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New World Empire Rules, Map and Nation Profiles.

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Post  Admin Mon Jul 18, 2011 3:34 pm

This page contains all the Rules, Map and Nation Profiles.

I recommend the link because the forum cuts off a part of the map. Working on a fix.
https://2img.net/h/oi55.tinypic.com/27yaemb.jpg
New World Empire Rules, Map and Nation Profiles. 27yaemb

https://2img.net/h/oi52.tinypic.com/52cju0.jpg
New World Empire Rules, Map and Nation Profiles. 52cju0


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Post  Admin Mon Jul 18, 2011 4:46 pm



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Post  Admin Mon Jul 18, 2011 4:52 pm

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New World Empire Rules, Map and Nation Profiles. 11949sl

UPDATE ON BATTLE CASUALTIES
Both players roll and add their modifiers. The two total values are added together.
Then fractions are calculated.
Player 1 suffers casualties equal to Player 2's proportion and vice versa.
For example, one player with 14 armies rolled 36 and one player with 9 armies rolled a 9.
9+36=45
9/45=20% 0.2x14= 2.8
36/45=80% 0.8x9= 7.2
Player with 35 Armies suffers 2 casualties (rounded down). Player 2 suffers 7 casualties.


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Post  Selethis Mon Jul 18, 2011 4:56 pm

The most glorious Jiang Dynasty

New World Empire Rules, Map and Nation Profiles. Factionheader

Cultural Basis: wild crossover of imperial chinese history
Government: Bureaucratic Empire
Capital: Weichun
Ruler: Weidi (birthname: Jiang Hongyue)
Language: Kaiming Yu ("the civilized speech")
Largest Ethnic Group: Xian
Currency: copper and silver coins, paper money
Flag:
New World Empire Rules, Map and Nation Profiles. Jiang


Territory of the Empire and its Tributaries
Spoiler:

External Relations
Spoiler:

Persons of note
Spoiler:

Imperial historical records
Spoiler:

The Imperial State
Spoiler:

The Army
Spoiler:

The Navy
Spoiler:


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Post  AdelhardKrauss Mon Jul 18, 2011 5:01 pm

New World Empire Rules, Map and Nation Profiles. Nineworld
"Welcome to Die Neun Welt


Name of Nation: Die Neun Welt Empire

Government
Die Neun Welt, or better known as The Nine Worlds. Die Neun Welt is an Empire just west of the Polypontian Empire consisting of mainly grasslands and deserts inter-lapping. The government of Die Nuen Welt consist of one ruler accompanied by a council of his choosing. These councilmen and women are in charge of discussing with the ruler about his social, economical, and militarily situations that arises. He is however not obligated to follow any of these 'suggestions' and it's simply a facade of choice; as well as when worse comes to worse can simply fall back to blaming all failures on his councilmen. The ruler of this Empire is Adelhard Krauss; The third ruler to grace Die Neun Welt since it's original founder Adelfield Krauss and his son Adelchi Krauss.

The Council consist of 12 seats of men and women, of the age of 40 or older, and who was chosen by none other than the ruler himself. Being a part of the council is a very prestigious employment. Being a part of the council is comparably like being the ruler himself which people so mistakenly believe that the council dictates the rulers actions. These councilmen and women are also the only people allowed to grace the ruler at his home aside from the guards and maids who are not allowed into the main room without explicit permission. This is however only to an outsider, being a council is not a very enjoyable job, they see it as another name; Scapegoat. They're just there to give people false hope, all things falling to death ears, and they are quick to become the scapegoat for lack of better words when things go wrong.

The ruler, as mentioned earlier is Adelhard Krauss; ruler for 38 years now shying close to becoming 66 years old. He is wise but shameless, he refuses to acknowledge anything as his wrong doing. He will find some way to disprove it, if he cannot he will default to the council clouding his judgement. He understands the importance of trade and attribuates power with money. "Power is a false word; it's simply a synonym created by man who cannot grasp true power. Money."; And as such he has built his nation under the principle that if he can create a central commerce idolized and wanted by the entire world. He can have every nation fall to his knees without even setting foot in other nations. It has however been 38 years and his nation has grown strong, much too strong to fit in the confines of limits he has been given. He needs space to grow, he needs territory, and southwards he goes to expand his nation.

