yrs ago Post by Dinh AaronMk
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Dinh AaronMk my beloved (french coded)

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This'll be finished later, but for once in my life I'm going to drop an unfinished application. I have to go to work, but I'm leaving this for review and input since it's clearly a Work in Progress.

Gracias.

Flag:


Nation Name:
People's Liberatory Republic Yaguarapias
(Republaxcas Mianapas Yaguarpax Plienas)

Type of Government:
Autonomous Anarchist Confederation

Head(s) of Government:
Nominally there are no individual heads of the government due in part to the national structure. But the general ruling body is the Federal Caracal below which are a network of local municipal caracals; or popular assemblies formed on a direct democratic basis in the form of an open town hall. Between the local municipalities and the Federal Caracal are confederations of differing caracals openly working among one another to achieve a common local or national objective or goal. The Federal Caracal in this respects acts largely as a mediating body elected from local steering committees, or the executive councils of the local caracals with the power to set agendas, though not make active decisions by themselves.

Parallel to the federal system of local councils is the National Liberation Army comprised of effective militias which lends to the military structure of the Republic. Granted however active servicemen or women of the armed forces are barred from civil service until they leave the army. The presiding commander is Commandant In The First Leoman Exlocaca.

Federation of Industrial Workers (Federas Palal Manufacturel) - The 'national' union of industrial workers and craftsmen in the confederation.

Economy:
The predominant industry in the Republic has been agriculture and agricultural products based around banana or coconut plantations and coffee in the interior mountains. But in other regions there is a vast raw material extraction in the high mountains. Industrially, the Republic relies mostly on cottage industry though prior to the Revolution there had been efforts to develop a modern industry that has since been seized by the national labor union.

The industrial labor unions control the industrial manufacture of gods and resource extraction and is itself comprised as being an alliance of mostly autonomous but mutually supportive unions within the larger union. The agricultural output has likewise by unionized under the auspices of far more localized unions of ranchers, farmers, and plantation workers. The production of and use of the labor of any of the members is decided by the members themselves.

Unique Technologies:
Qualomaxtiti - Or an AutoGyro, a primitive helicopter primarily used to move supplies or persons over the rain forest.

Primary Species:
The Jaguateca are the primary natives of the area. Though since their revolution they have openly accepted the dissidents or emmigrants of other nations and there's a growing population of foreign residents adding to the cultural milieu of the confederation.

Population:
38 million.

Culture:
The origins myth of the Jaguateca have it that the first of their race was made from the darkness of the jungles when the panther god jumped the young girl in the forest. And as the god bit into her neck she drew a knife and cut the throat of the god. As both lay in a dying embrace the magical blood of the panther god intermixed with the blood of the girl as it was swept down the mountain rivers where it watered the roots of a mango tree. The magical blood, drunk from the roots of the tree imbibed in the fruit the magic of creation and as the fruit grew and ripened it dropped to the forest floor and split, giving birth to the first Jaguateca, half human and half feline.

Due to living in a state between man and animal the Jaguateca people revere both the animal world and the human world and lived for centuries in a kinship between the two. Their naturalistic, paganist ways recognized an innate spirituality in each thing in the natural and artificial world that heightened their spiritual and materialist connection with the world. As the eons wore on this believe developed further as as a sort of pluralistic world view.

While globalization of trade and empire eroded many of the orthodox beliefs and destroyed much of the old ways in colonization, the innate pluralistic approach has remained as they began to absorb in time new ways and new ways of appreciating their ontological perception of the world.

The Jaguateca are principally egalitarian sexually and don't believe in clear distinction between the capacity of man or woman and that all souls are fundamentally the same. As such there's no gendered difference in the activity of man or woman. Owning a pet is unheard of, because of the same logic and anything that might be considered a pet has historically been allowed to move about the community as it will. Prior to colonization marriages were open relationships, although this conception of marriage does not exist in the more urban locations. Child rearing is also in itself a communal affair, with an early life emphasis on not just the parents themselves but the entire extended family before the whole of the community.

Religion and Other Beliefs:
Jaguateca orthodoxy holds a purely pagan world view, though there has been some syncretic mergers with outside religions has they have come and go. Principally there if reverence to the parent gods, or guardians: the Panther Father and the Water Woman or Padro Pandero and Madri Aquadeico. Otherwise, many other facets of the natural or created world are observed as having a special spirit of their own and the belief is to handle all in respect.

Water of all things is given the highest respect, since in their tropical homeland the rainy season can send torrential rains which can threaten entire community, especially those in the mountainous highlands where flash floods are common. The act of flooding is spoken of as being a reenactment by nature of the fight in the river when the blood of the human girl and panther god was played out.

