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Yeah...I will post your nations here once I am happy with them.
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Nations Name: The Empire of Corustaria

Flag: The Flag of the Empire of Corustaria is very different from the flags of it's individual territories, and this is very important to remember as regiments from the different area's of Corustaria often fly the banners of their countries in addition to the Corustarian banner. The Corustarian banner is composed of the Red of Alswell, the Blue of Vivia and the Lion of Morland. Traditionally, the dragon is not included due to Saxley having been conquered and thus not having been part of the union which made the flag. As such, the official flag does not include the Dragon of Saxley, however some unofficial contemporary variations do exist that incorporate the Dragon alongside the Lion, usually by moving the Lion so that it is against the Blue background and the Dragon so that it is against the red. These variants exist almost exclusively within Saxley.

Corustaria

Major Province Flags:
Vivia
Saxley
Morland
Alswell

Form of Government: Constitutional Monarchy

Describe the System: (Describe how your country is run in some more detail.} The Monarch of the Empire (Known as the Emperor or Empress) is a very important and powerful figure. Alongside the monarch there is a parliament with a range of powers which acts as a legislator. The monarch can dissolve parliament at their own discretion, and also has many administrative functions, working with parliament rather than independently of it. While Morland is the heart of the Empire, the remaining islands are mostly autonomous, with their own heads of state, for example Vivia having a king. All these are subservient to the Emperor/Empress and Morlands Parliament

Location on Map Desired: A series of islands off the north of the Edoniras, with Morland in the center, Alswell to the North, Saxley to the west and Vivia to the South East. Approximately halfway Saxley and Vivia lies Huntingtons isle, a collection of three small islands that are separated by only a few hundred meters of water. A few miles off the east coast of Morland lies a large island approximately a Sixth of the size of Morland known as Lesser Morland. Above Alswell is a string of small, cold islands known for their large metal reserves and chilling winds, known as the Weyland islands. The Corustarian isles lies some 200 miles north of the Lance Empires homeland, one of the furthest points north of Edoniras
Aswell is the coldest of the isles, known for producing hardy miners. Some of the most infamous... and most famous... figures of the empire come from here. Brave warriors fighting for Emperor and Empire, and infamous assassins who could fill Morland with the blood they've spilt. Aswell is about 162 miles long and 400 miles wide at its furthest points
Saxley is known for being the best weathered island, excellent for growing crops. It was the only island that was brought into the Empire by force, nearly four hundred years ago when Morland invaded. The unrest has mostly died down by now, but there are die hards who contest that Saxley should be independent. Their voice is drowned out by the majority. Saxley is the second largest island, being 700 miles long and 400 miles wide at its furthest points
Vivia is known for being the warmest of the islands, and produces fine wines. It is 450 miles long and 225 miles wide at its furthest points
Morland is known for being the wettest of the islands. It's often said that the people of Morland went out to conquer Saxley because they were sick of the torrential rain. Despite this, when it isn't raining the country is quite pleasing to look at. It is the largest island in the isles being 1300 miles long and 810 miles wide at its furthest points.
Lesser Morland is 220 Miles long and 143 miles wide at its largest points, making it one of the smallest islands
The Smallest of the Weyland islands is 10 miles long and 5 miles wide, while the largest is 60 miles long and 45 miles wide
The smallest of Huntingtons islands is 7 miles long and 8 miles wide, while the largest is 40 miles long and 30 miles wide
The smallest island is Jordans Island, being just 100 meters long and 80 meters wide and has no permenant residents, but had a watch tower with a beacon on top where two guardsmen are stationed for a month at a time, watching for signs of invasion from the rest of the powers. The watch tower doubles as a lighthouse for ships to avoid the jagged rocks surrounding it. If the beacon is lit in day, it means invaders have been spotted, if its doused at night, it means invaders have been spotted.

Capital: Stavedon, a massive city built around the bay of Stavedon to the South of Morland, the River Thyme flowing through it into the ocean, making it a port-side city to house it's naval assets and one of the more important trade centers of the isles.

Important Settlements: Pottershead (A large town in the center of Morland. It recently boomed to a massive side and became extremely important as the tree's surrounding it turned out to be excellent for ship building using the new methods) Albaport (Capital of Saxley, known for it's apples and strong coal industry, its located on the east coast of Saxley) Ivarford (A major mining town in the Weyland islands, notable for exporting large amounts of metals to the mainlands) Glassley (Capital of Alswell. Culturally significant, but it's economic value is relatively low compared to the other capitals, its situated on the northern coast of Alswell) Bastillia (Capital of Vivia that is located along the River Charles in the south east of Vivia. Known for it's fine wines and vineyards. Bastillia gets it's name from the Bastile lying near it's center, a twelve hundred (1200) year old castle that has been razed and rebuilt many times in the battle scarred history that came before unification) Kingswood (A major town in the northeast of Vivia, about 300 miles from the coast. It is renowned for the great forest surrounding it which has long since provided wood for ships) Newkeep (A Saxley city located near the center of Saxley, it has become one of the most prosperous in the isle after having struck a huge vein of gold and silver. Jewlers and Smiths dot its streets, and it provides a major source of income for the government.) Dunworth (The largest city in Lesser Morland, located in the north of lesser Morland, 50 miles from the coast.)

