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Thread: [CS2] Feuding Nations

  1. #1
    Galaxyrise Demonsul's Avatar
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    [CS2] Feuding Nations






    The world is in turmoil.

    The old Great Kingdom, under the sway of the One True Monarch, is finally crumbling in his grip. Oppressed patriots, long since conquered, have rediscovered their nationalism and are straining for freedom and the reestablishment of the old states. Other revolutionary groups seek an overthrow of the old regime, and the establishment of independent states or a new order. The Great Kings of ages past have crushed these revolts before, but the peoples beneath the Monarch could not be oppressed forever. Now, the fires of revolution have been lit, and the states old and new are striving together for independence. Faith alone is no longer enough to grant the divine right to rule. The ancient regime is about to come crashing down.

    All is not well for the revolutionaries and nationalists, either. The Great King still commands fear and respect, and as long as he lives many will fear to take up arms against him. To the south, an old and expansive rival keeps close watch, looking for weakness to exploit, but cracks in their regime are also starting to show. Across the seas, uncivilized and primitive nations control most of the world's resources. And of course, the greatest threat to any rebellion that seeks dominance in this rapidly changing political landscape are the other rebellions themselves.

    As the shining new technologies of steam power and mass production begin to take hold in the cities, the final plans will be drawn for open rebellion.


    -


    Welcome to City-States 2. After nine days or thereabouts in development, hopefully it will be worth the wait. With a vastly improved back-end, the front end remains roughly the same. Order your nation to train troops and build ships and lead them to battle, or invest in a prosperous economy. Or both. Gain diplomatic clout by gaining favor with NPC nations, or conquer and annex them. Send spies to gain information or sabotage your enemies. Battle your way to dominance over foreign lands, and exploit their resources to fuel your economic expansion. Form a world-spanning empire and send your enemies into oblivion.

    Technology will begin in the early Victorian era - steam engines and manufacturing have been invented, but are not yet widely implemented. Many techs could be quite easily reached from here, but substantial effort must be made to get there first. Gameplay will largely remain unchanged from Citystates (that is to say, near enough completely freeform), and due to the fact that there will be fewer players in this game, all the players will probably end up being players from the first game. Don't be afraid to apply though! If your application is good enough, you can still get in. Old CS players, new nations please; we're building them from the ground up this time. Don't expect guaranteed places either - there are less player slots in this than in Citystates.

    Further details will be made available when the game begins. Everyone will start out as a rebellion - to institute a new monarchy in the local fiefdom, build some kind of revolutionary republic or empire, or whatever you want. Once again, your nations will be largely left to your imagination, but this time I'm going to be less soft on mistakes and poor planning, so be careful.

    Last edited by Demonsul; 03-21-2012 at 12:53 PM.

  2. #2
    Sprite of misfortune Bramzter's Avatar
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    Re: [CS2] Feuding Nations

    Username: Bramzter
    Nation name: The Alzehrid Consulate (Alzehrid for short)
    National color(s): #0C371D (Map) #CC5500 (Secondary)
    National flag:

    National background: The region of Alzehrid was a place where the 'problems' of the empire went. Political prisoners, exiled serfs, remnants of conquered tribes. They all were forced to live in Alzehrid under the watchful eye of agents of the Empire.

    Alzehrid was a inhospitable place, Large steppe's stretched over this province, eventually wounding up in the sands of the desert. The cities where mostly clan based and nomadic, If you ended up in Alzehrid you had nothing left and you were alone.

    The people had to fight for survival, Some banded into groups to increase their local influence and power but whenever the groups became a threat to the empire's control itself the local army soon came in to weaken it once again to a manageable level. However, two of the largest but weak groups would soon be the founders of a revolution.

    Both groups where remnants of two great nations, One was the large nomadic Khudan Khanate. Steppe people and masters of Calvary, they fought the empire fiercely but they where decimated. In a last act out of desperation they fled into the dessert, They eventually ended up in Alzehrid

    The second group was the surviving people of the Songhai Sultanate. They where a smart and talented people, searching for knowledge and had a strict but fair law and social system. They also had the knack for using gunpowder. They also resisted the Empire, but where brutally defeated. In retaliation for the loss of his troops the King ordered the libraries and places of knowledge destroyed, Effectively throwing the sultanate form enlightenment to a dark age. The survivors where banished to Alzehrid

    However, In secret these two groups unified and used each others influence to rally more and more by their side, They however maintained the illusion of anarchy and territorial conflicts to ensure the empire would not act upon them

    Soon the region was brought in order and was under control of the union, However they had no leader for a rebellion and the various laws by each of the members of the union forbid potential candidates for leadership, However there was one who dodged the laws and regulations and took leadership as a Consul: This man was Consul Zethai of The Alzehrid Consulate!

    Now the new secret nation is waiting, Waiting for the time to strike for freedom.... But more importantly revenge.

    Revolutionary details: The revolt mainly focuses on using deception and misinformation to stretch the empire's forces thin and weakening them without being detected, Then when the time is right and the empire isn't paying to much attention to the region the people will rise up and fight the misdirected and confused empire forces. Purging them form within while the rest keeps the empire out fully giving us independence and isolation form the hostile outside nations

    Due to the wildness of Alzehrid and the savage way of life these people are forced to live with the empire mainly stays out of the region relying on their informants to signify who is to powerful and a threat, However for the rest they prefer to let the people rot within the 'prison state'. However this has made them careless, And that carelessness is exactly what the revolution will target.