Society
People as a whole is easily swayed by those who shows an air of understanding. People are not fond of the ruler but they do not refuse to go against him for the matter of fact of lifestyles. Everything he has done has came true, they have a booming economy, and probably the most sophisticated trading bazaar in all the nations. There is no problems in DIe Neun Welt...Until recently.

Adelhard Krauss is very old, and everybody knows this. In fact he has outlived every ruler prior to him. Not even the ruler can hide is slowly deteriorating condition. The issue is there are only 2 possible successors who has the population split, only furthered fueled by the ruler who refuses to acknowledge his imminent death. The two successors are Adelhard's son Adelfield the 2nd and Adelhard's granddaughter Adela. The rightful heir to take the seat is Adelwulf brother to Adelfield the 2nd has died to incurable disease years prior.

The issue arises with the two successors. Adelfield the 2nd is not fit in the slightest imagination to be heir. He is unreliable, selfish, and dense. The other successor Adela is more fitting than Adelfield but is much too young to be the ruler, not only that, a female ruling is unheard of and too strange even for an Empire who acknowledges equal rights for men and women. It's within this conflict that people started to question their ruler. Aside from inter-government turmoil and political issues. People seem blissfully content with their lives and as they should be. There is no poor people Die Neun Welt; there are people that are not as better off as others. However there is not a single person that can claim they cannot live content. This is not heavenly blessing, or great leadership by the ruler, but rather the nature of the nation. It's a nation of trade, all that passes is encouraged to visit the trade bazaar to trade, buy, or sell. As long as you have some form of trade, or skill you will find wealth. Your skill may not be entirely useful in the nation of Die Neun Welt but to travelers and nationmen passing by all over the world. Who knows what your worth is. Which leads into...

Culture
Not the trade nation of the world, but strives to be. The more currency circulates around the nation, the more powerful it will become. The desert capital in the heart of Die Neun Welt is home to a large trade bazaar that freely allows anyone to visit. Home to bountiful vendors of all different trade, crafts, and sales which were obtained right here in Die Neun Welt or traded. A big export of Die Neun Welt is minerals, herbs, and ores. The desert is home to many mining depot and spotted ores that has been a part of a huge excavation project for the last 15 years. A long with the grasslands around it dedicated to growing crops but more specifically herbs which thrive on the humid and hot weather.

Due to variety of people that pass by for trade. There is no one culture, it's a melting pot that mixes a lot of different types of races and people. It's also for this reason that people here are a lot more open to outsiders as long as it doesn't ascertain to the ruler or the ruler of other nations. People tend to keep a taboo about bringing up political issue due to the social split that is occurring.

War Tolerance 3
Patriotism 2
Government Involvement 5
Freedom of Speech 1
Sharing of Wealth 3
Quantity vs Quality 5
Law Enforcement 5
Trade vs Central Economy 5

Doctrine:

"International Trade Giant"

"This Land is Mine, This Land is Free"

Relations:

The Qaghanate of the Baharlu: Indifferent.
Polypontian: Indifferent but interested.
Jiang: Indifferent but interested.
Valderian Horde: In Skirmish with.
Zipang: Indifferent.
Rest: Unknown aside from rumors.
(Nation does not know about the east aside from the Polypontian and rumors they have heard.)