Description: (Describe an average city in your nation. Culture, language, currency etc.) Very Victorian esque in its architecture, the cities of the Empire of Corustaria range from beautiful manors and pretty cobble stone streets, to massive smoke stacks coughing out fumes into the sky far above. For better or for worse, Corustaria is in an industrial revolution. Culturally, this had led to many changes. Workers are suddenly less important, as machines which can do the jobs of five men are implemented into factories. New, revolutionary ideas spread like wild fire in the heat of summer, as great minds expand the fields of science. Some things never change however. They are still proud of their navy, and almost incessant are the chants of "Bigger, better, stronger" whenever someone so much as hears the word "Navy". There are four main islands. Morland, Vivia, Saxley, Alswell, and several smaller islands. Morland is the main island, where the capital is situated built around a bay with a small entrance.
Internationally, they are on good terms with the Lance Empire, and relatively neutral terms with the other powers. They are known to be cunning on the world stage, forming alliances to make up for their weaknesses
The Currency of Corustaria is the Vestibulum coin. Made out of gold, bronze and silver depending on worth, these coins have the head of the Empress stamped onto them, and on the other side bear the national symbol of whereever the coin was issued (Lion for Morland, Dragon for Saxley, Grapes for Vivia, Bear for Alswell etc)
The Empire of Corustaria is known for being very cosmopolitan; Divisions aren't laid out by creed, colour or gender. In fact, it's known for having fierce women in the ranks of it's sailors, as well as minority groups and those viewed by others as 'savages' fighting among it's marines. This is partly down to their nature, being already made from several different peoples who have unified rather than being a single country to begin with. This will likely be unexpectedly helpful in Colonial situations, as their seemingly more benevolent nature will likely earn them more friends among natives than other, less cosmopolitan powers. This is not to say there isn't racism or sexism within their society. As will all colonial nations, they still have their own views on what's 'womanly' and 'savage'
Although it's army is something of a joke due to underfunding and it's generals being perpetually at each others throats, the individual soldier is not actually terrible. Many are extremely loyal and committed, even if they are poorly trained and ill equipped. Unfortunately, this leads to soldiers having a poor reputation, when it is more down to the fault of their superiors than it is their own
Something important to note is that Corustaria's Marines are considered much better fighters than it's actual army. They are feared opponents at sea, storming enemy vessels and firing on the swaying decks with shocking accuracy, partly down to skill and experience and partly down to their use of the more accurate 'Rifles' over the Muskets more commonly used by militaries. Rifles have their own set of disadvantages, such as the accumulation of powder in a rifle slowing reload times and eventually requiring cleaning before usage, thus making them less effective on colonial battlefields where both powder fills the air and obscures vision making the accuracy bonus irrelevant and when combat is more to do with filling the air with more shots than individual accuracy. This is very different from ship battles however. Men are not tightly packed together on ships, instead being more spread out and performing their individual tasks, making individual accuracy more important. Likewise, since the ships are moving the smoke moves away quicker, making the accuracy and range bonus more pronounced. There are also less men on ships, and more breaks in the combat for the marines, allowing them to quickly clean their rifles and their ship moves from engagement to engagement. Finally, muskets are made long due to their usage in firing lines, while Rifles are made shorter and thus more effective in the closer confines of ships should there be a boarding action.

Important Characters:
Emperor Thaddeus Burrows (41, DECEASED)
Empress Emmeline Burrows (32)
Princess Lillian Burrows (15)
Prince Thaddeus Burrows (16)
Royal Spymaster Richard White (42)
Royal Bodyguard Severus Campbell (37, notable for being the First Non-White Royal Bodyguard)
Royal Physician Marie Roseburrow (31, notable for being the second female Royal Physician)
Prime Minister Custis Carnifex (61)
Minister for War and Grand Admiral Esmond Thorne (51)

Traits:
King of the Seas: "Islands need strong navies, not strong armies..." -Unknown Sailor -3
Ships of the line: "They call that an attack?"- Admiral Thorne as his ships of the line dwarfs the enemy attack craft -2
Natural great men: "Corustaria boasts many great inventors and geniuses, which some put down to the educational welfare system that's in place"-A brief history of Corustaria -3
Sealegs: "Corustaria's sailors and marines are used to the sea and boats, and they have been known to sail through storms and come out while their opponents sink behind them"-Exert from the book 'The Royal Navy Of Corustaria' -1
New age ship construction: "One things for sure. The bastards know how to build good ships..." -A pirate after watching a small ship take a broadside and outrun him regardless +/- 0
Empowered Company: "The Empire Trading Company plays a large part in keeping the economy afloat. In return, it receives special treatment from the Empire"- A brief history of Corustaria +/-0
Outdated Army: "Admiral Thorne gets new diamonds to encrust his cannons with, meanwhile we get pikes!"- General White lamenting his ill equipped army +2
Ambitious generals: "While the naval officers holds the record for cooperation, its not true to say the army has never won anything... they hold the record for 'most friendly fire instances'"-A joke among sailors +1
Small army: "I thought I was commanding an army, not a brigade!"-Punchline from a joke +2
Never been out of the village: "These berries look harmless..." -Infamous last words +1
State controlled market: "With a few exceptions, most businesses are either directly or indirectly state owned, with very few true free businesses remaining. Growth is slow but stable as a result" -Government report, +1
Basic points +2

Army:
10,000 Regulars
25,000 Recruits

Navy:
4 Ships of Line
8 Frigates
10 Barques
3 Brigs
5 Galleys

GDP: 65,000,000,000 ($)

Stability: Slightly Unstable
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Nations Name:Lance Empire

Flag:

Form of Government:Absolute Monarchy

Describe the System: While the Emperor holds supreme power over everything there is ministries that help run and manage various parts of the Empire. However the Emperor can override the decisions of the ministries at anytime, and the Emperor appoints who leads the ministries. There is also a Upper House to put laws in place but again the Emperor decides who is on the Upper House and can override there decisions

Location on Map Desirions at any timeed: While I know the map is not complete, I would like a lot of territory in the Northen part of the main continent

Capital: Lancus, located in the middle of the Empire as it acts as a center for trade and movement.

