Dreams of an Empire
02-21-2014, 05:34 AM
Post: #1
Dreams of an Empire
Dreams of an Empire

Thousands of years ago, this land was home only to raging tribes, proud and noble but ignorant and small. Then the land was united by an Empire on the Eastern Ocean, and civilization spread across the continent in its wake. As the people grew powerful, the Empire grew weak and fragmented, breaking under the strain of the 'barbarians' it ruled over. Warlords rose and law fell, but all was not lost to the darkness.

[Image: poor_mans_world_map.png]

As the shadows of war and backwardness recedes, as the old Imperial legacy is rediscovered amidst the ashes of the dead state, the world begins to open up. A thousand riches across a hundred seas, waiting for the first to find them, wealth waiting for plunder, land to claim, people to conquer and welcome to civilization... We have come into our own now, and stand ready to claim our birthright. We are kings and queens, princes and despots. Our time has come. Our proud banners will fly as we build realms which stretch across the face of this world.

Will a new Empire rise by the sword? Or by the quill? Will the rulers of the continent collaborate in harmony and peace, or will civilization be consumed by war?

[Image: startingarea.png]

It's been a long time since I ran a true states game. I'd say too long. Welcome to Dreams of an Empire, or perhaps as it ought to be called, the next city-states game. It won't be a character game like Crown, and it definitely won't be an RPG. I'm going right back to basics here, but taking advantage of what I learned from past states games made by both myself and others.

The game is playable by anyone, even if you have no idea how to play states games and have never played one before. Statecraft is not an exact science, and there are enough elements that nothing hinges on any one element. The game will be played entirely freeform through PMs. Players will be starting close together in one region, and at peace – but that certainly won't last. The race is on to make alliances, conquer global lands, consolidate your power and fulfil your ambitions...

Country Name: The name of your country. Must, naturally, be unique to you.
Country Info: Some background information on your country. What it's like, what makes it different, its dominant cultural group, some elements of its history maybe... This is quite important as I will use it for worldbuilding and setting up your starting situation.
Leader Name: The ruler of your country. Again, must be unique.
Leader Bio: Some background information on your leader. Include what you like. Who they are, how they came into power, their ambitions, whatever.
Color: The color associated with your country, primarily for map-painting conquest purposes.
Flag/Coat of Arms: Any graphical representation of your country for diplomatic and military purposes. You can provide either an image or a description.
02-21-2014, 06:20 AM (This post was last modified: 03-11-2014 05:38 AM by Galloglasses.)
Post: #2
RE: Dreams of an Empire
Country Name: The Anorian Ascendency (Anoria), current holder of the Imperial Crown of the Londarian Empire

Country Info: Anoria is an old kingdom reknowned for its heavy infantry, knights and crossbowmen. It has an elegant culture dominated by a high society and rich aristocratic heritage. Even the peasantry of the kingdom, through the long march of history bare some pride as many of them are related, tangentially if nothing else, to long dead noble houses and many of them still retain their crests. Of course the law does not recognise any claim they have but it allows them their dignity and airs. It is known for its celestial dragon worship, associating different gods with different elements of existence, Light, Water, Earth, Death, Life, Flame, Storms, even less worshipped dragons such as Mystery, Darkness and Void. Each Dragon has its own priesthood proclaiming values and virtues associated with each dragon and its element, liturgies are often flashy affairs as a result. It is a mystical and spirituality heavy based religion, while not aggressively evangelical, it does actively persist in missionary activities. Upon death, adherents of the dragon faith believe their souls ascend the celestial tower in the domain of the dragon of mystery, having been claimed by the dragon of death. This great ivory tower is believed to be truly vast, their souls ascend the great steps up the seemingly endless tower along with uncounted others, to be stopped along the way by their ancestors and questioned about their lives and motivations. Each time they are found wanting they are thrown from the tower and must start climbing all over again, those who reach the top have an audience with the dragon of mystery and learn what the gods have in store for them as reward for their enlightenment.

The Anorian Ascendency is first among equals of the Londarian empire, the imperial throne is hereditary and past from one Anorian King to the next, the dance of imperial politics is a knife edge but a necessary evil to keep the peace, for although Anoria was the hammer that brought the fractious nations of the empire into the fold, it does not rule them as one would rule over an upstart baron.

(Not going for any particular culture here, the general feel of the nation is a not-european esque renaisence culture with elements taken from everywhere.)

Leader Name: King-Emperor Carolus Capadocious

Leader Bio: Carolus is a young but proven commander, having served in the imperial army with valour and distinction before duty called him to his throne. His father died of old age and his elder brother died of the pox, leaving him the sole heir and inheritor of both Anoria and the Imperial crown. He is the last of his line and should he die before siring an heir, the empire will enter an unprecedented period of its history with no clear claimant on the imperial crown.

He is an optimistic and vigorous ruler, reknowned for his good nature and powerful voice, but it remains to be seen if he is as good in the boardroom as he is on the battlefield.

Color: Red

Flag/Coat of Arms: [Image: empireanoria%20flag.png]

Isilynth - Capitol

The Londarian Empire
Imperial Flag: [Image: empireLondarian%20flag.png]

The Empire: The Londarian Empire is effectively a HRE state with VERY loose imperial crown authority, the only thing effectively binding the states together is mutual defensive alliances, one state gets attacked the Emperor and the other imperial states are obliged to come to their defence to the best of their abilities, however infighting and aggressive wars? You're on your own. These nations ARE NOT controlled by Anoria but Anoria has to pay attention to them because, well, thats the price of bearing the Imperial crown. Because these states are effectively independent I can't stop them interacting with other player nations or vice versa, similarly player nations can join the empire and gain similar rights and privileges up to and including vetoing imperial laws for teh lulz (and to cause me anguish), this is effectively because Sul suggested I should play 'hard mode', which as you know, is kinda what I do anyway.