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Post  Dutyer Mon Jul 18, 2011 5:02 pm

Empire of Zipang
New World Empire Rules, Map and Nation Profiles. DateClanCrest
Inspiration: Sengoku Jidai part of Japanese History and bring drunk while watching Sengoku Basara

New World Empire Rules, Map and Nation Profiles. Date_Mon

In the beginning the clans only focus was fighting among themselves. They were like wild animals. Only caring for themselves. Then came the Emperor. He lead an army that unite the clans into serving him. Everywhere he went people follows out of fear and respect. After long years of fighting the land is finally united under one Emperor. Now the Empire of Zipang turn its eyes toward the outside world.
---------------
Politic, Culture, Doctrine and Goverment System
Spoiler:
---------------
Territory Selection
Spoiler:
---------------
Goverment Stance
Spoiler:

Will add more info later once I manage to not get drunk long enough


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Post  Dogstar Mon Jul 18, 2011 5:58 pm

New World Empire Rules, Map and Nation Profiles. Koen-olthuis-maldives-island2
The nation of Pagoda is a new, loosely federated collection of cities and towns within the northeast side of the continent, a remote area away from the rest of the states. For a long time this area was considered uninhabited, but within the last few months a new leader, a woman, has arisen and unified the area, implementing political policy and pulling everyone together to face the world outside. As a remote area, the nation of Pagoda does not trade much with the rest of the world, but they do work very well with one another. The government is run from a central Senate, with representatives from each of the major towns and cities. One of the major projects the new leader has initiated is constant improvement and expansion of the road network, allowing ease of travel within the nations and a greater sense of unity within the independent city-states, as well as constructing schools and training educators to work in them.

War Tolerance: 2
Patriotism: 3
Government Involvement: 2
Freedom of Speech: 4
Sharing of Wealth: 3
Quantity vs. Quality: 5
Law Enforcement: 3
Trade vs. Central Economy: 1

Starting Doctrines:
Professional Army
Peacekeeper
Mobile Warfare

Diplomatic Standings:
Since the Pagoda Federation is made up of immigrants and travellers from other nations who have decided to move to the unsettled land to exploit its wealth and create a life for themselves, for the most part the Federation is accepting of members of all nations, races, and religions, some of which moved to the Federation to escape the oppression of those nations' governments.

The Polypontian Empire - The Federation frowns upon the religious and governmental push to isolate dissenters, but respects the Polypontian peoples and their ability to choose. (Indifferent)
Inselstelle Kaiserdom - The Federation greets their fellow man across the southern seas, and has no issues with them, good or bad. (Indifferent)
Jiang Dynasty - The Pagoda Federation feels that the Dynasty could allow for more of their political dissidents to speak freely and frowns upon their involuntary draft, but the general feeling towards the Jiang Dynasty is cordial. (Indifferent)
Empire of Zipang - The Pagoda Federation has issued a general statement calling upon all Zipangi daimyos to allow freedom of speech within their borders, but accepts them and their trade (what trade there is) with open arms. (Indifferent)
Pagoda Federation -
Aethear Raiders - The Pagoda Federation is willing to trade evenly and fairly with the Aethear, and is acceptant of their religion and people, so long as Aethear privateers are willing to allow Federation merchants to pass in peace with a donation of wealth, not of blood. (Indifferent)
Tor Nation - The Federation respects both the Council of Tor and the religion of the Great Mother, and stands in solidarity with the kobold people, hoping to see an end of the war of aggression between the Order and Tor. However, the Federation still calls for Tor to end their Draft as soon as possible. (Liked)
Valderian Horde - The Federation offers two free years of remedial education for any Valderian who wishes to flee their tribal, oppressive government, and officially condemns their Great Bear's hostile ways towards the rest of the world. (Disliked)
The United Tlapacas of Syrrah - The Federation would like to see the U.T.S. expand their wealth to their rural compatriots who are a large part of the creation of that wealth, but commends their choices of policy and decisions to this point. (Liked)
The Qaghanate of the Baharlu - The Federation offers the same remedial education to the Barlarhu as to the Valderians and have repeatedly asked their Qaghan Ali'Sakar Beg to allow education and individualism to spread freely amongst their people. (Disliked)
The Teutonic Order - The Federation officially condemns the Order's needless assault of the Tor kobolds, and calls upon them to both cease their senseless war and to allow the free dissemination of religion and peace throughout the world, as well as ending the practice of putting those who try to end the war from within the state to the sword. The Pagoda Federation also calls upon the Order to relax their isolationist policies and come out to join the rest of the civilized world. (Disliked)
Die Neun Welt - The Federation decries Die Neun Welt's heavy hand and heavy policing of its people, calling upon them to relax their rule and let their people breathe, but agrees with their economic policies. (Indifferent)
Alanthias - The Federation is peaceful with their nearby neighbor, Atlanthias, and while they would prefer to see less police presence in the lives of the nation's people and the end of the mandantory military service, the two nations have a cordial and reasonable dialogue. Federation scholars are often seen travelling to and from Alanthias to confer with their peers in matters of learning, with Federation and Atlanthian universities and schools being similar in base curriculum, if not advanced learning.