Important Settlements:
Alas:Industrial Center, located at the Northern Coast
Vesus, Holds Largest Military Base, located on the Southern Border
Romus, trade center, located near the Eastern Coast

Description: (Describe an average city in your nation. Culture, language, currency etc.)
Cities sizes in the Lance Empire can vary, having massive metropolises or smaller villages, however the culture is always the same. The focus of the Empire is working together towards the greater good of the empire and the community. There is also extreme loyalty from all citizens towards the Emperor, where in the military it almost reaches religious devotion. The Lance culture focuses on work, so there is very few holidays, only two or three national holidays where people are off for the entire day a year. However in the more secluded corners of the Empire where a particular religion is dominate there might be as many as 3 extra days off a year for religious celebration. It also noted that there is less religion in the Lance Empire, has they tend to be progressive, and the few that do exist do to government laws are required to preach tolerance of all. Women and Men are considered equal in the Lance Empire, with both genders being seen in the same roles. The architecture can vary because of the large differences in culture around the Empire, but the most typical is wood and stone for small villages, with mostly stone and use of concrete and planks in larger cities.

The Lance Currency is in paper bills, however they are backed by a gold standard wherein that a amount of money can be taken to a bank in exchange for that amount of gold.

Important Characters:
Emperor Gabriel the Third
Minister of Relations David
Minister of War John

Traits:
Starting Points +2
Large Army: Your nation maintains an army of many men that can dwarf many of the smaller nations. -2
Professional Army: Your nation’s army is well trained and equipped with good weapons, performing better in battle. -3
Landlubbers: Your sailors don't exactly train on a boat, boarding and marine forces perform slightly worse due to the moving deck. +1
Scared of water: Your nation has never been one for their sea legs. Many naval loses and ship disasters have left your people unsupporting of any venture in which they need to leave the sight of land. +3
Rotting Hulls: Your nation views ship maintenance as an unneeded cost and so many of your ships have weak wood and the sails are torn and with holes in them. They will not perform well at sea. +2
State Controlled: Your market is controlled by your ruler, every business is state owned and all works are employed by the state, you are less vulnerable to crashes in the market however with the lack of competition your country advances more slowly and the economy rises more slowly. +1
Empire: Your lands are made up of conquered peoples and are vast. -4

Army:
15,000 Veterans
50,000 Regulars
40,000 Recruits

Navy:
1 Frigate
2 Barques
2 Brigs
5 Galleys

GDP: 69,000,000,000 ($)

Stability: Slightly Stable
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Nations Name: Lydiah (lid-ee-ah)

Flag:

Form of Government: Grand Duchy (Monarchy)

Describe the System: The title of Grand Duke/Duchess in hereditary, meaning only one family, the House of Quachel, holds the power. They are, however, known to be generally benevolent rulers, and usually consult their advisers upon important matters. These advisers are the Thanes, essentially the Earls of the different (small) provinces in Lydiah. They are supposed to represent the people, bring their concerns and ideas to the Duke/Duchess, and control the armed forces of their particular province (I will decide the name, number and rulers of each province once I am assigned some territory).

Location on Map Desired: WIP, preferably a long, thin coastal region with a few offshore islands - Lydiah is a nation built on sea trade. Preferably backed onto mountains like Chile and Norway. Quite small please (I want to be inconspicuous!!!)

Capital: Kythian (kith-ee-an), large, coastal trading town. Preferably in a cove/bay area.

Important Settlements: Torein (tor-ine) - centre of Lydiah's military land forces, Yahlyn (yar-len) - centre of Lydiah's naval power, Rahla (raa-la) - centre wood and timber production, Venyah, centre of mining and stoneworking, Kythian - centre of Lydiah's trade.

Description: Cities tend to be bustling, busy places. Trade and construction/manufacturing areas tend to be well away from residential and governmental areas. Beauty is admired and sought after - the architecture of most of Lydiah's settlements is flowing and often features a tinge of blue, reflecting the nation's general love of the sea. Silver and sapphires are valued highly among Lydiahns - simple decorations of a single sapphire encircles in silver are commonplace in the wealthier districts of most towns/cities.

Lydiahns generally love and admire the natural world. The nations grew up from a culture that worked to preserve nature, and held all natural things with great reverence. This has not vanished as the world progresses, but trees that were once beloved reminders of an older world are beginning to be loped for their wood in order to construct new and better ships. The southern region is particularly beautiful (as it had previously escaped the greater demand for resources in the north as trade grew and became a major industry), especially the internationally recognised region of Seven Rivers (Sju alv, in Lydiahn).

The Lydiahn currency is the crescent. These are made of silver, and have the likeness of the Duke/Duchess on one side, and the crescent moon on the other. A coin of less value is the lion, which corresponds to roughly half a crescent.

For this RP, I will use Swedish as the Lydiahn language (obviously not through the whole thing, English I'm assuming is the 'common speech' of Edoniras.)

Important Characters: Duke Elvahn (elv-an), ruler of Lydiah, Duchess Kathlihn (cath-lin), his wife, Prince Jormuhno (jor-moon-oh) the heir. Thanes will be named once I work out how many provinces I can fit into my territory (probably no more than 5)

Traits:

Small Army:Your nation maintains a relatively small number of troops, when fielded in battle against another nation your forces are almost always outnumbered. +2

Outdated Army: Your men carry weapons not even your grandfather remembers, muskets misfire more than usual and your training deals with tactics not used in many years. +2 (as a long, narrow nation backed onto mountains (please), the need for a land army is not very high.)

King of the Seas: Your nation has a glorious Maritime history and a navy that matches, many grand ships fill your docks and sailors are viewed as hero’s in the eye of the public. -3

New Age Ship Construction: New ways of shaping the wood and newly discovered types of wood has led to advances in how ships perform. However these come at a cost, making ships more expensive than usual. +/-0

Trading Hub: Your country is a nation of traders and merchants, many coins pass through the fingers of your citizens every day, especially through your own after taxes. -3

Army:
5,000 Regulars
22,000 Recruits

Navy:
7 Frigates
12 Barques
15 Brigs
10 Galleys

GDP: 73,000,000,000 ($)

Stability: Stable
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Nations Name: The Glorious Republic of New Drakran
Flag:
Form of Government: Dictatorship
Describe the System: Formally known simply as Drakran, the former king of the nation (King Rolland) spent the last few hours on his death bed creating and passing an edict that stated that his son (Prince Kiue) could under no circumstances be King or the ruler of Drakran in any manner. Once King Rolland had passed, Prince Kiue honored his wishes by dissolving the nation of Drakran and its monarchy and founding the Glorious Republic of New Drakran in its place, being elected as president by the registered voter (Himself) in a landslide victory.