History: The Londarian Empire is not one nation. Rather it is a collective of nations united, nominally under the Emperor into a complex web of political arrangements, treaties and defensive pacts. This is by and large because of the Three Genii. The three kings of Anoria centuries ago, who conquered, fought and negotiated their way into dominance over the region and, in particular, are famed for their agreements with the member kingdoms, with promises and negotiations which secured the long and prosperous peace of the Empire. Relatively speaking of course.

The fractious clan kingdoms of the north, the archbishoprics, principalities, free cities, Kingdoms, tsardoms and duchies of the empire are as varied and fractious as one can imagine, it is, in fact, a miracle the empire held on as long as it did. Many were the minor wars and petty squabbles of the empire that only kept in check by a disgruntled neighbour's appeal to the emperor who, in most circumstances couldn't stop the petty wars without the approval of other member states.

However the true might of the empire, which from the outside looks divided and weak, is every member nation's devotion to the 'Old Promise' of defence against outside threats. It has been over three decades since the last great war, where the Empire, as one, rose in arms against a foreign king who got too big for his britches. Generally most other nations are content to leave the empire to its foolishness, knowing full well that the King-Emperor cannot bring the might of the empire to bear for his own ambitions and must chase such dreams on his own merits.
02-21-2014, 06:21 AM (This post was last modified: 03-11-2014 09:15 AM by Raptarion.)
Post: #3
RE: Dreams of an Empire
Country Name: Ethium
Country Info: Ethium does not have a good reputation. It has been called the hellhole of the empire. The bloodied wastes. The land of eternal war. Each of these statements contain a degree of truth. Since the fall of the old empire, Ethium has been the battleground for one brutal kingdom or another, hungry for land or resources. The native people of Ethium have been a constant thorn in the side of any foreign power. Ethium natives were known for their xenophobic nature, as well as their savagery. Both statements are true to an extent. The natives were highly xenophobic, but this was a trait they had gained after years of mistreatment by the foreigners of the empire. And it was this mistreatment which led to generations of conflict.

Of all the countries to attempt to claim the land, none were as persistent, or effective, as the Sterkoch kingdom. The well trained and numerous knightly orders in service to the king proved effective enough in protecting the settlements from the guerilla tactics of the Ethium natives. The Sterkoch people were originally part of the Londarian empire. But after the empire neglected to keep its promise of military support during a rather devastating war, they succeeded.

After many long years of struggle for control of the country, both sides were weary, yet they fought on anyway. The scars seemed to run too deep for there to ever be peace in the land. But despite all odds, peace did come. The story of how years of bloodshed is so fantastical, that one can only assume the details have been either exaggerated, or outright fabricated. The fact that there are several version of the events support this assumption. But at the heart of each story, it’s the same.

A Sterkoch prince named Sven Vaan de Laar, and a Ethium warrior named Adisa Jiang. The two met, and fell in love. It was through their efforts that peace was made between their two people, and their bloodline still rules to this day.

The peace the achieved is far stronger than one would suspect from what were once bitter rivals. Maybe it was because both sides were so tired of war, that they were all too eager to embrace peace. In fact, peace continues to be a major movement in the country. Both cultures have altered significantly in a rather short time. Violence (or at least, violence without cause) has come to be abhorred. The acceptance of people regardless of race or beliefs has become a widespread practice. And forgiving one’s enemies is considered a very important virtue. The hellhole of the old empire has become a refuge for all peoples, and one of the most peaceful lands in the known world. It’s nothing short of miraculous.

On religion
The beliefs of the Ethium natives are largely based on the idea that their ancestors continue to live on this earth, in a plane of spirits. They are capable of guiding you, and protect you from otherworldly harm. Particularly in the form of bad spirits and illness. The best way to receive your ancestors protection is through herbs and incense. They are surprisingly good healers as a result.

The Sterkoch people believe that gods take the form of people containing both male and female characteristics, and are both two people and one person simultaneously. They believe that all people are descendants of Vared and Morede, a god who split themslef into two people because they could not stand their other half. They eventually realized it was a mistake to do so, but could not properly reunite. There are six other gods they recognize. The god of the seasons and harvest. The god of life and peace. The god of war and death. The god of earth and heaven. The god of justice and chivalry. And finally, the god of destruction and evil. The last one is a devil like figure that is not worshiped.

Misc. Facts
-The country is currently composed of the the normal cities and towns and farmland one would expect, but large swaths of land are not very developed, and are instead roamed by the nomadic natives, sticking to old lifestyles almost stubbornly. The country is almost split in half by the border between developed and undeveloped. But signs of civilization are dotted throughout the countryside in the form of outposts, forts. Most of which are abandoned and in disrepair.

-The Sterkoch are best known for their knightly orders. There are a number of them, all led by an influential or powerful family in service to the crown. They supply the bulk of the military forces with heavy infantry and cavalry. When not at war, knights usually act as peacekeepers, although most knights also learn some sort of craft, or become a scholar of some sort. Becoming a knight is considered a difficult but rewarding pursuit. Although all led by different families, they all practice similar moral codes and fly under nearly identical banners. To an outsider, they are difficult to tell apart. But don’t tell a Sterkoch that, or they’ll just give you a long boring rant about how each order is unique and how this order did this while this order did that. They’ll never shut up.

-The symbol at the center of the flag is an old native character meaning (among other things) peace, life, protection, and the land of spirits.