    National bonus: Unity in Deception: The bond of the Alzehrid people cannot be broken: Due to this Espionage and Counterespionage is this nations greatest strength, it also makes social unrest highly unlikely

    Theme:
    Last edited by Bramzter; 03-30-2012 at 06:00 AM.

  3. #3
    Biggest Pimp in Yurt-Calan hurlingPagan's Avatar
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    Re: [CS2] Feuding Nations

    Username: hurlingPagan
    Nation name: Siletia
    National color(s): Crimson (Primary), White (If Crimson is bad use this), Teal
    National flag:
    National background: Siletia had always been a nation of sailors, and when the King's empire had taken control they made up a substantial amount of the navy. Before the King, they had been ruled by a tribune of Merchants, Fishermen and Captains, and they had always focused on the sea, ignoring the growing threat of an empire behind their backs. The capital, Sel, rested on the coast and most of it is built atop piers and docks, and a blossoming industry of harvesting kelp and sea creatures made up the majority of their economy and diet. Homes were free to own, so even the lazy and unemployed would have a warm place to sleep, and this kept the street clean.

    When the empire conquered, it all changed. The coastal cities expanded less, old sections being ripped up to form new ships for the navies. Many fishing ships were enlisted under the navy, and the market became one of services to the other regions and eachother. With the rule, public housing was ended, and the streets were filled with homeless Siletians and the trash that they brought with them. The docks of glory were broken and torn up, the occasional house left separate from the walkways over the sea, only accessable by boat.
    Revolutionary details: The revolution plans to restore Siletia's former pride, repair the great docks, and explore the world. Headed by Silut Tresth har Sel, the revolution plans to force out the oppression with mass and power, protecting the coasts with their ships and protecting the land locked cities with large militias and makeshift forts, designed in the same fashion as their ships.
    National bonus: Life on the Sea: Siletians have a penchant for making bigger and better ships, and almost every family owns at least one boat. As a result, they have some of the best sailors.

  4. #4
    Invisi-Citizen AnInvisibleUser's Avatar
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    Re: [CS2] Feuding Nations

    Username: AnInvisibleUser
    Nation name: Caelondia
    National color(s): Red & Gold. Red for the map.
    National flag:

    National background: Caelondia is a nation built on the backs of stone-masons. These masons built the nation from the ground up, and are still building. Most citizens hold the masons in higher regard than most nobles, meaning that most rulers of the nation have been Masons themselves. As for the rest of the nation, thing have been going well since the nation's founding. Economy has been well, and Caelondia has expanded outwards as far as they needed too. Most people hope to send their kids into the Mason's Guild, so they will hold some respect from other citizens. Many of the children sent to the school drop out within a month, die to the extreme labors that come with being a mason. Because of this, a king hoping to knock the masons down a notch passed a law that kept masons from becoming kings.
    Revolutionary details: People are starting to want to expand. Many citizens have been itching for war, and that want has spread into the Masons. The Masons plan to revolt against the king by threatining to tear down the cities that they have built. If the king doesn't advocate from the throne, Caelondia will essentially fall back on itself.
    National bonus: Starts with decent cities, due to the Masons. Can also build things faster.
    Last edited by AnInvisibleUser; 03-18-2012 at 03:28 PM.
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  5. #5
    Mage of Megaman Protoman's Avatar
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    Re: [CS2] Feuding Nations

    Username: Protoman

    Nation name: Allerziet

    National color(s): Red (for the map,) yellow (as a secondary color.)

    National flag:


    National background: Before being conquered by the empire, the Allerzetians were famous for their mercenaries, their efficiency, and their incredibly serious demeanor. Indeed, the quality, training, discipline, loyalty, and all out strength of their mercenaries was second to none, thanks no doubt to Fredilit Wilviern I Allerzolern, one of their greatest kings. His taste in soldiers was good, as was his nearly obsessive attention to discipline.

    When the empire invaded and conquered the nation, it was not without difficulty. Indeed, it is said that at one battle, an Allerzietian army of one hundred men held off an imperial army of 2,000 with nothing to help them hold their position aside from sacks of grain. It is unclear how much of this is folk legend inspired by the pride of the Allerzetian people and how much is factual, but the fact that it is widely believed both inside and outside of Allerzetian lands speaks volumes for the men.

    When they were conquered, their king was sent into exile, where he died with no clear heir. The name of the Allerzolerns died with him.

    The Allerzietian people have been oppressed by the empire. Countless attempts at eradication of Allerzetian culture have been made, but to no avail.

    The empire has economically oppressed these people as well, confiscating factories owned by Allerzetians and putting them in the hands of aristocrats.

    The pride of the Allerzietians has reigned supreme, and their resentment towards their imperial masters outweighs their fear of their military might. The time of revolution has come, and there is only one man fit to fill the position, one man to bring Allerziet back to its days of glory, one man to unite the people and bring about equality at last!

    And his name is...