While all matters of state are under the direct overview of the President and it is a popular belief that President Kiue's eyes and ears hear and see everything that happens within his own boarders with the aid of a large network of agents, Kiue himself tends to let things be provided that it is functioning smoothly. Day to day affairs tend to be handled by one of the many guilds that have been brought into being by the President, allowing them certain legal rights and tax breaks for themselves and their members in exchange for taking care of their own personal affairs and being answerable to the President.

Location on Map Desired: To be discovered later.

Capital: The Capital City of New Drakran is the city of Anka, located in the middle of territory along the river of the same name.

Important Settlements: The coastal trade city of Nexus.

Description: Due to the recent changes in government (And nation), New Drakran is in the middle of a cultural shift as it seeks to take on a new identity. While there are still plenty of signs of the old regime of Drakran (Late Medieval, early renascence) the empowerment of guilds and the push into industrialization of the new nation has resulted in a number of different, strange new kinds of architecture, philosophy and ideology. Different cities tend to have a number of different districts, often shaped by the guilds that have taken up residence there. The only three guilds that have a guild house in every city within the Republic are the Guild of Beggars, the Guild of Seamstresses (While its members list their occupation as Seamstresses, its doubtful that any of them know how to fix a sock) and the Guild of Thieves ( President Kiue took the viewpoint that there was always going to be a level of crime, regardless of what was done to stop it. Thus, he formed a Guild of Thieves by officially recognizing one of the bigger thief gangs, giving them rights and honors above others of their station while inviting them to parties with the high class, then putting them in charge of keeping unlawful crime low with the threat of removing their new found rights and titles (Along with most of their skin)).

New Drakran has started to use paper money as its primary form of currency, saving minting coinage for special occasions.

Important Characters: President Kiue ~ Ruler
Guild Leaders -To many to list

Traits: Starting Points +2
Strong Industry -2
Trading Hub -3
Small Army +2
Scared of water +3
Rotting Hulls +2
Professional Army -3
Landlubbers +1
State Controlled +1
Natural Great Men -3

Army:
6,000 Veterans
15,000 Regulars
10,000 Recruits

Navy:
5 Barques
9 Brigs
10 Galleys

GDP: 66,000,000,000 ($)

Stability: Unstable
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Nations Name: Azor

Flag:

Form of Government: Monarchy
Describe the System: Azor is run by a traditional monarchy. With a King and Queen. Bloodlines are what makes the country run. Below the King and Queen are Ministers, elected officials chosen by the king to run the various sectors of life , such has The Military , The Economy , Culture etc. Governors or Mayors referred by civilians make up towns and cites.
Location on Map Desired: Two Sides of the Kingdom are sea based, while two sides are connected to the main landmass
Capital: (Please point out where in your land you would like this and your other settlements to be otherwise I will put them all on your borders for easy access of an invading army.) Icesliver is a port city, and the capital , Frostworth is also a major port city . HollowCastle is located in the bottom right , near a clear cut area with fertile land., Bullsworth is located near Moutians, with one major river flowing in the middle of it. Redwater is located on the south Border, a border city.
Important Settlements: Icesliver , Frostworth , Hollowcastle , Bullsworth , Redwater
Description: (Describe an average city in your nation. Culture, language, currency etc.)
An average city of Azor tends to be busy and bustling with action, The guard (A Rank lower then the Military of Azor) watches all time in cites, guard towers and barracks in plain sights are normal. Has you venture into the city, you notice the markets spring to life, From Stores , Stalls to shady market sellers the economy is ready and ripe for the taking with products all over the place. Culture is also a talking point, most cites have at least one Opera House or Museum, showcasing pieces from local artists. Residential districts per city vary. Port Cities have them near to the market, with a clear road leading to the Ports. Non-Port Cities have them overlooking the Arts District. The Governors Mansion is located most of the time to the North West of each city.
Important Characters:
Joseph the Magnificent II (King)
Tim Azor (Prince , Heir to the Throne)
Michael Transworth (Governor of Icesliver)
Duncan Wellsmen (Governor of Forstworth)
Steven Hill (Governor of Bullsworth )
Boris Steed (Governor of Hollowcastle )
Nathan Gate (Governor of Redwater )
Traits:

Large Army
Outdated Army
King of the Seas
State Controlled
Fertile Fields
Off the Beaten Track

Army:
35,000 Regulars
50,000 Recruits

Navy:
6 Frigates
8 Barques
8 Brigs
5 Galleys

GDP: 60,000,000,000 ($)

Stability: Very Stable
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Nations Name: Numburg

Flag:

Form of Government: Corporatism

Describe the System: Control of a government by a business or a group of businesses

Location on Map Desired: Lower left plateau or a corner in the lower right

Capital: LexBurg (I'll place my cities once I can see my land)

Cities: Hexburg-Industrial Capital, WelshBurg-Trade Capital, Hushtown-sleepy boarder town, Irontown-Military training center, Warburton-Huge port and trading City also has a large fisherman's population.