Location/Territories:
Island 26

Climate:
The archipelago that makes up the confederation is a diverse range of biomes. From the large island of Santo Gran split by its dormant volcanic mountain, separating the wet northern half from the drier and cooler southern half. The outlying islands are also likewise rich and fertile tropical islands whose climates made for prized plantations.

Military:
Magic Prevalence/Usage:
History/ Background Info:
Nation Relations (Can be as simple as a brief two line summary for your neighbors):
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Hidden 5 yrs ago 5 yrs ago Post by EncodedError
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EncodedError

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Nation Name: Commonwealth of Ocreau

Type of Government: Union of Republics

Head of Government:
Lady Marie Ira II representative of the division of Rina, Governor General of the National Legislative Council
Aran Cerang, Prime Minister of the People's House

Economy:
The Commonwealth’s chief exports include iron and silver ore mined in the nation’s mountains, although the amount exported has been steadily decreasing in favour of more sustainable ventures. Other important industries include the agricultural sector, which mostly produces spices and paper. There have been some attempts to create a larger tourism sector but the results have been mixed. The Commonwealth often imports food, glass and other raw materials.

Unique Technologies:
The pride and joy of the Ocrese Commonwealth is the Grand Railway. The Grand Railway is a large railway network connecting every town throughout the country. It travels at high velocity, powered by magically augmented engines. The network has been equipped with large underground tunnels that go through the mountains.

The railway tunnels are also connected to the war bunkers. This extensive system of bunkers that could shelter the majority of the population should the country come under threat. In addition, some of the trains have been outfitted with artillery that could be sent as a defence in times of war.

Primary Species: Humans, Goliaths, Half-Goliaths, and a notable Orc minority

Population: Approximately 13.5 million people

Culture:
The people of Ocreau had to learn to survive in the arid rain shadow of the mountains that make up most of the country. This lead to the formation of many festivals and rites designed to bring about good harvests. The climate also encouraged the use of many different spices in Ocrese cuisine, several of which were considered to be so valuable that the tribes fought over their sources long ago. The people value resilience and an even temperament. There is a strong focus on family and on the local surroundings.

The most common spoken language is Ocrese, which is a creole of the old languages of the human settlers and the languages of the Goliath. Orcish is often spoken by the Orc minority in the south.

Religion and Other Beliefs:
Many of the religious Ocrese combine the beliefs of various world religions with traditional local customs, forming a hybrid belief system with a basis in the world religion but festivals and customs from indigenous sources. Several still adhere solely to these customs which encourage the worship of spirits at shrines, many of which are centuries old.

Location/Territories:

The country is split into 17 divisions, with the capital of Ereaux being located in the division of Rina which is in the mountains.

Climate:
The climate of the Commonwealth is generally dry and arid, with the eastern coast having a warm climate with lower than average rainfall. The land near the base of the mountains is fairly fertile and is fed by snowmelt. The mountains get quite cold, with the highest mountains having permanent snow caps.

Military:
The Commonwealth has a decent defensive force with several static and mobile defenses. Remnants of fortresses built during the warring states period have been retrofitted to serve as more modern bases. These are mostly found near the coast as the largest inland border is protected by mountainous terrain.

The army consists mostly of infantry with support from armoured vehicles built using the iron found in the mountains. Although the army is hardly the most advanced on the continent, it makes up for it with training and discipline.

The navy has been built up over the centuries as sea trade was vital to the fledgling Commonwealth. The nation has been investing in warships and its coast guard. It also has a large merchant navy. The navy has been researching aerial combat, but not much has come of it so far.

Magic Prevalence/Usage:
Magic in the Commonwealth was once viewed with awe, many magi would act as village elders and would be vital advisers to the ancient leaders. The local magics are druidic in origin, focussing on nature and spiritual magic. Now, magic is regulated by a government ministry in an effort to keep the peace in the country. It is taught by schools, many of which are publicly-owned. Despite this, magical abilities are still fairly rare and those with them are greatly respected.

Magic also plays a role in festivals and rites, and is used to bring about several different effects. For example, a rite might be used to encourage a good harvest or to drive away evil spirits. Traditional talismans are also used as sources of easily accessible magic.

History/ Background Info:
The lands that are now called Ocreau were once inhabited by 10 different Goliath tribes. These tribes were mostly confined to the mountains and were largely isolated to the outside world. Not much is known about this period as much of the Goliath’s oral history was lost to the ages. It is widely believed that these tribes lived largely separate from each other. Archaeological evidence suggests that there when the tribes did meet, it often ended in bloodshed.