    Revolutionary details: Long has Comrade Grouvlo Marziet preached the word of communism to the masses of the Allerzetian area, appealing to them with a comedic edge that cut deep while also soothing their woes. He was long seen as a kindly man with some good ideas, but the people were never serious enough about them to take the risk of full on revolt. Grouvlo was fine with this, not wanting to cause any trouble, just hoping that perhaps his ideas might take hold.

    However, revolutions have started dotting up across the land, and the proud Allerzietian people see their chance for independence! Comrade Grouvlo has been thrust into the position of premier, and a small council has been volunteered. The Revolutionary Vanguard Council of the Socialist State of Allerziet (RVCSSA) has been appointed, formed of some of the most forward thinking minds amongst the proletarians. They will lead the revolution and protect it in the name of socialism!

    Council Members: Kral Marziet (Head of Council, brother to Grouvlo), Raspvu Stalstien (Head of War and Security,) Leon Troeshevitz (Head of Commerce,) Ella Goldveit (Head of Revolution,) Vlayitir Levozolern (Head of Diplomacy).

    National bonus: The Allerzietian Tradition: The area of Allerziet has had a long warrior tradition. Discipline and quality of soldiers is bolstered, as is national pride in the military.
    Last edited by Protoman; 03-18-2012 at 04:46 PM.

  6. #6
    Am I Kawaii? (´・ω・`) KawaiiMelon's Avatar
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    Re: [CS2] Feuding Nations

    actually nevermind
    Last edited by KawaiiMelon; 03-18-2012 at 04:03 PM.
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  7. #7

    Re: [CS2] Feuding Nations

    NOMEN: Kaynato

    NATON: Free Kingdom of Wrin

    COLORES: #FFFFFF + #0072bc (PRIMARY - MAP)

    FALG:


    BAIKROUND:The mountainous land of Wrin had always been a spiritual region for many people. With its high mountains capped with ice and snow, some small remnants of religion claim that the region was the originator of the main religion of the south. Either way, the region is geographically unique and has the highest mountains in the region, a unique sight for visitors and travelers. The mountains also mean plentiful ores and stone for quarry use and its proximity to several forests gave the province easy access to great quantities of lumber.

    The People of Wrin had the oldest democratic government in the entire world until the empire conquered it. Their values permeated their religions, their beliefs, and obviously their state through the empire's oppressive rule. Their constant revolt and rebellion eventually turned their old kingdom into a "Specially Governed Region." However, as different monarchs came and went, policies changed and rebellions rose and fell like mayflies.

    The Empire's conquering of the old Wrinnish republic was not quite as easy as many of the small tribes that populated the modern Empire's other lands. Wrinnish masons, renowned as some of the very best in the northern continents, built large forts and towering city walls to fend off their invaders, who as well had to overcome existing fortifications built during past eras. Eventually, as history shows, however, the siege could not go on forever, and the Wrinnish king and citizens unilaterally agreed to surrender their forces. Being viewed as heretics by the imperial troops and rulers, there were several great periods of persecution despite at first the seemingly peaceful entrance by the Empire, which to no surprise deeply worsened Wrinnish sentiment towards their oppressors. Several incidents during which a Wrin-friendly emperor was swiftly succeeded by a terrible and power-thirsty one only added fuel to the fire.

    Even though it was essentially a full democracy ("Free State"), it was headed by a heredity ruler who in times of strife, lockup, or public need, assumed control. In peacetime or when the democratic rule reigned, this ruler would participate as the head of state and executive head, while the legislative workings were left to councils of citizens.

    As of oft, however, the royal family had been exiled to the southern empire as the northern empire tightened their grip on the rebellious province. Of course, this only increased the hatred of the old kingdom for the inhabitants of the Specially Governed Province of Wrin. The people, skillful craftsmen and engineers, have long had independent beliefs from the ruling empire and have long awaited a chance for rebellion amid the quarreling diplomats arguing over the regions's rights. Local militant groups, so-called terrorism, secret messaging to the exiled royalty, and sabotage had always been tradition in the province so long as their dissent raged and their nationalism grew; that is, for all the duration of the occupation.

    REVOLUCION: With the collapse of the Northern Empire pending, Monarch Wroth Vikdas Mast-Fulte IV, exiled heir to the Free Kingdom (as it is called) of Wrin, returns to his long-lost homeland disguised as a merchant. Of course, his arrival is not ignored; local militias and extremely old rebel groups' leaders meet him, stockpiled with southern weapons and Wrinnish weapon manufacturers taught by southern craftsmen. Underground democratic councils had as well debated the ethics of government in wait of the king's return and the empire's downfall. As the old empire focuses itself towards dispersing the various scatterings of rebellion throughout their land, long-harried troops prepare for revolt.

    The Monarch, Wroth Vikdas Mast-Fulte IV, commonly prefers to refer to himself as merely "Wroth" or "Fulte," varying with mood. Being the head of the National Royal Coalition, he views the job as much more political than military or even feudal, and greatly enjoys being the "People's leader" or "Man of the Earth."

    BONAE ET RES: Proud Tradition: Improvement to stability and production especially under rule of native kings. Depending on morale, research and development may be boosted.
    Last edited by Kaynato; 04-02-2012 at 03:19 PM. Reason: It is done.