Description: Numburg was at one point a sleepy democracy that lived in relative peace for generations the primary language is German. Marking the beginning of the year 1560 a Trade organization known as the East Numburgian Trading Company took advantage of a dip in the economy and sized control. Slowly the Company quelled the nay sayers and went to work reshaping the country into an economic powerhouse. Known only as the Company now that they have complete control of all buisness within Numburg. The Company is primarily controlled by a figurehead with the title Lord(Currently Lord Markus Finch) from this point down the Government is controlled by Administration staff known as Foreman they make the decisions when the Lord is not around. The Military is a separate entity acting as more so a security force for Merchants. Highly mobile and technologically modern they are able to easily defend from bandits and highway men.

Important Characters: Markus Finch

Traits:
Base +2
Small Army +2
Militias -1
Ambitious Generals +1
Decentralized Army 0
Sea Legs -1
Trading Hub -3
Empowered Companies 0

Army :
17,000 Regulars
15,000 Recruits

Navy:
4 Frigates
7 Barques
10 Brigs
2 Galleys

GDP: 70,000,000,000 ($)

Stability: Slightly Stable
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Nations Name: United Vanjanan Empire (Vanjana)
Flag:
Form of Government: Constitutional Monarchy
Describe the System: (Describe how your country is run in some more detail.} Leadership of the UVE is passed down to the oldest child of the dead monarch, no matter their gender. The nation's leader is referred to as a "Jade", as the throne in the palace is made out of jade (earning it the name "Jade Throne"). Working with the Jade is the Common People's Representative House (More often referred to as the "Representative House". The Representative House has less power than the Jade, but is able to vote for or against the Jade's decrees and extend such voting periods in the hopes the the Jade will see their reasoning. However, the Jade reserves the right to veto any law passed by the Representative House two times, after those two times the law cannot be voted on until someone involved (Either the monarch or a representative) is replaced by a successor.
Location on Map Desired: On the eastern coast of the main continent, with a northern land border to the Lance Empire.
Capital: Kwedolobhakalle (Central position in the nation, on the coast. Trade center of the nation.)
Important Settlements:
Kasta (North of Kwedolobhakalle, also on the coast. Major trading port.)
Spexhult (South of Kwedolobhakalle, on the coast as well. Major trading port.)
Vermerud (West of Kasta)
Vialla (West of Spexhult)
Description: Cities in the United Vanjanan Empire are huge metropolises, fueled by the immense wealth brought in by trade. They have an ingenious sewage system, instead of dumping chamber pots out into the streets, houses in the city are connected to pipes that run above the roads. Charberpots are dumped into those pipes through openings outside of windows, and the wastewater is carried down to a collection point where it is left to evaporate. This tones down the horrid smell present in the cities of other nations, and keeps human waste off the streets. To complement this, there are dedicated street sanitation teams in all major cities that clean up the horse waste that once seemed like pavement. The United Vanjanan Empire also has a highly developed cobblestone road system for the transport of goods.

In Vanjana, the four-point star is considered a symbol of hope and good luck, explaining their flag and national anthem (titled: "Look up at the Four-Pointed Star"). Jade (the rock) is also important to the culture, signifying perseverance despite the situation and the ability to do good no matter the consequences. Women and men are considered completely equal, and tolerance is a core value in Vanjana. The believe in strength through quality and they believe quality comes from diversity, thus it is a popular immigration target. In contrast to other nations, women are allowed to join the military and most higher-ups are female, this is most likely just chance.

There are multiple languages in the United Vanjanan Empire, but the most used is Vanjanani (Similar to Swedish, closely related to the Lydiahn language). The currency is the Fyrapoängstjärnamynt (Often shortened to Frya). There are quarter Frya coins, half Frya coins, one Fry coins, two Frya coins, and four Frya coins. The coins are gold in the center, surrounded by wood. As the value rises, so does the size of the gold in the center and the wood surrounding it. They are made in such a way that the wood's buoyancy counteracts the weight of the gold to varying degrees, allowing merchants to drop coins given to them in water to determine their legitimacy.
Important Characters: Admiral Brita Veronika, General Charlotta Aslög, King Sigfrid Halvar.
Traits:
Trading Hub: Your country is a nation of traders and merchants, many coins pass through the fingers of your citizens every day, especially through your own after taxes. -3
Strong Industry: Your craftsmen and labourers are good quality and hardworking making some of your nations goods very reliable, sometimes fetching a high price from a market. -2
Free market: Your economy is not controlled by the state, it can fluctuate completely freely. This means that it can rise incredibly quickly making you very rich, however you are vulnerable to recessions and collapses. -1
Landlubbers: Your sailors don't exactly train on a boat, boarding and marine forces perform slightly worse due to the moving deck. +1
Small Army: Your nation maintains a relatively small number of troops, when fielded in battle against another nation your forces are almost always outnumbered. +2
Ambitious Generals: Your generals all want a piece of glory. Sometimes even going to backstabbing each other and arriving to another’s aid ‘late’. +1
New Age Ship Construction: New ways of shaping the wood and newly discovered types of wood has led to advances in how ships perform. However these come at a cost, making ships more expensive than usual. +/-0
Basic points +2
Army:
10,000 Regulars
12,000 Recruits

Navy:
3 Frigates
5 Barques
12 Brigs
10 Galleys

GDP: 81,000,000,000 ($)

Stability: Slightly Unstable
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Nations Name: New Republic of Ostlandet

Flag:

Form of Government: Merchant Republic

Describe the System: A merchant Republic is run by the six main merchant families living within the nation. Each house has a family head, and that family head can participate in any elections. If a head of the family dies, the next head is the oldest living legitimate male heir to their dynasty, unlegitimized bastards, women, and courtiers can not inherit the families house, or a right to participate in the elections. If a family has no legitimate heir to their house, they immediately forfeit any rights or claims to their house, and the next wealthiest merchant family will take power. Elections happen every eight years, and all men who hold land are allowed to vote. If a head of family is voted for they are able to pass any reforms, and declare war on any nation they wish, but they are not allowed to disband the republic, at least not without having to deal with a major uprising by the other five houses.