Laarkeep- Capital
Leader Name: Kgosi Van de Laar
Leader Bio: Kgosi is the grandson of Sven and Adisa. As such, he inherited the crown. He is commonly known as “The crippled king.” This comes from the fact that he suffers from some unknown disease which has left his lower body incredibly weak, and his bones brittle. He has to be carried wherever he goes in a padded palanquin. Despite this, he appears to be a rather happy person. He is kind, generous, and (as would be expected of a king in Ethium now a days) a huge supporter of peace in any and all facets of life and politics.
Color: Dark green
[Image: Ethiumflag_zpsf034e767.png~original]
02-21-2014, 07:34 AM (This post was last modified: 02-22-2014 12:01 PM by Pagan.)
Post: #4
RE: Dreams of an Empire
Country Name: Short: Khilahr (Lush Lands) Long: Tir Khilahr Garcien Fahllahd (The Grand and Noble Lush Lands) Demonym: Khilahryy (Child/Children of Lush Lands)
Country Info: The feudal lands of Khilahr are a federal elective monarchy, each of their settlements having different laws and different rulers, yet still under the thumb of the one they chose as the Fahllahn’Garci. Because the Khilahryy place huge value on mastery of skills, those in power tend to be placed there due to popularity, the honour and skillful craftmanship of their family boosting their perceived worth. Those of the greatest worth are chosen to lead, as they have already proven dedicated to one skill, and have amassed wealth through their capacities. The Fahllahn’Garci is ruler until death, at which point the next leader is elected.

The Khilahryy place family above themselves, working for their life to become a master in the skill of their choice, for the shame brought to their family for not reaching one’s full potential is unbearable, worse even than death. However, with this pressure for greatness comes much pride and quality, the Khilahryy viewing themselves as the children of the stars, destined to inherit all the lands the eye can see.

Khilahryy religion is simple and decentralized, consisting of many disjointed temples of stone, often carved into solid stone, but sometimes being cobbled (or even made of cement should that not be out of the question). Each temple is built near a wonder of nature, such as waterfalls, huge trees, great rivers, colourful sands, strange rock formations, and even grand mountains, and within the temple are smaller shrines to the local flora and fauna. A family of alsan (al= spirits of nature, san= one who talks to) lives near the shrine, tending to the gardens of local plants, feeding the animals that come near, and keeping the temple in peak condition.

On the 11th year a child lives, they, as well as the most skilled of their family, go on a pilgrimage to the largest temple, found next to a tall waterfall which leads to a roiling pool of water, pouring into the water table below. The child learns of the world from their guide, studying the wildlife and watching masters work, to help the child decide on their first profession, to be chosen when they reach the grand temple. Once there, they are greeted by the oldest of the alsan tending to the temple, the guide returning to town as the elder alsan takes custody of the child. There, they will spend two weeks, meditating and thinking of the world as the child has seen, the guide eventually returning. If the child has not chosen their first profession before the guide returns, they are left there, to become an alsan, otherwise they are taken to the town which is best known for this craft, where they are put into apprenticeship under the best, free and willing, master present. The apprenticeship is done out of honour and respect for tradition, with no payment being present. If the child does not behave, or can not learn the skill, despite years of repetition, the master can release him to the nearest alsan, who will deal with the child as they deem most appropriate (typically reassessing their preferred profession or taking the child in as an alsan). Those who can not stay dedicated to their first choice are shamed by their families, never being treated as equals again. To become an alsan is to throw away ties to your family and all the towns around you, instead holding that honour to the spirits of the lands instead.

Alsan act as therapists, listening to the woes of all who need it, and offering advice to all who ask. They also act as keepers of folktales, telling stories of the past and spreading oratory relics of their proud and ancient culture.

Upon choosing a trade, a child will spend up to 6 years at a time away from their family, returning every few years to keep up-to-date. However, after reaching a journeyman skill level, typically around age 24, the child will take a new tradename, losing that of their family and gaining that of their new trade. Alsan lack tradenames, instead using the name of the temple they tend. Some take a tradename that encompasses both that of their family, and that of their new trade. Children are given the tradename of the most successful member of the family, and as such can change often. Additionally, everyone possesses a family name, taken from the more successful partner in a marriage, giving their name to their children while their partner keeps their family name.

Food, music, and luxury crafts are amongst the largest professions in Khilahr, having fewer objective qualities, each being more subjective in grandeur than swordplay, horse riding, archery, or blacksmithing. This is not to say that there is a scarcity of martial artists, but a surplus of consumer crafts. Still greater in quantity are the farmers, herbalists, and architects, making the most efficient use of the materials before them that they can.

A small but growing profession in fireworks (diri as a common term, formally called dirigarcien) exist, which tend to be extremely ornate and convoluted. Each firework is like a dance, consisting of several connected, yet separate, smaller fireworks, which fire in a choreographed fashion. Simple fireworks do exist, but are fewer in number, due to each Dirisan (dir=fire. One who talks to flames) wishing to be unique and recognized, to bring glory and honour to their families.

The Khilahryy are vaguely xenophobic, only craftsmen, guardsmen, and priests interacting with foreigners, the rest viewing them as uncultured and dishonourable, due to differences in religion and their attitude towards “failure”. Skin colour and hair colour are irrelevant to the Khilahryy, treating those who speak their language and practise their tradition as if they were their own. As a result, the physical traits of the nation are greatly varied, but tend to be consistent within each city.

The Khilahryy army is of a moderate size, consisting of volunteers. Each city has their own army, consisting of those who train in any variety of martial arts. Most common are swordplay (sisniran [si being “sword”, sn being “the art of”, iran being “one who does”] One who does the art of swords) and mounted archery (sitch’huesniran [sitch being “horse”, hue being “bow”] (firearms[dirhuen] are available, they are seen as dishonourable due to the lack of skill needed, although are still used, especially in emergencies), which use a large variety of weapons and styles due to the individuality each craftsman expresses in their constructs. Common are curved blades and broad headed arrows, but even within these categories gear can be as diverse as the ethnic makeup of a city. The military is primarily used to protect the land and crush bandits, preferring to stay peaceful with their neighbours, so they can continue to export goods.