  8. #8
    Cidellian Emperor Cidellus's Avatar
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    Re: [CS2] Feuding Nations

    Username: Cidellus
    Nation name: Tivesra
    National color(s): Blue
    National flag:

    National background: The revolutionaries of the blooming Tivesran Republic value liberty, equality, and fraternity. I'm not certain I can give much more of a background. I will work it all out with Sul.
    Revolutionary details: A bunch of violent Jacobin revolutionaries that want to decapitate the monarch and establish a Republic.
    National bonus: Revolutionary fervor! The people of Tivesra are united in their patriotic desire for liberty and reform, and possess incredibly strong nationalism.
    Last edited by Cidellus; 03-18-2012 at 03:56 PM.

  9. #9
    I'm your FRIEND. Call me JOEY. Vancho1's Avatar
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    Re: [CS2] Feuding Nations

    Username: Vancho1
    Nation name: Wesserian Federation
    National color(s): Green, Red(Secondary).
    National flag:

    It's probably worse than the one Demonsul would have made....
    National background:

    Before the establishment of the Great Kingdom, there was a portion of the land that was divided among small noble houses. Over time, these houses became ingrained in their home cities, and established a wide trade network between them, with no one city or region above the other. Their wealth lead them to be attacked by many. To ward off attacks, the cities of Lemain, Zurih, Berna, and Lucern united loosely for mutual protection. However, this was not enough to prevent them from being conquered by the One True Monarch. The history of being independent has left a heritage of city pride, and the wealth of the four cities lead to much artistic and scientific development.

    Under the Great Kingdom, the four cities were administered by the Zarner Family, which gained the hatred of the citizens. Slowly, they gathered weapons in each household, each family equipped, ready to revolt. The elder heads of the cities kept trading and ruling in secret, so the Zarners established strict martial law. This lead the people to become adept at avoiding consequences and continuing to develop their artistic and cultural heritage.

    Revolutionary details: As the One True Monarch weakened, so too did the Zarner Family. The descendants of those that signed the original charter of the Federation drafted a new one. Within days, the news had spread to all the houses in the Four Cities. The people now await the signal to rise up. They stand ready to re-establish the Old Federation, elect a Chancellor, and protect their lands with all they have.
    National bonus:

    Citizen Soldiers: When a city is under attack, the people themselves rise to defend it. Everyone has the right to defend their homes. However, this leads to a smaller than average standing army.

    A Legacy of Trade: The close connections between the cities, and their adept dodging of Zarner law has lead to increased trade and development of arts and science.
    Last edited by Vancho1; 03-18-2012 at 04:49 PM.
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  10. #10
    Galaxyrise Demonsul's Avatar
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    Re: [CS2] Feuding Nations

    Quote Originally Posted by Vancho1 View Post
    Revolutionary details: As the One True Monarch weakened, so too did the Zarner Family. The descendants of those that signed the original charter of the Federation drafted a new one. Within days, the news had spread to all the houses in the Four Cities. Once they had readied their secret stored of weapons, the revolt erupted. It lasted only four days. The Zarners were unprepared for the ferocity with which the people fought, and when everyone in the city was armed, there was no escape. The cities elected a new Chancellor of the Federation, and prepared to defend their new-found freedom with everything they had.
    Quick clarification: the opening turn WILL BE your revolt to establish your initial territory, so make these applications under the assumption that the great uprising is imminent but hasn't happened yet.

  11. #11
    I'm your FRIEND. Call me JOEY. Vancho1's Avatar
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    Re: [CS2] Feuding Nations

    Whoops! Fixing that now.
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  12. #12
    Lord High Plotmaster Galloglasses's Avatar
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    Re: [CS2] Feuding Nations

    Username: Galloglasses

    Nation name: An tAontas

    National color(s): Black predominantly, white secondary

    National flag:


    National background: The various Tuathes (clan-kingdoms, "nations") that make up An tAontas where always a clannish war-like lot known for their fierce religiosity, bloody mindedness, work ethic and poetic inclinations. Their constant clannish fratricidal battles did not relent, not after their conversion to the New Religion or their conquest by the Great old Kingdom. Many of the old traditions of An tAontas still remain such as the practice of wearing kilts and old clan loyalties.

    Traditions differ from Tuathe to Tuathe but An tAontas has two common languages that both have the same root language that remains unidentified. The two languages diverge further into 6 dialects and numerous accents, creating theoretically twelve identifiable 'nations' in terms of language, although the number of tuathes vary in size and number somewhere close to 30. The collective Milesian Ethnic group is legendarily supposed to have originated far across the ocean on some island or other, but it has never been properly identified, but the idea of being 'foreigners' on the continent has formed alot of the insular cultural tendencies of the country.

    Revolutionary details: Taking advantage of the popularity of Milesian Fascist Ideals in the military, the Party of the Milesic stag will organise a putsch on the regional capital and slaughter the noble heads of the Royal clans of An tAontas. After establishing a government, the aprty will invite other nationalist and fascist groupings to a 'provisional parliament' Where we will take care of political opposition...