As for icons, I'll take American buildings from the Medieval age. Also I have a crappy little flag I made some time back here somewhere..
New World Empire Rules, Map and Nation Profiles. Pagoda11


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Post  Token Tue Jul 19, 2011 5:02 am

Æthear Raiders
Mark of Æthear

Capital: Seven Spires - The Holy center of the Raiders

Government and Ideology:
The Æthear Raiders isn't much of a country, but more of a collection of pirate clans with a code of honour. The government is a pirate who has the title "Admiral" who manage to hold power over the 12 different clans and have the favour of the priests in thee capital.
Each clan is required to follow the Admiral as long he, in return, can provide the clans with protection and targets to ply on.
Every 7 month, the Chief-Captains of each clan gather in a grand meeting with the Admiral. During these 4 days, there is no raiding on the sea. The 2 days afterwards are spent in celebration to the Æther gods of storm and plunder.
The current Admiral is Wargen Hetland who earned the seat in a rather brutal ship dual with his predecessor.

4 of the 12 clans, do not share the same navel interest of the others. These are called "Æthear Nomads" by their sea kin, but for the foreigner, it is the same. They control the vast desert and often plunders the border villages and hastily retreat into the desert before anyone can follow. They are nomadic by nature, riding on top of gigantic salamanders that lives in the desert, with the salamanders being called "Ship of the Sand", likewise, the ships are sometimes referred to as "Salamander of the Sea" . The "nobility" rides on top of said creatures, with the commoners being housed in strange looking wagons. Only the Æthear monks makes permanent dwellings in the desert and these territories are where there are most of them.


Society: Anthem

Despite being ruled by pirates, there isn't too much thieving and killing between the clans as one might expect. The laws of the lands are the laws of the Æthear. "Eye for an eye" is the easiest way to summarize their entire set of law and personal honour makes sure that underhand tactics against another follower of Æthear is a sure doom.
Disputes are often settled in manner of dual. The exact rules and methods varies, with the judge being supplied from an independent clan.
A popular method of dual among younger captains is to race to see who manage to plunder a marked target.

Æthear is the name of the pantheon and the religion that all the clans follow. The priests demands a small tribute from each clan and in return spend it on the well being of all Æthear followers. This makes the monks and priestess the core of the scholars and education with presence in every layer of the society. Because of the large influence, the priesthood of Æthear is often called the 13th Clan, but has no say in the Council of 12.
However, by tradition, the closest advisor to the Admiral is indeed a priest of Æthear.

History:

Many can speak fondly of several large naval battles and legendary desert raids. But few can answer where exactly it all started.
The origin of the Raiders isn't set in stone, but of what the odd eccentric scholar might find out isn't exiting either.
The pirate clans where independent and rather peaceful fisher tribes. Until a large group of pirates came sailing and started to demand "tribute" from said fisher villages.
Being defenceless, they hadn't much of a choice. Until they asked for help from the nomads that resided in the desert that surrounded the villages.