Ships (called Setsitch) are relatively small, with more value being placed of speed and maneuverability than cargo space, as most tersan (Ter being trade. One who talks trade) only sell a ship or two full of goods at a time, although some own up to 5 ships. Still, some larger vessels do exist, primarily being crewed by volunteers, trained in boarding and combat at sea, aiming to keep the seas clean of banditry much as the army does on land. (Here, firearms are more popular, although they are typically kept as backup weapons. Cannons [Fahllahdirhue] are few, but tend to be ornate and experimental in capacity, as are the rounds they fire.)

Pets are common, most families owning at least a dog or two cats, with many owning up to five cats and three dogs. Ornamental pond-fish (such as koi and goldfish) (called alset [set being “fish”] spiritfish), turtles, lizards, frogs, and an assortment of other small animals are common first pets for children, due to the small size and relative ease of caring for them. Those who do not own at least one pet are viewed as less skilled, due to the resources required to care for a pet, and as a result some own pets simply to avoid bringing shame to their family.

The Khilahr capital changes to the city that the Fahllahn’Garci has their home in.

Even while under the rule of an empire, the Khilahryy were a proud people, paying dues to the uncultured people who "enslaved" them, simply out of fear of being destroyed as a culture. As a result, they harbour hard feelings towards others who were once under this empire, although it doesn't change their behaviour towards them, as bias preventing success is shameful.

Leader Name: Fahllahn’Garci Heilyy Hasan Delicen (Grand-Noble Child-of-Fir Who-Talks-To-Foreigners [diplomat] South-Man) (Title Callingname Tradename Familyname)
Leader Bio: Heilyy Hasan Delicen, born Heilyy Siiran (bladesmith) Delicen, came from a small mining and smithing town, showing interest in the world around him from a very early age, asking many questions regarding nature and the nations around Khilahr, few of which were answered to his satisfaction. By the time he was 8, he had become the most popular of the children in the town, his first taste of power. When it was time for his pilgrimage, many of the other children cried, for they were unlikely to see Heilyy again, far in the future if ever. He, however, did not cry, he merely smiled, for he would soon be a man, and soon would see the world which he knew so little about. His mother, Deliheil (Southern-Fir) Siiran Delicen, would be his guide, and together they visited many port towns in their journey, where Heilyy would talk to traders and foreigners and learn of the outside world. As their journey turned inwards, he became less interested in the wilderness of his homelands, constantly thinking of the stories he was told while at port. By the time they had reached the temple, Heilyy was desperate to tell the alsan of the tales the foreigners spun. For weeks, they discussed the ramifications of being a trader or diplomat, the risks involved, the work one would have to put forth, but Heilyy’s will did not falter. He told the alsan that he wished to bring the beauty of Khilahr to the foreign lands he had heard of, which he had been told were filled with uncultured barbarians, lacking honour or familial ties. He was told to go to the present capital, to learn under the Garci Hasan that follow it’s roaming.

For 7 years, he went without seeing his family, until the Fahllahn’Garci died, taking him back to his hometown as the new leader saw it as a beautiful location for his home. The new leader was very old, and as Heilyy neared the age of 24, the Fahllahn’Garci died again. By now, he had made friends with much of the Garci of the other cities, acting as a diplomat between them, the Fahllahn’Garci, and each other. They voted him as leader, making him the second youngest leader they had ever had, the first youngest being a babe of 3 and shortly after died of pneumonia. He moved the capital to the largest port town and began ordering a standing army to exist, and an increase in the export of cultured goods. He hopes to bring about unification of all peoples under the Khilahryy culture, by culture exportation, military might, and diplomatic skill.

He owns 2 setsitch, 2 cats, 3 dogs, and a pond of ornate alset. The dogs, alset, and setsitch were gifts from other garci, given to him during his coronation ceremony.
Color: Dark Slate Gray
Capital: Changes with leader but is presently Alter, the largest port city, formerly known as Setsit'Hur (Hur being "the source of". The source of fish-horse [boats])
Flag/Coat of Arms:
[Image: Zhjud0W.png]
The blue represents the waterfall of the pilgrimage, the grey the mountains from which water flows, the green the vastness of nature, and the yellow representing the barren (cultural) desert of the outside world.

Working Name: Anarkismo
02-22-2014, 07:09 AM (This post was last modified: 12-05-2014 05:18 AM by Bramzter.)
Post: #5
RE: Dreams of an Empire
Country Name: Republic of The Sea Beggars. (Oost-Kade)

Country Info: The former dutchy of Oost Kade consists out of seven provinces along the coast. The inhabitants have a strong maritime tradition and are hardy folk. having settled there for a long time they have had to deal with floods and storms yet they persevered and the tribes did well, growing accustomed to the swampy terrain. They however never formed a real country soon became territory in several empires to discourage raiders and warlords, They became renowned of their mercantile prowess, fast and capable ships and their love for cannons, Generations of sappers honed their teeth on the fortified land and harder terrain... They eventually became a part of The Londarian Empire

With the wealth brought in by trade and the forming of various guilds brought a wave of culture to Oost Kade, yet there was a growing resentment between the local populace backed by the nobles ruling over the land and the newest Londarian emperor, differences of faith, the threat of a visit by the inquisition and a heavy tax increase were the final offence, backed by an Ex-empire supporter the populace rebelled against the empire and had a war. This war is were the name sea beggar came from; many Oostian 'lower' nobles took up being privateers, This earned them the name sea beggars.

However since the Oostian's were too dug in and the war had become to costly for the empire, they agreed on a fragile truce, they were recognized their independence and the court of nobles behind the revolt formed a republic, Each of them became a city holder, The true leader would be elected... Wary of its neighbors and with the taste of riches in their eyes the young republic planned its next move.

Leader Name: Willem van der Decken

Leader Bio: Stadthouder of the Cities Ravensburgher, Dykewacht en Ooststadt, Willem is a determent and ambitious man and an accomplished admiral, He fought in the Oostian Revolt and made himself rather famous when he broke a siege of a coastal city, He quickly used his populairity to be elected to lead the republic to glory and riches whole defending his homeland form anyone who would harm it.