    National bonus: Diggy diggy hole: Plentiful metal ore deposits
    Like rabbits they are-: the population has a natural inclination to procreation and having large families
    GUTS O' IRON-: Due to having alcohol tolerences somewhere in the region of a stone brick, the people have a naturally hardy constitution


    ((People in CS1 thought I was pure fucking evil when I was actually a pretty awesome ally. You reap what you sow, I am playing a full ass fucking chaotic evil nation here. Have fun guys))
    Last edited by Galloglasses; 04-02-2012 at 08:18 AM.
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  13. #13
    SELF-INFLICTED PUNISHMENT Pharmacy's Avatar
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    Re: [CS2] Feuding Nations

    Username: Pharmacy
    Nation name: Palaver Kingdom
    National color(s): Grey and White

    National flag: "We don't have a flag, we are doomed, I tell you. DOOMED."

    National background:

    "GOD, I hate RICH PEOPLE."


    Long before this fateful time, Palaver was once a paradise of opulence - a luxurious nest of furs and glided buildings. Obviously, this seemingly paradise was merely a facade. Underneath the veneer of Veblen, there were less than admirable qualities. Deep within the festering holes of hidden sprawls, dissent murmured in the darkest corners, not that revolt was a possibility anyway. The fat nobles were painfully aware of this unhappiness - which they sought to stamp out with their domestic security agencies.

    Although Palaver seemed to have everything - a high quality of life, a treasury bursting at their seams, and of course, an incredibly loyal secret police - causality and common sense had proven that this high states of affairs was realistically not sustainable in the long term. Eventually, Palaver fell - not like a house of golden cards for that would be too romantic. It was more unimpressive, ignominious - kind of like a broken steam engine - slowly, surely grinding to a halt.

    Now it is at the cusp of the revolution, Palaver is still alive. However, Palaver as its allies and enemies had known formerly her was all but gone. Urban decay had seeped into all her corners. The treasury empty, their resources tapped by others. Derelict buildings - accursed reminders of the foolish nobles - remain intact. Their windows broken, their precious metals stripped, and their rich insides stolen away.

    Worst of all, their King was gone - just like their glory.

    Revolutionary details:

    "At least we still have each other...I think."


    Although, the nobles outnumber the lesser-rich, there is still a sizable population of regular civilians, although they look worse for wear to be honest. Overtaxed, overspent, and excessively oppressed, these masses are desperate for peace and comfort. Despite their seemingly meekness, the people, if sufficiently motivated enough, could do great changes. After all, they did drive their King out with a few scattered but incredibly violent revolts - lynching, purging, and firebombing. They may be unprepared and underfunded

    but god, are they scrappy.

    National bonus:

    "Why am I leading. You know what, nevermind."

    Despite everything, Palaver is not doomed as the naysayers think. The situation may be dire but salvageable. First, there is still some few precious smatterings of resources - not enough to return Palaver back to its previous glory, but enough to help this Kingdom back onto their feet - if spent correctly of course.

    The second is their secret police - albeit not so secret anymore. Their paramilitary strength terrifying, their loyalty undying, and their reputation brutal.

    Despite their previous service to the now-gone King, they were not what you call "loyal," considering that the military strength, including the secret police, came from the lower rungs of society especially since that military service was the only way to go up in society. Everybody in the impoverished sectors knew a friend or a family member who was in service. Consequently, the civilians and the not-so-secret police are surprisingly in good (but wary) terms with each other.

    Which is a good thing considering their leader is a high-ranking policeman. His name is Ziegler and please call him Ziegler. If you really need to give him a title in addition to his name, use Police Chief or something like that. He isn't really pleased that his oh-so-glorious King and his lackeys decided to hightail out of this country and leave him with this goddamn job. Bunch of cowards, I tell you. Bunch of cowards.

    However, if you harm his country in any way, Ziegler would make sure he would personally fuck you up.
    Last edited by Pharmacy; 03-18-2012 at 06:18 PM.
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  14. #14
    The Polymedes Palamedes's Avatar
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    Re: [CS2] Feuding Nations

    Username: Palamedes

    Nation name: Daridan

    National color(s): Gold (Primary), Teal, Dark Red

    National flag:


    National background:

    Daridan was once, centuries ago, a collection of small farming and fishing towns and cities banded together to fend off bandits and warlike tribes. When it came to the empire's invasion, conquering the cities proved to be no easy feat... through force, that is. The armies of Daridan's various city-states, though less disciplined and numerous, were extremely competant when it came to using the land against the empire, forcing them to wage war up mountains, across rivers, and through narrow canyons.

    Though progress, slow as it was, was being made againt the city-states, the emperor at the time decided that another tactic besides brute force would be used. Several of the kings turned against the coalition, promised power and wealth by the empire. Torn apart by infighting, the entire region of Daridan fell to the empire in weeks. The rulers in charge of the cities were all killed to prevent uprisings, including the suprised traitor-kings, who had proven themselves too untrustworthy to continue ruling.

    Only a single queen Herriot, was permitted to live, as her city had remained neutral in the conflict, showing that she wasn't a threat to the empire, being neither an enemy or a traitor. After some deliberation, she was put in charge of the entire region of Daridan, along with a handful of the empire's own appointed regents. Though this move was largely political, Herriot proved to be a popular, capable, and loyal servent to the empire.