Location on Map Desired: If it is ok, I would like a small series of islands near the center of the continent/continents, and a fairly decent chunk further south, on the eastern coast, and a little bit of land more inland.

Capital: Antionette, located on the south western part of the nation, on what used to be its own seperate small island, until a small land bridge opened up large enough to create a small roud leading to the capital (about four people could stand shoulder to shoulder).

Important Settlements:
-Vaticana (located slightly north of the capital) is well known for being the second largest trade city outside of the capital.
-Tornshire (located further inland, north east of Vaticana) is the location of the house of Tornshire, which is well known for its vast workers, and deep, but drying out mines.
-Ordinal (Most southern town of the Republic, and located on a small island) Well known for its large naval base, and is also a well known rest stop for both the navy, and merchants making it the third largest trade city.

Description:
The average city in the New Republic is vast, and fairly large with many buildings, and buzzing towns with merchants constantly trying to earn a living through trading of valuable resources. This is only the coast of the New Republic though, closer inland is filled with mostly small towns, farms, and mines. People in the smaller towns will often act like they are in a hurry, and will ignore those around them just trying to earn a living themselves.

There are in the end three types of people really in the republic, there are the workers who are often seen as cold, and unforgiving because all they really care about is surviving that week, and still being able to pay their taxes. Then there are the sailors who only want to live out at sea, and journey to vast new places, making most prefer to live near the coast, and to leave their inland villages for something they consider to be better, and more fulfilling life style. Lastly their are the Merchants who have a similar personality to the workers in a sense that they are cold, and unforgiving, but they often actually have the wealth to survive, and care only about getting more money. People in their eyes are often seen as resources they can use to earn more money, and a better more pampered life.

The people in the New Republic speak Condastrian (A mixture of Spanish and Italian) which is widely spoken by the workers, and sailors, but the merchants will often speak two or three foreign languages. Their currency is interesting, but it mainly uses copper, silver, and gold. They call that currency a ratio, half a ratio is a completely copper coin with a straight hole in the middle which is often enough to buy a loaf of bread, a ratio which is copper with silver in the middle, ten ratio silver with nothing in the middle, fifty ratio silver with gold in the middle, a hundred ratio gold with nothing in the middle, five hundred ratio gold with silver in the middle, and a thousand ratio which is pure gold. They are all engraved with the house seal that was in power at the time, and the date. This is to help merchants to determine their legitimacy.

Important Characters:
-Joseph Alexander (Head of house Alexander/current doge of the republic)
-Leonardo Alexander(Heir to house Alexander/Temporary head while Joseph is Doge)
-Norman Montague (Head of house Montague)
-Bastilio Vasquez (Head of house Vasquez)
-Esteban Julio (Head of house Julio)
-Joseph Tornshire (Head of house Tornshire)
-Hector de Bastion (Head of house Bastion)

Traits:
-Small Army: Your nation maintains a relatively small number of troops, when fielded in battle against another nation your forces are almost always outnumbered. +2
-Outdated Army: Your men carry weapons not even your grandfather remembers, muskets misfire more than usual and your training deals with tactics not used in many years. +2
-Ambitious Generals: Your generals all want a piece of glory. Sometimes even going to backstabbing each other and arriving to another’s aid ‘late’. +1
-Never been out of the village: Your men have almost all never been outside their own borders. Other countries lands and environments are almost alien, especially those on another continent. They will suffer from not being able to deal with weather and being unable to forage as well. +1
-Militias: Local town and cities employ militias meaning that during times of war they are able to provide a small garrison of men in their defence. -1
-King of the Seas: Your nation has a glorious Maritime history and a navy that matches, many grand ships fill your docks and sailors are viewed as hero’s in the eye of the public. -3
-Trading Hub: Your country is a nation of traders and merchants, many coins pass through the fingers of your citizens every day, especially through your own after taxes. -3
-State Controlled: Your market is controlled by your ruler, every business is state owned and all works are employed by the state, you are less vulnerable to crashes in the market however with the lack of competition your country advances more slowly and the economy rises more slowly. +1

Army:
9,000 Regulars
18,000 Recruits

Navy:
9 Frigates
10 Barques
8 Brigs
3 Galleys

GDP: 64,000,000,000 ($)

Stability: Stable
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Nations Name: The Kingdom of Aznavor
Flag:
Form of Government: Absolute Monarchy
Describe the System: 'One King One God One People'. This saying sums up the Aznavor Kingdom's method of rule. The King rules supreme, He draws his authority from divine mandate. To support his rule he is supported by a powerful religious body who praises faith loyalty and productivity to be the primary virtues. Every once in a while the Church initiates an inquisition from which neither prince nor pauper is safe. Only the king and the church patriarch holds the power to interrupt such an inquisition and although not necessarily violent the inquisition does usually result in the disappearance of undesirable elements of society.
A couple generations ago the current king's grandfather agreed to the creation of a parliament to advise him after a local riot grew out of control. For two generations this Parliament was little more than a token gesture that appeased the masses; little more than a club for nobles to join to gain another title whilst doing little to represent the interests of their lands. However the current king was born with a vision that his forefathers did not have, and is beginning to expand his parliament selling non-hereditary titles enabling well to do commoners and burghers to accede to positions of responsibility in governance. This not only buttresses his support with the middle-classes but also provides the king with much needed revenue. Members of the parliament who stand out for their talent, honesty, loyalty, ambition, erudition and daring are promoted to a reduced court of close advisors called the Council of ministers in which the men are assigned various positions according to their particular talents and empowered with the authority to take what actions they deem necessary as long as they explain and justify their decisions to the King.
Location on Map Desired: South Coast

Important Settlements:
Ironfort: Ironfort is primarily a military outpost that guards the mountain passes to the west of Aznavor. Most of the Kingdom's weapons, tools and metalworks are forged here. The foundries and smithies are kept well supplied by the coal and iron found in the Western mountains. Although dozens of villages litter the province around Ironfort the men who lives in these are mostly clansmen who eke out a living rearing mountain goats, cows and stubborn crops. When the icy grip of Winter comes to this province the passes through the western mountains snow up and the rivers freeze up. Life becomes extraordinarily difficult for those outside of Ironfort and its’ warm furnaces. Strong winds, narrow cliff ledges and jagged rocks make these mineral rich lands difficult to cross or live in.