After a rather brutal battle that ended in the pirates favour, they knew that they needed to control the area with a bit more iron fist. The leader of the pirates named 12 lieutenants to take control over various key location, with the 4 least trusted being sent to deal with the desert nomads.
It was also the pirates that brought the belief of the Æthear with them to the people who quickly converted as those who didn't faced exile or death.

Those 4 who was sent after the nomads, never managed to exterminate them. In the end, they where simply driven out and their reward, indeed, large areas of lands. Sadly, it all happened to be sand.
In time, they have stopped growing bitter and instead grown rather hard.
The rest of the lieutenants assumed control over various villages and in time grew to become the pirate clans.

Army:
The Æthear army consist mostly of the nomads and their great beasts of burden. They are the protector of the sea of sand and keeps the unwanted from passing into the deeper territories of the clans.
When the nomads are gathered into armies, they do so under the direct command of the Admiral, but usually one of the 4 Chief-Captains have the actual command. The core consist of raiders and trained clans member with exiles from other countries, slaves, outlaws and other scum to function as meat shield. The elite are the Æthear monks, who leads strikes against enemy commanders and leaders. They are dressed in shed skin from salamanders and uses alcohol and fire to intimidate enemies. Or outright set them on fire.

Navy:
There isn't really that much of a actual standing navy. Despite most are indeed pirates and roam the sea, they do so on their own, loyal only to the clan. And the clan is in return loyal to the Admiral, but they have no obligation to hand him all their wealth and ships. Because of this, the Admiral has to "buy" the ships and crews if he wish to martial a fleet.
This is mostly done by giving new up and coming members of the clan their very own ship to command, at the expense of a long term contract directly tied to the Admiral.
Most accept this fate, but a lot of captains tends to grow bitter at their contract if kept on leash for too long.

Government Rules:
War Tolerance: 4
Patriotism: 3
Government Involvement: 2
Freedom of Speech: 3
Sharing of Wealth: 2
Quantity vs. Quality: 3
Law Enforcement: 2
Trade vs. Central Economy: 3

Doctrines:
Mobile Warfare
Seaborne Nation

International Relations (shown as results indicated from a census by the common mass)
The Polypontian Empire - Tempting, but too far away to be worth the trip. Occasionally raided (Indifferent)
Inselstelle Kaiserdom - Fat traders? Big ships? Heathens? Yes, yes and yes. Very much liked. (Unfriendly)
Jiang Dynasty - Too far away (Indifferent)
Empire of Zipang - If Jing was too far, these guys are on a different world (Indifferent)
Pagoda Federation - Not on border, no coast. As long they stay away, it's all fine. (Indifferent)
The Tor Nation - Really not caring too much about the Tor, they do provide a possible ally in a fight against the Teutonic Order (Allies)
Valderian Horde - "What horde?" (Indifferent)
The United Tlapacas of Syrrah - After the Kaiserdom, Syrrah is one of the favourite plundering targets (Unfriendly)
The Qaghanate of the Baharlu - Few people, except the world travelled, can even pronouce the name correct (Indifferent)
Æthear Raiders - Why, we love ourselves! Some infighting, but we are all free kin of the sea. Be it of water or sand.
The Teutonic Order - The Teutonic Chaos isn't that popular. Blasphemers and heathens. Their missionaries are skinned and the crew aboard captured ships face little mercy. (Very Unfriendly)
Die Neun Welt - Some can pronounce the name of this nation. (Indifferent)
Alanthias- A bit too far away for most captains liking. (Indifferent)

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New World Empire Rules, Map and Nation Profiles. Empty Valderian Horde

Post  flailingtortoise Tue Jul 19, 2011 5:58 am

Valderian Horde

Politics: Tribal Chiefdom
To survive in the Valder homelands, you have to be brutal, ambitious and sucessful. Each village is led by a Chief, each Chief is led by a provincial Marshall,
who is then commanded by the Great Bear; (currently) Rogan Heremars and his large entourage of Long Claws, each an accomplished fighter and the closest to thing to a politician
in Valderian society. Treated with great renown and respect wherever they travel, the Great Bear claims no one hearth as his own, he and the Long Claws travel the steppes, welcomed
and housed by the tribes as they go.