    Her first act ended up defining Daridan and her people's place among the empire, as she looked at the meagre yet powerful ships the empire had, and decided that the vast, unused coasts along Daridan could be used to expand the empire's rather meagre dock operations. In less then ten years, Daridan had become the primary hub of the empire's new, vast naval force. Countless warships, trading vessels, and colony ships were created yearly, and the majority of the empire's trade agreements with other nations took place at the numerous port towns. Though the many ports took a sizable amount of people to maintain, fishing and farming remained an important part of Daridan's contributions to the rest of the kingdom.

    The people of Daridan grew to become much like their country, industrious, and perhaps most importantly, flexible. The ability to adapt to different situations and changes and pick up new skills quickly was near-vital in the growing province. Primarily though, their talents are focused mostly on the water, due to their importance to the empire's trading fleets and navy.

    They are also a friendly people with a large sense of community, used to working together with their neighbours, be it the man or woman next door or the residents of nearby cities. That being said, they cannot stand treachery, and their trust and friendship is hard to regain if they feel betrayed by a greedy neighbour.

    Revolutionary details:

    The entirety of Daridan began to feel the need to rebel rather late in the empire's fall. As the other regions began to protest and create problems for the empire, Daridan's citizens paid for their lack of dissent. Most regions became heavily taxed to pay for the empire's preperations against rebellion, and drafts were suggested that would pull many away from their jobs and families.

    This of course didn't sit well amongst the people, who sent numerous complaints and petitions to the regent of the province, a fat, selfish man of the empire. He of course ignored their pleas, thinking of nothing more then gaining even more favour with the emperor. However, Gale Rian a reputable and powerful local nobleman, did listen. In secret, he began meeting with other figures of import, from other tired nobles, to unsatisfied civilian leaders, to worried heads of the military. Most importantly, he attracted the famous admiral Jessacal Waltyr, one of the empire's top naval commanders. Waltyr was born to a lower class family, and remembered his heritage, and as such was very much against the empire's recent oppressive actions. Using his influence amongst the empire's fleets, she made it possible for Rian to spread his seeds of rebellion amongst the already unhappy naval forces.

    The plan was relatively simple. With Waltyr commanding the vast bulk of the empire's turned navy, highly trained marines and overseas resources would become available to the rebellion. Meanwhile, Rian, had now stylized himself as the King in Daridan, and gathered the citizens of Daridan against their oppressors. They would strike against the empire's forces and those nobles who swore fealty to the empire instead of the new true king. Meanwhile, Rian and the richer classes loyal to him began gathering their vast wealth and resources, putting them into hiring the best minds from around the crumbling empire, from military minds to scientific and medical experts, knowing that Daridan would need its people ready for more then operating ships and trading.

    National bonus:

    As most of the major trade and naval dockyards of the empire were located in Daridan, most of the empire's fleets and distant resources fell into Daridan's control.

    Due to a history of collaboration the population of Daridan is adept at working together for the nation's mutual benefit. They are also constantly wary of strangers though are friendly towards those that earn their trust. Their friendly and cooperative reputation is also well known across the empire, and as a result Daridan is a rather popular province.
    Last edited by Palamedes; 04-05-2012 at 01:28 AM. Reason: Civil rights issues!

  15. #15
    ubcalculatefly Laset's Avatar
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    Re: [CS2] Feuding Nations

    Username: Laset
    Nation name: Prulthania
    National color(s): The very light brown that is the color of paper, and the black of ink is a secondary color.
    National flag: I can't art, but I'd like something that looks like a parchment scroll with like five or six words of some kind of fake script on it. (It'd be a phrase of the revolution.)

    National background:
    Prulthania was a highly religious land, full of small chiefdoms but in reality, dominated by the priests of the Paridian religion. And then they were conquered by the Great Kingdom. The priests advocated rebellion, and for decades the Great Kingdom tried to stamp out Paridianism. They succeeded in first driving it underground, then in killing all trained priests, and then all untrained priests... but couldn't wipe out the stories or the belief. But, without any kind of organized training and with the massive risks that telling the stories carried, they began rapidly mutating, until a few generations later the belief was almost unrecognizable as anything more than a collection of not-entirely-believed myths ... that were still massively illegal.
    And then the printing press came. The pirate presses of Prulthania profilerated perfidious pamphlets of Paridianism ... and to disguise them, also of everything else under the sun. The philosophical tracts of Zane Suo, the political tracts of Venjamin Dizhu, and even the trashy romance of Huahuan Nongmin all were reproduced over and over, and children were taught to read - by their parents and even by their fellow children! Officious justices with secret Paridian leanings wrote up books of law, and embedded Paridian stories in place of one in every ten, loquacious schoolmarms gave short stories as rewards to the best children - and many of those stories were Paridian, in their way.
    And so it went for decades more.