Staunchly pragmatic and unafraid to sacrifice a bit of piety and honor for results, his opponents soon created the rumor he made a deal with the devil... A reputation he himself enjoys very much, He always had a distaste for religious zealotry since the war..

He has trough good investments and a fair amount of spoils culviated the image of a wealthy admiral and gentlemen. Altrough how that wealth and class was earned is dubious at best.

Color: Blue

Flag/Coat of Arms:
[Image: UberDutchFlag_zps89f2d92d.png]

02-22-2014, 10:07 AM
Post: #6
RE: Dreams of an Empire
Wait, we get gunpowder and cannons?

Working Name: Anarkismo
02-22-2014, 10:12 AM
Post: #7
RE: Dreams of an Empire
Don't get too hot and bothered. This is a compressed Renaisence, somewhere between the high middle ages and Galileo. So it is REALLY basic arquebusiers and cannons, which the middle ages were rife with.
02-22-2014, 10:30 AM
Post: #8
RE: Dreams of an Empire
I was just curious, because I'd hate to nerf myself by over-playing archery.

Working Name: Anarkismo
02-22-2014, 10:57 AM
Post: #9
RE: Dreams of an Empire
Archery is still a significant force on the battlefield. A good archer tradition certainly beats out massed volleys of early arquebusiers on the battlefield, but would be slower to replenish and replace and would obviously put a damper on firearm technological progression.

Just one thing of many you might want to think about.

Along with what people are calling their capitals. That's a thing that shouldn't be forgotten.
02-22-2014, 10:58 AM
Post: #10
RE: Dreams of an Empire
What about concrete? Is concrete within the limits?

Working Name: Anarkismo
02-22-2014, 11:34 AM (This post was last modified: 09-08-2014 07:13 AM by Vancho1.)
Post: #11
RE: Dreams of an Empire
Country Name: Hanami

Country Info: Hanami was established in antiquity by the saintly Lord Wasa, who united the largely independent and weak agrarian settlements and noble domains through force of arms and charisma. Lord Wasa wished to protect the people from external forces which would destroy their lives and culture. He waged war to keep fighting out of the core lands of Hanami. Under his guidance, a safe and strong border was established. Lord Wasa also encouraged the martial tradition of Hanami, ensuring that the state would be able to defend itself from outsiders.

His dynasty still reigns as the head of state of Hanami, though the powers of government rest in the hands of the top societal leaders, who have organized into a council which decides important issues. The land is largely feudal, though, ruled by its own nobles, military leaders, or great civil organizers. The head of government is the Zenken Taishi. The Zenken Taishi is usually the most politically powerful general or noble, and is backed by force if necessary.

Most people live in cities or the surrounding farmlands which supply the city. Rice is a staple in the more swampy southern region, while northerners grow more wheat. Livestock are generally seen as a symbol of wealth in the countryside. Education is a priority for the citizens of Hanami, and most villages have at least one school.

Hanami has a strong codified warrior tradition, with several schools focusing on empty-hand arts and weapon arts, especially the sword. Knights are also expected to be well-educated, and many become academics after becoming too old or injured to fight. Their religious beliefs are a mix of spirit-worship and the belief in a supreme deity. In their belief, the Saisho attempted to create a perfect world, but realized that free will will allow flaws. Followers of the Saisho seek enlightenment, and have a non-violent philosophy towards all living things. Warriors generally pray to the spirits for succour and guidance, though there are certain sects of Saisho monks who study martial arts as self-defense, discipline of the body in the path to enlightenment, and spreading the ideas to hostile people.

The people of Hanami are largely insular, trading with outsiders only when there is a clear advantage to trading. Their culture has largely been uninfluenced by outside movements, though some ideas have entered society. There are some families which have given up power to their cities following the ideals of the Oost-Kadian republic, though strongly influenced by the Hanami spiritual beliefs. It remains to be seen whether this will affect the High Court and Council.

Capital: Yokyo

The people of Hanami see their capital as the center of the world and culture. Its streets are full of art galleries, theaters, bathhouses, and shops. Two great universities grace opposite sides of the city, with many smaller schools and colleges dotting the neighborhoods. Most of the scientific discoveries of Hanami come from one of the two universities, and they are in constant competition to produce the most talented artist or the most intelligent scientist or philosopher. The center of the city is dominated by the Princely Court of the Wasa, wherein the lord lives and the Court meets. The Zenken Taishi are expected to maintain a household in the Princely Court as well as their home provinces.

Leader Name: Ki Yasu

Leader Bio: Yasu is the daughter of Ki Susumu, an important general who repulsed several attacks on Hanami in his youth. She was born during a time of peace, but was raised to be able to handle situations of conflict. Yasu is trained in the spear, and often does forms when she is stressed.

Yasu became Zenken Taishi after her father's death, inheriting his position in the Court. It is not rare for one to inherit the title, but women are rarely Zenken Taishi. Yasu successfully defended her power through clever maneuvering at court, pitting rival nobles against one another to secure her position. She has since focused on a policy of encouraging cultural works, improving the living standards of the country farmers, and trading with other states.

She is being courted by Hon Osamu, a young scholar from the capital. It is expected that they will marry soon. Yasu is partial to distilled wheat liquor, a specialty of her native north.

Color: Metallic Gold

Flag/Coat of Arms:

Ki Emblem and Banner:

[Image: Ki_Mon.png][Image: Ki_Banner.png]

Hanami Emblem and Banner:

[Image: Hanami_Mon.png][Image: Hanami_Banner.png]

The one, the only, Vancho!
02-22-2014, 03:43 PM
Post: #12
RE: Dreams of an Empire
Country Name: Renboal

Country Info: The Technocratic Autocracy of Renboal has existed, in one shape or form, for centuries after the fall of the empire. Originally a simple tribe under a power hungry warlord, they ravaged the mainland until the leader's death. His successor discovered a bastion of the crumbling empire along the coast, and fortunately for the people living there he fancied himself as an heir to the empire as opposed to a simple warlord. Mixing his tribe with the civilized empire soldiers and civilians for mutually assured growth, the city-state of Renboal was first formed. For decades they flourished, until a large collection of warbands threatened their borders.