Shipskeep: Aznavor's naval base is located just west from the capital along the coastline. It protects Aznavor from the naval threats of it’s Western neighbours and escorts trade vessels along the coast all the way to Havenport or to Oceansrock. The Naval Yards here are manned by shipbuilders, carpenters and artisans who carried on the occupations of their ancestors infusing generation after generation of knowledge into their work. Although the seas to the south of Aznavor are commonly known for their stormy weather, Shipskeep’s fleet and Naval facilities are kept well protected from wave and wind by the presence of an island just off the coast offering a relatively safe channel for Aznavor’s fleet to be kept. The island itself called Storms Bane has been heavily fortified over time and now boasts walls several feet thick mounted with coastal range artillery heavy enough to punch their loads through the bowels of any ship. Several trebuchets and other older weapons are also still present adding to the formidable defenses. On the western side of the channel a heavy chain stretches from the coast to the island denying all entry or exit from it unless withdrawn. This serves to protect the Aznavori fleet from any surprise naval threat and forces hostile naval forces to skirt around Storms Bane whilst exposing themselves to the Island fortress’ deadly defenses before even being able to engage Aznavor’s fleet.

Havenport : To the East of Oceansrock lies Havenport; the second largest of the of the Kingdoms three ports cities second only to the Capital. Blessed by a curved coastline that protects the city harbour and its ships from the strong Southern storms and guarded by the War vessels from Shipskeep, trade from all over the continent has thrived here and the merchants have become opulent. Often seen as the last supply port before the mighty eastern ocean many a merchant and an adventurer have taken on supplies and made final preparations in Havenport making it a truly culturally diverse city. Temples belonging to every known faith exist here due to the diversity of the population here but rather than causing distrust between the inhabitants of Havenport this shared trust and shared wealth has brought seemingly antithetical cultures together as if they were brothers. Havenport is the home of the Aznavori fishing fleet as well as the Headquarters of the Eastern Ocean Commerce Company a powerful economic and maritime authority made up by several of Aznavor’s most powerful merchant families who are opposed to the regulations demanded by the various guilds in the state.

Oceansrock: Oceansrock is the capital of The Kingdom of Aznavor, The Kingdom's most formidable castle; The Rock, The Kings court, the High Temple of the Faith and the Military headquarters are all located here as well as a large merchant population and Burgher population. Centrally placed alogn the southern coastline Oceans rock is Havenport’s only true rival. Oceansrock is more stooped in tradition than her eastern sister. Her people rigidly follow the absolute moral authority of the High Temple and her merchants are proud to belong to the guilds which protect them from competition and protect their trade techniques from external threats whether from above or below. The Rock lies just offshore connected to the mainland by a narrow path barely two carts wide and is completely isolated when the tide rises to swallow up the path. Like Storms Bane the fortress is heavuily fortified but in this case the cannons are not mounted on thick walls but are dug into the rock itself, indeed the fortress is a cavernous series of tunnels and chambers within a rock face three hundred metres tall . This Tidal island has long been a refuge to the ruling families of Aznavor but affords few comforts to its garrison who are trained to be completely independent of the Capital. The garrison, numbering almost a thousand even in peacetime is trained to the self-sufficient for months at a time. Indeed the Guardians of the Rock are Aznavor’s élite infantry unit drilled to a level unknown in the northern regions and a unit that has never dishonoured itself in combat by fleeing or surrendering. Because of this the Guardians of the Rock are afforded the finest weapons and equipment available in all Aznavor. The proud guilds here that have protected the interests and skills of their members for so long are increasingly pressured by royal authority to disband and share their knowledge on a national scale. Oceansrock enjoys a slightly warmer climate than the rest of the Kingdom due to its southern position meaning that it rarely goes hungry thanks to a large amount of arable land an abundant sea.
Eastwatch: EastWatch is a town that has always existed without being truly remarkable until recently, the peaceful eastern limits of Aznavor are home to largely unexplored swamps, and mighty rivers torrenting eastwards down from the great Western mountains depositing rich and heavy black silt along the banks of Aznavor’s great rivers making the riverlands incredibly fertile. In the riverlands so much food is grown that Eastwatch’s population has grown rapidly. This is particularly fortunate as the men of Eastwatch guard the fords across the rivers, and patrol the marshlands home to bizarre amphibious creatures with tough skin able to resist some bullets and with jaws filled with very sharp teeth.Few travellers ever pass through the lands but those that do must hope to find the men of Eastwatch before the swamp dwellers find them as it is aid that these still dwell where the urban dwellers will not go and engage in archaic ceremonies of blood rituals and cannibalism.
Misthall: The Northernmost city in the realm. Small in population it is responsible for the northern regions of the Kingdom. The lands surrounding Misthall are very wooded and contain many of the decendants of the trees that make up Aznavor’s mighty navy. Misthall is not a coastal city and was used in past as somewhere to exile criminals beyond the walls of the civilized cities of the south. Indeed the largest stone building in Misthall to this day remains the former prison complex and although the prisons have been moved outside of the city thousands upon thousands of criminals, debtors, prisoners of war and convicted heretics currently toil in the mines and in the dozens of logging camps dotted around the Great Northern Forest. The only way out for many of these prisoners is to sign up for a ten year contract with the black legion a state-run military force made to be highly reliable yet completely expendable. The Black legion is made up of criminals, deserters with experience and the occasional volunteers. Prisoners are often given the choice between serving extended sentences in the quarries or the logging camps or ‘taking the black’ for varying numbers of years depending on the severity of their crime. Members of the Legion are always garbed in black. Those who do are subjected to over a year of intensive drilling until their criminal insubordination is all but gone and all that remains is obedience, loyalty to Aznavor and a finely honed killer’s instinct.