    Revolutionary details:
    Now, as the fires of revolution start, the Kingdom is discovering they spread ever so quickly on the leaf of a book. Any hope of organized Paridianism has been destroyed - no two Paridians believe the same thing, after all - but the belief that the Prulthani have a legacy and should believe things that the Kingdom does not approve of? That still lives, and refuses to die.
    Anonymous pamphlets under the pseudonym of Prulthani have begun circulating recently. And it's obvious they have more than one author, but the general thrust of the arguments - Prulthania should be ruled by the people, not by a far away monarch - have been consistent. And they carry with them plans, and suggestions. People have begun gathering in secret, forming groups and cells and spreading the word of the revolution. And they agree - each town should be ruled by the townspeople, each village by the villagers, and each city by the citizens. The country by all inhabitants, but as is obvious - it takes too long to travel. Decisions can't be made by everyone. And so, each village/town/city will elect representatives to a national council, and there will be no executive ruling over all - no, it will simply be ordinary people making decisions.
    Or so goes the high-minded ideals. Secretly, people might wish for rulership by the first Prulthani author ... but none know his identity, and many believe him already killed by the Kingdom. And so, he - or she! - is now the most dangerous of things; a martyr of grand, high-minded, ideals. The Prulthani revolutionaries are slowly assembling and arm themselves, but are they truely organized enough to be called an army...?

    Summary of the nation the revolution (currently) wishes to establish: Nominally Paridian, though in truth that is but a term used to describe what one likes. Locally consists of 'true' democracies, with some weak federal structure on top of that.

    National bonus: Extremely high literacy.
    Last edited by Laset; 03-18-2012 at 07:33 PM.

  16. #16
    Druid of Doom Kingleo's Avatar
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    Re: [CS2] Feuding Nations

    Hey, I've been following this thing since Aegis was still a thing, and i'd like to say i'm really glad this is still going ^^
    You guys are all awesome, and I wish this game the best, and hope it won't collapse like the last one.
    -Lurker

  17. #17
    some assembly required Carnegie's Avatar
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    Re: [CS2] Feuding Nations

    I'm staying out of this, but I will be posting to comment on stuff I guess. From what I can tell compared to everyone else I was pretty awful at this.

    If you guys want me to sign-up I guess I'd consider it but for now I'm just gonna be another lurker.
    Last edited by Carnegie; 03-19-2012 at 12:36 AM.

  18. #18
    The Wandering Fool Kocel232's Avatar
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    Re: [CS2] Feuding Nations

    Username: Kocel
    Nation name: The Verren Republic (Though, it's not a Republic yet, of course.)
    National color(s): Goldenrod for the primary and Dark Gray as my secondary.
    National flag: Dark gray background, one large goldenrod "V" in the center with four small diamonds (as in ) in each corner.

    National background: "Their steel built the supports of the Great Kingdom itself..."
    Once, long ago, there was a small tribe which called themselves the Verr. They settled in an area rich with forests and mountains, and they enjoyed a golden age of success. They soon became a small, powerful nation of their own...

    ... And then they met the nation that would go on to spearhead Great Kingdom.

    War was not imminent. The two nations enjoyed a short era of tense, profitable peace. However, the Kingdom pressed for more and more unfair trade and began to seize Verren Lands. The Verr Councilors could not tolerate this for long. They declared war.

    The Verren nation, even with the great resources it held, did not have the slightest chance against the Kingdom. Towards the end of the war, the Councilors turned against each other. In the end, three of them stood against the others and seized control of what remained of the nation. They convinced the people to pursue Peace with the Kingdom and preached that annexation would not necessarily be a bad thing. The Verr would get to enjoy the technological progresses the Kingdom had made, after all. They approached the Kingdom with their plea, and the then-Monarch, in his wisdom, listened. The Three Councilors (Known as "The Three Wise Savages" to the Kingdom, but also as "The Traitor Triumvirate" to Verr loyalists) were granted positions of nobility and, while they were heavily monitored, the Verr people were allowed a significant deal of freedom.

    Then the monarch died.

    The following ruler was not so kind. He forced the Three Councilors to stomach heavy taxes on the Verren people and greatly stripped them of their powers. Verr businesses, mines, and lumber companies were taken from their Verren owners and place in the hands of Kingdom Natives. As time went on, the situation in Verr only got worse.

    As such, the Verr were one of the first states to rebel. They've begun working on re-seizing their resources and they've started a positively massive popular uprising. Only time will tell if they will succeed or, as those who fought the Great Kingdom before them, fall...

    Revolutionary details: I plan on creating a crude republic. The Verren people are staging a popular uprising, seizing property and companies back from their Great Kingdom owners.

    National bonus: Some sort of Mineral resources, as well as forests and such. With the former, I'll let you decide what to give me if I'm picked.


    Hopefully this is satisfactory. I'm hoping that I make the cut. What little I experienced of the last game was great.
    Also, if anyone has advice for me, I'm game. I finished this at 1 AM after a day of work. :P

  19. #19

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    Re: [CS2] Feuding Nations

    Fingers crossed that you are still accepting applications...

    Username: cheshirecat77
    Nation Name: Sylvania
    National Colour: Green, brown
    Flag:

    National Background:

    The native tribes of Sylvania were an easy addition to the Great Kingdom. They had no particular quarrel with being added to a growing nation, and liked the trade routes that allying brought them. Their one condition was that their religious beliefs go unchallenged. The leaders of the Great Kingdom agreed to this readily, without realizing exactly how high-maintenance the Sylvanian faith would be.