The defenders of Renboal were ready to fight the enemy to the death, and were certainly more organized and better armed, but the enemy were too many and slowly pushed them back. Instead, a plan was concocted based on rumours of a surviving element of the empire rumoured to be past the sea. Putting together a great fleet while their army held off the enemy, the people of Renboal fled en mass from the mainland. Though many were lost during the voyage, and historians would place their trip as poorly planned and navigated (in fact, they passed what would become their homeland several times), eventually they reached the fabled island. Unfortunately, the land was not the haven they had hoped, as it too had fallen to barbarian tribes and petty warlords. With no way back and only enemies ahead of them, the citizens of Renboal desperately took up arms along with their remaining soldiery and fought tooth and nail. Though many of the weaker tribes did join the Renboalese, the larger warbands pushed back and it was said that the bloody war raged on for a full year. In the end, countless were dead and the people of Renboal again had to start from nothing. Fortunately for them, this time there would be no enemy hordes coming for them, beyond the few that still existed after the war - for their new home was an island, and far from the conflict that still raged across the mainland. They slowly began to flourish again, and to this day families who can trace their lineage back to the people who fled from the continent are treated with at least some minor respect.

In the years that followed, though there were few major periods of strife each one shaped the future of the country in not-so-few ways. First, they people of Renboal had to push back the remaining barbarians they had battled when they arrived on the island. Though they were mostly successful in their efforts, this struggle did lead to the formation of the nation of Norogg out of the surviving tribes, who would remain a staunch rival and thorn in Renboal's side for centuries. The second major event was only some time later, after a string of particularly bad harvests. Having stayed out of touch with the mainland since they fled, the Renboalese were thrust into a civil war over resources, and for a brief time the nation all but collapsed into anarchy, until a radical faction of the government, using soldiers and resources brought from the continent to replace the monarchy with a republic government, regain control of the nation, and push back the Noroggians that had used the crisis to claim part of their country. This would thus lead to a politically unstable regime while Renboal stumbled into the political machinations of the continental states. Eventually that regime proved defunct, and was again replaced with the old monarchy.

For a couple generations there were no further problems, and perhaps in that lied the problem that spelled the second end of the monarchy. The nation had fallen into opulence. It had grown lazy and content, sitting on their island without having to worry about attacks from the primarily land-based empires of the continent, who were far too busy fighting for power with each other to worry about a peaceful island nation that would give far more trouble than it was worth. The nation started to decline, and their enemies on the continent plotted with Norogg to bring about Renboal's destruction. Within months much of the nation had fallen, and the king and his son and heir were dead. Salvation again came from a radical faction of the kingdom, however this time it was the intellectuals who led the charge as opposed to republicans. They shunned the old, barbaric ways of combat that the kingdom had followed ever since its foundation, relying on tactics and technology to make up for the numbers lost. Though the struggle was hard fought, Renboal had begun to once again rise from almost certain destruction. With Norogg failing under this new, organized resistance as well as rebellious citizens of its own, its continental backers abandoned it, and it too fell under Renboalan control eventually, unifying the island under one government.

The new government has lasted ever since that war, the last to ever be fought on Renboal's soil. It was based initially on an oligarchy of men and women who contributed to the nation in vital, and most importantly innovative ways. These people would then elect whichever member they thought had contributed the most, and could be an effective leader, and that Autocrat would lead the nation much like a king, until his death or (usually forced) resignation. However, as new technology isn't invented every day, it soon was stated that the descendants of any Oligarch would be able to nominate a single member of their family for the council, and therefore as a potential candidate for the position of Autocrat. Unfortunately this led to families obviously trying to lessen or take over the work of later inventors and intellectuals to maintain their own power, and nowadays while the people of Renboal are proud of their heritage and supposed advanceness, treat the government as little more than a kingdom under a fancier name.

Finally, Renboal still maintains uneasy ties with the mainland, and during the past few generations has put efforts into expanding its political ambitions and gaining land, with a particular drive towards reaquiring what they believe to have been the original Renboal, that coastal city and its surrounding regions that was abandoned so long ago. The nation's military focus are obviously their arquebus and pike regiments and large navy, eschewing most other forms of warfare besides a few specialist archer, cavalry, and infantry regiments, usually made up of Oligarchs and their personal forces.

Leader Name: Autocrat Tiberius Simons

Leader Bio: Tiberius Simons is an old, clever man with graying hair an a long beard. He pretty much looks and dresses exactly like one would expect and old king to, albeit without any sort of ridiculously ornate cape or crown. He is an amicable, if eccentric, man who is easy enough to get along with but hard to deal with in large doses. He has been Autocrat for a long time, over half his life, although his family is in fact the newest to the Oligarchs, with him being the very first member of the first family to be added to their ranks in almost a century. What made him so important that he had to be adopted to their ranks, when normally the Oligarchs do their best to stymie anyone who could lessen their individual power or integrate them into their already existing families?

He came up with and proved the model of heliocentrism, bringing about a scientific revolution that dominated much of scientific thought since he came up with it. Though it has made him many enemies among those who adamantly follow the old belief system, his accomplishment among the intellectually self-important nation of Renboal made him so popular that much of the population practically demanded to their ruling class that he be added to their ranks, and when the aging Autocrat before him, also a prominent scientist and a supporter of Simons', took a shining to him and suggested him as heir the other Oligarchs had no choice but to allow him to become the successor.