Description: The Kingdom of Aznavor used to be a very feudal society that relied on its heavy infantry and its skirmishers to defend its borders and win its wars. However constant skirmishes with its neighbours became costly and the Kings of Old decided that the lands being fought over were not worth the blood cost. Relinquishing its authority over lands beyond the Western mountains for the sake of lasting peace the Kingdom withdrew into semi-isolation. Now at the dawn of the 18th century, safe behind these mountain ranges and confident in the strength of the men of Ironfort who guard the mountain passes, and those of Eastwatch who guard the fords, the Kingdom looks towards the new worlds that are to be explored.

Culture: Northern Latin/Anglo-Saxon
Language: High Aznavori
Currency: Iron Florin
Important Characters:
King: Philip Duloire. 'The hammer' for his myriad building projects as well as his repeated efforts to destroy the guilds of the Capital.
Queen:Fiona of the Summerlands
Heirs: Alexander (1) and Dominic (2)
Daughter: Celena
Patriarch: Karlick the Bard. Known for having been a particularly successful and violent inquisitor in the past he is nicknamed the Bard for having made many strong men 'sing' whichever song he wanted to hear.

Council of ministers:
Richard of Ironfort: Guardian of the East and Defender of the Mountain passes.
Thomas Steward: Master of Coin and chief exchequer
Ross of Shipskeep: Naval Minister
Alexander Duloire: Minister of information, stability and royal unity
Barlow: Treasurer
Martin of Misthall: First Ambassador
Matthieu Delunion: Secondary Ambassador:
Marc: Overseer of Canals and Roads
Guy of Havenport: Minister for exploration
Vincent: Chief of the city guard
Master Klaus: Respresentative of the Holy Patriarch and Inquisitor

Traits:
Army:
Small Army: Your nation maintains a relatively small number of troops, when fielded in battle against another nation your forces are almost always outnumbered. +2
Professional Army: Your nation’s army is well trained and equipped with good weapons, performing better in battle. -3
Never been out of the village: Your men have almost all never been outside their own borders. Other countries lands and environments are almost alien, especially those on another continent. They will suffer from not being able to deal with weather and being unable to forage as well. +1
Ambitious Generals: Your generals all want a piece of glory. Sometimes even going to backstabbing each other and arriving to another’s aid ‘late’. +1
Navy:
Sealegs: Your sailors have spent some time at sea and so can deal with storms and rough weather better than those of other nations. -1
New Age Ship Construction: New ways of shaping the wood and newly discovered types of wood has led to advances in how ships perform. However these come at a cost, making ships more expensive than usual. +/-0
Economy:
Empowered Companies: Certain companies are allowed to grow across nations and continents. You have one such company. For sums of money and aid in troubled times they are allowed to construct ports, towns and militias for their own ends. However in the future if you stand in the way of their profits they may have to power to replace you. Or aid you if you help them out. +/-0
State Controlled: Your market is controlled by your ruler, every business is state owned and all works are employed by the state, you are less vulnerable to crashes in the market however with the lack of competition your country advances more slowly and the economy rises more slowly. +1
Trading Hub: Your country is a nation of traders and merchants, many coins pass through the fingers of your citizens every day, especially through your own after taxes. -3

Army:
7,000 Veterans
10,000 Regulars
15,000 Recruits

Navy:
4 Frigates
8 Barques
7 Brigs
5 Galleys

GDP: 65,000,000,000 ($)

Stability: Slightly Stable
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Nations Name: Regency of Caer

Flag: A white flag with a gold vertical line down the center and two gold parallel horizontal lines at equal distance apart that cut across the vertical line.

Form of Government: Regency and Monarchy

Describe the System:

The Regent of Caer has complete authority over the land and answers to the former Kings council.

Location on Map Desired: Whatever is left

Capital: Located in the center of Caer's borders lies a city called Dorian, the city is built for maximum efficiency when it comes to utilizing space. Taking a look at the blue prints shows a grid-like system with a street large enough for two wagons to pass each other with ease going in opposite directions. It is filled with riches and luxurious materials that the higher class indulges in more than they should.

Important Settlements:

Christendale
Mooringlye
Dakwood

Description:

Only the most fortunate can survive in the cities, middle class no longer exists if it ever had at all. Poverty is rising, crime is rising, and the state of the cities and nation itself is on the brink of collapse. The king has disappeared and with that the Prince being to young to rules the General of Caer has deemed himself Regent of Caer until the king returns. Maintenance is low and people are tired, small armies are still maintained but the population grows weary of their leader, the rich, and the military presence. Taverns are empty, streets are deserted, curfews have been placed and martial law is in order.

Important Characters:

Gabriel Edward Bane (31) (General)

Tristan Dante Caer (9) (Prince)

Traits:

Professional Army: Your nation’s army is well trained and equipped with good weapons, performing better in battle. -3

Small Army: Your nation maintains a relatively small number of troops, when fielded in battle against another nation your forces are almost always outnumbered. +2

Strong Industry: Your craftsmen and labourers are good quality and hardworking making some of your nations goods very reliable, sometimes fetching a high price from a market. -2

Landlubbers: Your sailors don't exactly train on a boat, boarding and marine forces perform slightly worse due to the moving deck. +1

Depleted Materials: After years of exploitation mines now run dry and woods no longer exist, your nation has to import its goods and anything that is made from your own raw materials is highly coveted and so expensive its not worth the cost. +3

Army:
10,000 Veterans
5,000 Regulars
10,000 Recruits

Navy: N.A

GDP: 61,000,000,000 ($)

Stability: Unstable
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