    The religion of the people of Sylvania dictates that trees are great spirits who will come to life when their time comes, and that those who protect and serve them will be rewarded. This faith means that the dense forests and jungles of Sylvania have never been logged, and are almost impassable to those who do not know their way. Unreasonably dangerous flora and fauna provide food for the locals, but make the land even more inhospitable to outsiders.

    When each Sylvanian is born, a new tree is planted in their honour. When they reach adulthood, they will build their new home in the surrounding trees, above the ground. People are encouraged to talk to their trees, carve any tattoos they receive (as marks of honour in a village) into the barks of their trees, and eventually be buried under their tree. Cutting down someone’s tree is a grave offense, punishable by having your own tree cut down. Religious ceremonies are conducted by the village Tree-speakers, who have, through the intervention of the spirits, learned the ancient language of the living trees. It has been suggested by outsiders that the language may have less to do with the spirits and more to do with the narcotic mushrooms that grow in the jungle, but the Sylvanians are fairly sure that this is just petty jealousy because the outsiders do not understand the trees.

    Since the people cannot clear much ground for fear of offending the trees, Sylvanian villages and towns are often aboveground, built from dead wood in the trees. There is one stone city, Lapisopolis, in the centre of the jungle; a remnant of an older, less tree-understanding age. It was originally a religious centre but has since become a centre of industry. Sylvanians have a few mines, but their religion keeps them from utilizing many of the lands natural resources (not a popular feature in a province). Each village is directed by a Tree-speaker, who in turn vote on important issues at gatherings at Lapisopolis.

    Sylvanians aren’t known for winning grand battles, but are ruthless when defending their own territory. They are experts of guerilla tactics, and use the forest to their advantage. All Sylvanian warriors are trained in the use of poison blow-darts, although only those who have some shamanic status are permitted to use gunpowder. They have no qualms about using dirty tactics to protect the trees.

    As a culture, the Sylvanians mostly have a reputation for being a bit baffling. They are happy to trade their resources with other provinces, and are easily won over with technology. Once the trees come up, though, all sense of humour is lost. General consensus is that for goofy tree-people, they all seem really angry about something.

    Revolutionary Details:

    Sylvania was not adverse to the Great Kingdom putting down the rebels; the trees were really being kind of high-maintenance at the time and they didn’t have that much time to be mad. However, when the civil war escalated, the One True Monarch ordered the logging of Sylvania’s forests to provide lumber for the war effort. This sacrilege could not stand. Within days, Sylvania was at war.

    After being harried by stealth teams of Sylvanian warriors (general consensus was that the gun-wielding tattooed shamans were ‘creepy’ and ‘irritating’), the Great Kingdom’s army was finally ordered to send a strike team towards Lapisopolis. The strike team emerged from the jungle two weeks later, dressed in rags and ranting about ‘walking trees’ and how ‘those lunatics have been right all along’. Sylvanians claim that this sudden conversion was due to a great battle fought by the tree gods, and refused to comment on the claims that the nearby water sources were spiked with hallucinogens. Whatever really happened, the Sylvanians hope that the logging will cease and they will be left to their own devices.

    National Bonus: What the Heck Did I Just Eat? : Narcotic and poisonous plants naturally occur in the forests of Sylvania. Their fauna is also extremely diverse.
    Last edited by cheshirecat77; 03-19-2012 at 03:38 PM. Reason: typo-fix

  20. #20
    Galaxyrise Demonsul's Avatar
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    Re: [CS2] Feuding Nations

    Alright thats enough applicants you will find out soon who got a place!

  21. #21
    The Wandering Fool Kocel232's Avatar
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    Re: [CS2] Feuding Nations

    I'm thinking Ziegler will be quite the entertaining leader.

    Wait a minute... Leaders.... Oh shit. I forgot to make a leader.

    AAAAAAAUUUUUGGGGGHHH



    Anyways, I guess I'll deal with that if I make the cut. If not, meh, I'll find a way to participate in this, even if it means roleplaying some random citizen of one of the nations. And if THAT'S off the table, then I'll just sit on the sidelines, watching, and crying.

    Good luck to everyone, though. Plenty of valid choices to pick from. I don't know how Sul's going to choose.

  22. #22
    Sprite of misfortune Bramzter's Avatar
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    Re: [CS2] Feuding Nations

    Let the games begin everyone!

    I await who is picked with bated breath, This is gonna be one heck of game!

  23. #23

    Re: [CS2] Feuding Nations

    Darn, found this just a bit too late! Still, I'll be following, looks like we're set for some epic tales of war and intrigue here.

  24. #24
    Invisi-Citizen AnInvisibleUser's Avatar
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    Re: [CS2] Feuding Nations

    Well, I'm not expecting to get in.
    I threw mine together, and didn't put much thought into the Nations' background...
    Oh Well. Have fun guys!
    How many fingers am I holding up?

  25. #25
    Sprite of misfortune Bramzter's Avatar
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    Re: [CS2] Feuding Nations

    Yay Kesteven!

    I really hope you will pop up somewhere maybe?

    Cause you are the one who actually thought of this in the first place and made this possible, I say you deserve a possible spot

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