Might is right to these people and although to those nations who proclaim themselves 'more' civilised it might seem barbaric, strength at arms is far more desirable than skill with numbers or planning in Valderian politics. If you wish to get to the top, you must be willing to face the current occupier of the rank in an honour duel, as this shows true strength far more than the scheming and intrigue that is common place amongst
other factions. Of course, insignificant things such as resource and the infastructure can be left to those who would call themselves Valderian intellectuals,
a real Valderian is born and bred to fight!

Culture:
To the outside world, Valder appears to be a desolate land where 'barbarians' sustain themselves on what little sustenance the landscape has to offer, Valderian
is a language that has no room for words like 'culture' or 'diplomacy' and with no centralised government it would seem unlikely that the loose assembly of men and women
that make up the Valderian Horde could be called a nation. But those who are born into Valder's harsh womb are of a hardy stock... During the days, when not at war, both
sexes take part in every part of the day to day running of villages from livestock herding, farming and construction while at night, bards perform in packed taverns,
bringing news, goods peddlars from other villages or to herald the arrival of Long Claws or even the Great Bear himself. At times of war, every able man not vital to his
tribes survival gathers his war gear and marches with the Chief to battle wherever they are called to do so. There is great unity amongst all Valderians, with many family
links and ties between the different tribes through trade/family/comrade in arms.

Because of the tribal system and the nature of Valderian Politics, they have seldom changed their ways in over 1000 years, but recent times have been harsh to the people and
so with food running low, the Great Bear has ventured beyond the steppes of his homeland and into the grassy plains of the continent...

Long Claw policy:

War Tolerance 5
Patriotism 5
Government Involvement 5
Freedom of Speech 1
Sharing of Wealth 5
Quantity vs Quality 5
Law Enforcement 5
Trade vs Central Economy 1

Doctrines of the Great Bear

Isolationism - Having never ventured beyond the steppe lands, the Great Bear has never seen or (in most cases heard of) the homelands of emissarys he has met. As such,
negotions have often broken down; how insulting it is to be talked to by a lesser man who thinks he is your equal.
Professional Army - The only true profession of a Valderian is to fight, everything else just fills in the time between fights.
Human Wave - Once the horde is truly mustered, only the Gods can stop it. At the same time, reflexes dull as swords rust in sheaths...

'Diplomatic Relations'

Polypontian Empire - Cultural discussions, acceptance of proximity and good relations. - Friendly
Der Neun Welt - After successful border incursions, Der Neun Welt nation has decided to come under our protection. - Vassalage

No contact with other factions as yet.


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New World Empire Rules, Map and Nation Profiles. Empty Tor

Post  RealOmegastick Tue Jul 19, 2011 6:07 am

Tor
New World Empire Rules, Map and Nation Profiles. Tor

Culture:
Tor is made primarily of Kobolds. They are simple creatures, living in huts or caves if they can find them. However, towards the mountainous centre of the land held by Tor larger settlements spring up, with one, huge, capital city existing on the edge of the ice wastes. That is where they consider home, and from there they have expanded south-east. They are a highly superstitious race, but consist of many religions. The general theme of these religions is one mother that watches over all her children, but there are many variations on this theme. They are very accepting of other races, keeping many pets and giving refugees from other nations homes to live in. Their flag comes from the two gold bars that the Kobolds of Tor consider sacred. No one remembers why they are sacred, but they are a simple people and it gives them something physical to worship. In terms of technology, they have some aspects (mainly architecture) that are barely stone-age, but other aspects that are as advanced as gunpowder-age. They are most proficient with mechanics, diplomacy and crafting while least proficient with architecture, construction and organisation.

Politics:
Tor is ruled not by one governing body, but a collection of councils that have united together under one banner. Due to their natural respect for eachother, they agree on most topics. However, this results in them finding it hard to organise large events and groups such as armies. This has led to them becoming an incredibly peaceful nation that's only defence is diplomacy, small militias and ragtag fortifications.

