Avatar of gowia
  • Last Seen: 10 mos ago
  • Old Guild Username: gowia
  • Joined: 12 yrs ago
  • Posts: 1755 (0.39 / day)
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    1. gowia 12 yrs ago

Status

Recent Statuses

4 yrs ago
Current Sometimes it doesn’t matter too much what choice you make, as long as you make it quick and stick to it.
4 yrs ago
Merry Easter, one and all. Happy Day if you celebrate it or, if not, I just hope it was a happy day anyways
2 likes
4 yrs ago
Just had a long weekend of travel, weddings, and hangovers. I will reply ASAP once my head stops hurting. Apologies for the delay
1 like
4 yrs ago
You should laugh every moment you live, for you'll find it decidedly difficult afterwards.
1 like
4 yrs ago
Remember never to step on a mans Timbs. Entirely not based.

Bio

Hey there, I assume you want to know about me so here it is...

The name is gowia (g-ow-ee-ah) or Alex. Or anything else you come up with, I'm not fussy.

I am a 25 year old male, though comfortably I'll play anything as a character.

I am a Brit born and bred and so that is my lingo, I use British words and love my slang, and if I don't seem to make sense I may simply be using English idioms that don't translate outside the rural country abodes I swan around.

I enjoy all sorts of things, I am an avid football (soccer) player and supporter, adore music, and live for a good story. I am in love with history. So you will always get a decent plot or conversation out of me on that subject.

If there is anything else you need to ask, feel free too. I swear I don't bite... much.

Most Recent Posts

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
Okay so Outcast has dropped out and I have received a NS from Winston. I will be starting the RP tonight, hopefully Vinsanity will have the last NS up by then.

EDIT: An updated map with slightly new borders has been put up on the first post and the space left will be for Vinsanity when he puts up a NS. I shall have the IC started by 8 PM (GMT)
duck55223 said
I like quite a bit more land by the way Gowia, since it we have 8 players I think we have reached the limit.


Yeah if NS arent up by tomorrow there will be no accepting and I will redraw borders and start tomorrow evening.
Sounds good...cant wait...can you put an accepted list or something into the first OOC post so we can see who has Jarls and who their Jarls and fiefs are.
darkwolf687 said
Empire of Corustaria - BlueLance Empire - RedLydiah - YellowThe Glorious Republic of New Drakran - PinkAzor - BrownNumburg - GreenUnited Vanjanan Empire - OrangeNew Republic of Ostlandet - Purple


Thank you for that I forgot to put that...will do now.
Just to say no more people will be accepted, we already have a few more than intended with Winston Outcast and Vinsanity.
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
duck55223 said
Gowia quick question since it will be central to this RP, how will colonization and exploration of The New World be handled?


Colonies are handled by when the New World is discovere the Cartographers guild will send a map to all of the rulers in Edoniras (In exchange for a little gold that wont affect your GDP) and then you post that you are sending some colonists out to build a settlement. Your success will depend on your GDP and if you send soldiers with the colonists.

Toaw said
I have a question about the NS, by settlements does he mean by important colonial settlements, mainland settlements, or both? If this has been answered in the past than I'm very sorry :(


I mean homeland settlements as a New World hasn't been discovered yet. Don't be sorry, ask any questions you want.
Keyguyperson said
App is done, waiting for approval.


And your up. I will update the map tomorrow.
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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