Politically, Simons is passive, trying to focus efforts away from antagonizing other powerful nations and instead developing assets and lands in less developed areas instead. He has also spent a lot of time turned inwards, trying to lessen the pretentiousness of the oligarch families. While these efforts have been almost entirely unsuccessful, it has helped to further his support from the regular people of the nation and lessening the distaste all but the most threatened families have towards him.

Color: Gunmetal Grey. All the way.

Flag/Coat of Arms:
[Image: Reboan%20Flag.png]
02-22-2014, 07:28 PM (This post was last modified: 11-23-2014 04:14 PM by KoH.)
Post: #13
RE: Dreams of an Empire
Country Name: The Serene Republic of Gaia

Country Info: The Serene Republic of Gaia has a long history of trade, manipulation and maritime ways. With the capital city of Gaia located at the crossroad of a major sea and land trade route, most trade shipped anywhere tends to pass through the city before moving on to a number of other hubs. Merchants of the state are sent far and wide to search for exotic goods, and can be found in almost every known trading centre. A large navy is maintained and paid for by the coin of trade and is often used to ship goods, protect the capital or blockade other states for coin. It is also known for the darker side of business, piracy, though this is often denied by the Serene Doge.

Gaia has risen to power on the backs of other, larger states, often using the might of a powerful navy to justify grabbing trading centers, coastlines and islands where it sees fit. Currently it holds a large amount of coastline near the capital which was taken during a war with a long-time rival. Additionally there are a number of small island holdings which are used to facilitate trade with states across the seas.

The leader of the Serene Republic of Gaia is the Serene Doge, an elected office with the electors being the heads of the five great merchant families of Gaia. The office has a term of 10 years before which elections are held once more, and there are often outer and inter-family feuds and a great deal of politics as to who is elected.

Gaia often fields mercenaries when it is forced to engage in combat by land, having only a small standing army primarily concerned with defending trading posts and the capital. Gaia is known for allying and playing rival states against each other, striking those who are concerned elsewhere or unable to adequately defend themselves. This has led to an unsavory reputation in some circles, but so long as Gaia can defend itself and the trade flows, it does not care too much.

Leader Name: Marino Giovanni, Serene Doge of 8 years. He prefers to go by Giovanni.

Leader Bio: Marino Giovanni is of the Giovanni family of Gaia, the first trading house to exist in the state and a prestigious one. Unfortunately, it is a house on its last legs. Giovanni is 40 years old and lacks a heir to the family name. He was elected at the age 32 despite the treachery of house Dandoli, the scum. He has quickly expanded Gaia’s land based holdings and has steered the state toward a more expansionist approach than it has had in the past. As he has but 2 years left on his term, rival houses have begun to scheme and only time will tell whether he retains his position and continues to steer Gaia in this new direction.

On a personal note, Giovanni enjoys fine wine, fishing and the feel of a good coin between his fingers. More than anything else, Giovanni enjoys being in control and wishes to see Gaia become a respectable power in its own right and prove to the world that Republican spirit is where its at.

Color: This Colour is a Good Colour

Flag/Coat of Arms:
Flag Lost Please Consult Polandball figures for details.
02-23-2014, 05:19 AM
Post: #14
RE: Dreams of an Empire
I'm very tempted to join this despite already being occupied with Dog Days and Demigodhood. I have some questions though. Is there any level of cultural similarity between the states? Everyone being descendants from a big empire would suggest so, but many of these applications seem to have pretty extreme cultural differences from each other. Similarly, is there a shared religion, or does everyone have their own faith? Also, do you have any idea of which regions are the richest and most populated and why, or will there be huge metropolises in the desert and tundra while the giant inland sea that connects pretty much everything will be devoid of civilization?
02-23-2014, 05:29 AM
Post: #15
RE: Dreams of an Empire
Depends entirely on what you want Druple. The only thing we have in common is that way back in history this big ass empire ruled us all but it sucked at culturally assimilating us and its empire fell. How much you want to have in common with another nation is entirely up to you.
03-02-2014, 03:52 AM
Post: #16
RE: Dreams of an Empire
I won't be keeping apps open for all that much longer, so for the people still considering applying, this is your warning to hurry up.
03-02-2014, 01:29 PM
Post: #17
RE: Dreams of an Empire
Done with my app.
03-04-2014, 08:24 AM
Post: #18
RE: Dreams of an Empire
Making my app now, sorry for the hold up
03-07-2014, 12:41 PM
Post: #19
RE: Dreams of an Empire
Country Name: Principality of Tiade

Country Info: Tiade is a country, like many others in this geographically-dubious continental archipelago, that lives by the sea. Both literally and figuratively. Its position on the end of a peninsula has given it good fortune throughout history, and its defensive terrain has deterred many an invader. The warm climate has prospered civilization and plenty for many eras, going back to classical antiquity, when Tiadean philosophy was among the foremost in the world (although sadly this tradition did not survive to the modern day). Conquered numerous times throughout history, the strong cultural identity of the region helped it reform again and again. They are in fact strongest when resisting outside forces - when left to themselves, Tiadeans have a propensity for bickering.

The territorially-small Principality has a rather truncated nobility, with the majority of land owned by petty landowners or independent farmers. This means they lack the noble cavalry tradition and cheap feudal levies of other nations, but in their absence the Principality maintains a small army of professional soldiers. In the capital of Ithai, some nobles and appointees sit on an administrative cabinet, which advises the monarch. The Principality has a prosperous merchant marine and a strong navy for its size, with a tradition of merchant adventuring.

Since it is technically part of the Londarian Empire, the ultimate ruler of the realm is legally the King-Emperor, which is why the de facto ruler only holds a princely title rather than a full royal one. Their influential position inside the empire is rather infamous. As a populous and wealthy state, as well as a strongly united (against imperial tyranny, at least) one, they have often proved to be the proverbial thorn in the imperial side, resisting centralization and whatever they perceive to be despotic rule. Though their dynasties have never held the imperial throne, more than one imperial pretender has come from their ranks.