GRD:
WT: 1
Pat: 3
GI: 3
FoS: 5
SoW: 3
QvsQ: 1
LE: 3
TvsCE: 4

Doctrines:
"Peacekeeper"
"This land is mine, this land is free"
"Military draft"

Relations:
Teutonic Order - WAR
Polypontian Empire - Allied
Æthear Raiders - Allied
Inselstelle Kaiserdom - Friendly
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Post  Zephyros Tue Jul 19, 2011 6:31 am

New World Empire Rules, Map and Nation Profiles. 311xct0

Name: Atlanthias

Government: A democracy where only the citizens of the nation can vote on the people entering the nations council. Said democracy is enforced by the state police
to an extent. It is not a secret that the richer one is in the nation, the more power one has.

Culture: The culture of Atlanthias is focused on producing citizens who are talented in both peace and war, making schools cheap so even the poorest can afford sending their children to be educated. A year of mandatory military service is also required by the males from when they are 18 to 19. People who are not citizens are often found doing the worst jobs there are to be found, and are often required to defend the nation if needed.
To Atlanthias their navy is their greatest asset with great sums of money often being poured into it. But their landforce, despite half of it being made up of mercenaries is not a bad one due to their generals who are educated in warfare.
Due to the relatively low amount of resources in Atlanthias, their merchants can often be found abroad haggling for wares.

Territory Selection:
The most eastern part of the continent.

War Tolerance: 4
Patriotism: 4
Government Involvement: 3
Freedom of Speech: 3
Sharing of Wealth: 1
Quantity vs. Quality: 3
Law Enforcement: 4
Trade vs. Central Economy: 3

Doctrines: Seaborne Nation, Professional Army, International Trade Giant

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Post  Hypnos of Polypontus Tue Jul 19, 2011 6:42 am

New World Empire Rules, Map and Nation Profiles. J0kvoo

Politics:
The Polypontian Empire is of course led by an Emperor who is selected by a senate every 6 years. Emperors are chosen from men who prove themselves militarily but it is not unheard of for men with little military renown to be appointed. The goal of the Polypontian Empire is to increase its size and power by whatever means this may take, but being a military nation, it knows that to defeat enemies, you have to make friends too.

Culture:
Located in the heartland is the main region Arbusmedius, which is the cultural capital of the Polypontian Empire surrounded by desert and jungle regions that gives the region balanced food and industrial production. The Polypontian Empire also borders onto the Great Lake Amiculum to the west. The cultural identity is somewhat similar to that of Roman era, with a centralized territory and aristocracy. Although not angered, the people of Polypontus are frequently restless and many a rebellion has been quenched in recent years. With decreasing land for use, the Emperor Aveo understands the need for expansion. A new order, Terminus Cretum or "border grow" has been initialized by the ambitious Emperor to fulfill his dream of a larger, happier and more powerful Polypontus.

History:
The ancestors of modern Polypontians are believed to have originated from the ancient Labis Desert in the south-east of the continent. The desert being the largest known was scattered with quasi-nomadic tribes who led warring lives. A tribe of men and women called the Maculites moved west after heavy losses and dwindling supplies from recent wars. They found themselves settling by the shores of Amiculum (as it was later named after a young Maculite tried to swim across it's huge width, wearing only a cloak) and founding what is now Arbusmedius, the mother region and centre of the Polypontian Empire. Almost six hundred years passed until a first Emperor was appointed. Emperor Juventus or the Young Emperor, was the first man to declare himself Emperor of the large amount of land that the Maculites had gained. The Maculites were not acknowledged as an Empire or as a people for some time. This is due to the belief that any upstart revolutionary can become king (or Emperor in this case). The key was to maintain, and they did for the next one and a half thousand years. The Empire was ruled by the same bloodline and descendants of Emperor Juventus. The modern name of the Polypontian Empire was coined after the spread of Pontusism, the worship to the God of order, Pontus. Ironically, ever since the popularity of Pontusism, there have been more and more disturbances. Almost every night somewhere in the Empire, there is a riot caused by religious or racial prejudice and unlawful persecution.