Centuries later, the first human settlers arrived in Ocreau. The humans mostly settled the coastal wetlands as these provided convenient sources of food. It wasn’t long before the two peoples met each other. Old writings made by the humans suggest that while many of the Goliath tribes were open to trade, there were a few that fought the humans over land.

This period of history continued until the founding of Qae, the first Ocrese city-state. The first warlord of Qae rose up and conquered the surrounding tribes. Qae was soon followed by other states, ushering in the Warring States period of Ocrese history. During this period, the first Orcish settlers appeared and formed their own city state in the south of the country. Approximately 21 states were formed during this time.

This period ended with the formation of the 17 modern states. The end of the warring states period forged three uneasy alliances that would shape modern Ocreau. The first alliance was under the division of Qae which controlled the northern mountains. The second was under Rina, which controlled the southern mountains. The third was under Mar, which controlled the central coast.

These three alliances were constantly trying to undermine each other, but there was very few outright wars between them. Each knew that a war with its neighbours could spell the end of their de facto state. The three was finally unified into the Commonwealth of Ocreau with the leadership of Ira of Rina. Ira saw the power of the neighbouring countries and saw that only a unified Ocreau could hope to survive. As the warlords of the constituent divisions and the leaders of the alliances saw the expansion of Fenice and worried that it threatened to take the lands upon, they met in the city of Ereaux and forged the Commonwealth.

The Commonwealth was officially formed 150 years ago with the founding of the National Legislative Council, which took a representative of each of the states (now called divisions). All of the divisions elected their representative democratically, while some still retained ancient dynasties.

Although the eruption initially had little effect on the Commonwealth, other than some trade disruption, the following years of ash-induced darkness had a devastating effect on the agricultural industry. The government set out drastically subsidising farms and reforming agricultural laws so that they would not starve. The famine did cause a drop in population and some of the more agricultural-focussed divisions required grants to prevent bankruptcy.

Once the ash cleared, the agricultural industry began to recover and Ocreau saw a boom in the spice industry. Lady Maria Ira II, who is distantly related to Ira of Rina, became the 71st Governor General of the Commonwealth 2 years ago.

Nation Relations:

Hidden 5 yrs ago 5 yrs ago Post by Dinh AaronMk
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So before I set about working on my application again I wanted to say here that last night while working I had the thought that: wait, everyone's nation claims seem to be too big for their population. Assuming the Great Expanse doesn't expand further beyond and all the deleted stuff is just more water than the Pacific and the total landmass of this world is proportionally far smaller than Earth (given if it were, I'd expect things to be far wetter and the massive desert in Karakus would be far smaller; if not non-existent or in some strange semi-state where it becomes a desert for only a few months of the year because the ground water got sucked up by the plant life and now it's all waiting for a new rainy season with possibly northern winds bringing wet - cool - air back. Or if the air currents lead from the south the southern mountain chain there would just funnel everything north and it would probably just being an even larger grass lands region.

I also know this is pretty late into things to point out, probably would have been best pointed out in an interest check phase because really the thing I'm worried about more is the relationship between nation sizes vs populations. A lot of the nations here at play have populations roughly corresponding to European countries at roughly the same time in history. And assuming this world is a loose 1:1 analogue (plus or minus a few thousand or so miles) then a lot of the countries on the map take up immense space, but with populations as low as France close to the mid-century. I determined this by overlaying a map of the Earth over top and scaling it and stretching it to match the proportions of the given projection of the fictional world and making shapes the shape of and size of existing comparable countries and moving them around. And a lot of y'all got nations the size of Europe itself.

This may not seem like a big issue but it raises a pretty major plot hole, in my opinion. Disregarding the volcanic eruption that sets the scene and we're in a period of this world's history where by the scale of these countries alone, and their over all low population density they might actually be pretty much economically independent, materially: they don't have to do anything but grow their populations. They're small enough in head count - most of them - that I imagine the forests could recover from the volcanic eruption at a rate faster than the timber can be exploited. There's a lot of open land so the population can easily expand internally.

The only thing that might be an issue materially speaking is when a country wants something that can only be found outside of itself. But because the potential for production of that may be so high and the demand for any of it so low the relative costs of that would render these commodities very cheap.

Ideologically speaking, anything like ethnic cleansing like in the Dwarven Volkish state could be answered simply by... said people walking a few miles away. Bjergavjern being just over six Nazi Germany's in 1939 (With the Sudentland, Austria, and Germany itself, the bit in Lithuania it had excluded) tall and maybe one and a half wide on a population just over Nazi Germany's population at the time. The Republic of Acrad would be in an even weirder situation being as best as I can estimate: twice the size but a little over quarter the population, not counting non-citizens; and assuming the state is accidentally more Fascist than the Dwarven fascists then I can only assume that there may be more non-Acradians than Acradians and those people can just move to another corner and exist as their own independent nation.

I raise these concerns in part because I do intend my nation to be post-colonial and I kind of want this to be better defined. Either the existing countries get cut down to be more proportional for their populations so I find it difficult to believe they're developed nations when an over all density so low. Some of these can be easily divided into thirds and work for their population, even after a cataclysmic volcanic event.

The other alternative would be to have drawn internal boundaries to mark where internal colonies of sorts would be, meaning anyone not of the original peoples. That way the borders can remain the same and all that'd need to be done is editing the populations counts of each nation by adding a zero.

Border-wise also a lot of these countries don't look like they're empires that collapsed but empires that managed to hold on and not sub-divide when the state itself couldn't hold onto things spread so far apart as they are. So to be even more reasonable to the story provided by the RP I'd really argue for greatly reducing the size of all of these countries.

Ironically, Encoded is probably the closest to the truth and if they want to keep to just 13 million it wouldn't be unreasonable to split region 20 in half.
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Hidden 5 yrs ago Post by Skepic
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@Dinh AaronMk
You should probably hop on the discord. I'd love to discuss your ideas there and see what we can do.
Hidden 5 yrs ago Post by Dinh AaronMk
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@Skepic

You can post in OOC just fine bucko.
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I'd prefer to discuss this in Discord, as I prefer to use voice talk to discuss these things, as they take far less longer and its a easier to have a proper discussion. Its also the place where the vast majority of discussion for this RP happens and contains some important info, so I'd highly recommend you join the server.
Hidden 5 yrs ago Post by Dinh AaronMk
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I'd prefer to discuss this in Discord, as I prefer to use voice talk to discuss these things, as they take far less longer and its a easier to have a proper discussion. Its also the place where the vast majority of discussion for this RP happens and contains some important info, so I'd highly recommend you join the server.


You're also not going to get anything out of me in a timely manner there either. So this is going to be the best place to do it. Both of us can type. So the both of us can lay out our respective cases in a proper time and where I don't need to risk getting caught at work settling RP business.
Hidden 5 yrs ago Post by Slagar
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<Snipped quote by Skepic>

You're also not going to get anything out of me in a timely manner there either. So this is going to be the best place to do it. Both of us can type. So the both of us can lay out our respective cases in a proper time and where I don't need to risk getting caught at work settling RP business.


k
Hidden 5 yrs ago 5 yrs ago Post by TheEvanCat
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So are all them little grey boxes free to get all up into



Wow my Dave Chapelle gifs aren’t working.
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<Snipped quote by Dinh AaronMk>

k


Hidden 5 yrs ago Post by Crispy Octopus
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wut
Hidden 5 yrs ago Post by Skepic
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@TheEvanCat
Yes! Tell me which NPC you want and get an NS up when you can! Be sure to join the Discord for important updates and discussions.

@Dinh AaronMk
Well, to be blunt, this map was made over a weekend and I just made it and used it cause I thought it looked cool. I put a little effort into climate and geography so that people would be constantly spawning new mountain ranges and what not with NS descriptions but aside from that, this a pretty laid back RP where people can go nuts with fantasy ideas of a particular flavor dieselpunk. We got massive flying cities, airship fleets, dwarves, elves, blood sacrificing squirrel people and more. If you're game for that, then welcome and I'll take a look at your NS and get your claim on the map.

If you want something more deliberate and realistic, then this might not be for you. You're welcome to stay or go.
Hidden 5 yrs ago Post by TheEvanCat
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@SkepicI was looking up at spot 20 but I do have ideas for it. Not sure if that’s locked in on who/what lives there or what the backstory is besides it’s a plot of land.
Hidden 5 yrs ago Post by Dinh AaronMk
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Dinh AaronMk my beloved (french coded)

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@Dinh AaronMk
Well, to be blunt, this map was made over a weekend and I just made it and used it cause I thought it looked cool. I put a little effort into climate and geography so that people would be constantly spawning new mountain ranges and what not with NS descriptions but aside from that, this a pretty laid back RP where people can go nuts with fantasy ideas of a particular flavor dieselpunk. We got massive flying cities, airship fleets, dwarves, elves, blood sacrificing squirrel people and more. If you're game for that, then welcome and I'll take a look at your NS and get your claim on the map.

If you want something more deliberate and realistic, then this might not be for you. You're welcome to stay or go.


I can deal with the climate. I'll put a lid on that. But more important is how the nations here are laid out and how there's a disconnect between them and the advertised plot. So it'd be a good idea if things started being carved up to reflect that since so many are so vast. Or if they want to be vast, their population is probably spread so thin that they're practically all just rural economies.
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