Territory: The innermost and centre province of the main island
New World Empire Rules, Map and Nation Profiles. 2jb1o6

Emblem/Flag: New World Empire Rules, Map and Nation Profiles. 2qkl1rm

Government:
War Tolerance: 4
Patriotism: 2
Government Involvement: 3
Freedom of Speech: 2
Sharing of Wealth: 3
Quantity vs. Quality: 4
Law Enforcement: 3
Trade vs. Central Economy: 2

Doctrines:
International Trade Giant
This Land is Mine, This Land is Free
Trench Warfare

Culture:
Roman; Gunpowder Age

International Relations (shown as results indicated from a census by the common mass) (links are out of date & from old forum)
The Polypontian Empire - N/A
Inselstelle Kaiserdom - Liked
Jiang Dynasty - Friendly
Empire of Zipang - Indifferent
Pagoda Federation - Indifferent
The Tor Nation - Very Friendly
Valderian Horde - Unfriendly
The United Tlapacas of Syrrah - Indifferent
The Qaghanate of the Baharlu - Indifferent
Æthear Raiders - Indifferent
The Teutonic Order - Very Unfriendly
Die Neun Welt - Indifferent
Alanthias- Indifferent
Hypnos of Polypontus
Hypnos of Polypontus

Posts : 7
Join date : 2011-07-18
Age : 33
Location : England (GMT +0)

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Post  LongFangNaga Tue Jul 19, 2011 7:28 am

Apologies for the lack of fancy formatting, just wanted to get the info up as quickly as I could.

Inselstelle Kaiserdom
Politics: Led by Kaiser (monarch elected by landed nobility) and head Chancellor (leader of party with majority in legislative body). Laws are made in the legislative body known as the Schreienhaus, whose members are voted in by an electorate of all property owning citizens. They prefer trading and diplomacy to warfare, relying on the natural barriers of the sea to protect them from would-be attackers.
Culture: The islands that make up the Kaiserdom are rich in food but have little in other resources. This has led to a mercantile society, as the Kaiserdom gets most of their raw materials by trading excess food to nations on the continent. The northern island of Kanalstadt housing many of the ports that trade with the mainland and is such the most metropolitan. Comparatively, the southern island of Zuruekland is more conservative and religiously bent. Like it's geography, the middle island of Mittelkopf is a between point for upper and lower islands; it is fairly urban but has many rural areas, especially in the northwest. It is also the home to the capital and is thus the heartland of the Kaiserdom. As a whole the people of Kaiserdom are industrious, loyal to the Kaiser and the government, and have a tendency to be rather boisterous.

Territory Selection:
The three islands on the southeastern section of the map (one for the northern, one for sourthern, and eight for the middle island).

Flag can be found here (link didn't copy; my avatar is my flag)

EDIT: Here are the values for the new government stuff
War Tolerance: 3
Patriotism: 5
Government Involvement: 2
Freedom of Speech: 3
Sharing of Wealth: 3
Quantity vs. Quality: 4
Law Enforcement: 3
Trade vs. Central Economy: 5

Doctrines: International Trade Giant; This Land is Mine, This Land is Free; Seaborne Nation

Moar Edit:
Images should be from Germans at either Enlightenment or Industrial Age

Further Edit:
Relationships with other factions
Jiang Dynasty: Respectful
Yipang: Unmet
Polypontian Empire: Friendly
Pagoda Federation: Unmet
Tor Nation: Indifferent
Syrrah: Respectful
Qaghanate: Unmet
Aether Raider: Dislike
Teutonic Order: Respectful
The New World: Unmet
Atlanthias: Unmet
LongFangNaga
LongFangNaga

Posts : 53
Join date : 2011-07-18
Age : 32
Location : NC, US (GMT-5)

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