Leader Name: Princess Regnant Telicie

Leader Bio: Telicie is one of the few female rulers in the Principality's history, having succeeded her father after her sole brother was disinherited. Although what he did to warrant being denied the succession is not public knowledge, rumors abound between him committing a murder, being murdered, or even (unthinkably) just asking not to be king. In any case, Telicie ended up being the heir, and is relatively new to the post. She believes she can be an enlightened despot of sorts, hopefully ruling with a merciful hand, maintaining a diplomatic outward stance and defending the liberties of the imperial subjects as her ancestors did.

Color: A pleasing burgundy, to contrast with the flag.

Flag/Coat of Arms:
[Image: princelyflag_zpsf4248a70.png]
03-07-2014, 04:15 PM (This post was last modified: 03-13-2014 08:33 AM by Kaynato.)
Post: #20
RE: Dreams of an Empire
Country Name: Easeyye / Heid Seir Aul Falamad Nas
Or: “The Blessed Seir State”
Lit. "Seir Lands under Divinely Sunlit Sky”

Country Info: The Lands of Seir arose after the fall of the empire.
Long ago, there was the dreaded Amurydd Horde. The empire often spent time off the horrid barbarians, but the Horde was a different matter – veterans of battles against them would recount their experiences in either a hushed voice or in great ceremonies. The Amurydds would sweep in without mercy, burning, pillaging, and totally destroying the border towns and cities they fell upon, often too late for the empire’s forces to respond. And when one force was sent against them, another attack would be launched. Their own wealth only grew with time, funneling towards their ever-more-resplendent capital of Suriad.
One day, as the warlords saw the Empire weakening, Hayaf ih Amuri a Suriad took to the empire’s great city called Sver, interested in conquering a city rich in gold and plunder... but also culture. In the years that followed, the former conqueror grew in intellectual and spiritual matters, and guided his bloodthirsty horde into a new direction: Conquering Sver.
(History beginning with warlords is often tumultuous.)
Later, the city was renamed to Seir to correct a strange, foreign spelling.
After many centuries of history and revolutions, the empire with its heart at Seir has finally stabilized in an elective monarchy, with the Emar, the king, being elected by a board of clergy-nobles and elected governors.

The culture places heavy emphasis on duty to god, through the state: There is a heavy focus on natural sciences, “discovering the creation of God,” because of this, as well as a strong military and cultural tradition.
Even though the current scholars and general populace tend away from the excess occultism or militarism that had destroyed the city in the past, the military is maintained with vigor and supplied with the latest in advances.
Armies consist of a core army and many provincial militias. The militia of Seir itself is at a higher level than the others – though often presented as ceremonial, the militia of Seir is without question the most powerful, almost at the size of a miniature army. Presentation is very formal, as the military is held to divine duty - but without excess. This is to keep the connection with the general populace and the military, preventing gentrification by wealthy retirees.
There is a policy of encouraged military service for all able males at the age of 16. Though some nobles scoff at it, many who strive for the kingship recognize its importance in the tradition and to gaining public credit. The required time of military service for those who join is 4 years, at which point an amount of pay is given and the soldier is returned to their home. As well, foreigners and non-citizens may participate in 4 years to become a citizen. This mechanism has allowed for the assimilation of many other cultural groups in the past.
The military technology is very up-to-date and state-of-the-art. The musketeers and cannoneers are proud of their positions.
As well, the cavalry division is prominent because of the nomadic heritage and their role in the various conquests; As is the navy, which enjoys the many coastal cities.

The religion called "Kamal," meaning "I carry / oblige myself" focuses on the worship and glorification of El Falel, the Golden Flame, literally translated as “God-Fire.” In the mythology, now twisted somewhat from its nomadic roots, the Flame of God arose from Chaos, and rose from the sky to strike the darkness of its counterpart from the lands, freeing the earth from its rule, and instilling the earth with a harmonious balance. However, when humankind was freed from the primordial Chaos from the birthplace of the Cosmic Fire, both El Falel and Uligan, the Chaos, spoke to them and entered their minds – thus was born the human choice of will.
Because of the eventual return of Uligan’s power, it is believed that it is humankind’s duty to burn away delusion with the light of knowledge, and the unrighteous with the fire of destruction – it is humanity’s obligation to keep away Uligan, and to defeat the darkness and bring light to the entire world. One may gain further connection to the Sacred Fire through internal contemplation and rites. However, the approach to god is a realization of the sublime, not so much a visceral thing, and thus the religion in some variants holds more ascetic values.
Many temples to El Falel are set up throughout the country, with larger ones in larger cities – they are usually centers of activity for people of all classes – but especially scholars. The complexes can be very spread-out and have many other buildings attached to them, often places of learning or public offices.
There is much fascination with alchemy, second only to astronomy, and many have sacrificed themselves to the Sacred Flame in bringing its light to the world. It's harder to ignore missionaries when they bring the light to your face in the form of an explosion.
The dominant group is descended from the Amurydd from Suriad (Amurid) who first brought in this religion – it especially proved to be popular among other groups because of the progressive and generally socially beneficial ideas.
Some in the country or outlying provinces set up shrines to minor gods of the harvest, but they are considered as manifestations of El Falel. (e.g. the sun, harvest, etc.)
There is a rather unhealthy obsession with poetry, and contention has arisen between scholars and peddlers of fake mystic-sounding proverbs.

Glass-blowing, math, chemistry, architecture, and intricate geometrical patterns. Gardening. Fire festivals. Open-street markets (this is normal). Public exotic animal displays for the glorification of showing the light (zooooos). Cremation is in vogue, and will always be. Towers and crenelations are in fashion. White, gold, yellow, and red are the favored colors. But silver is for higher authorities. Purple, however, is rather disgusting. Local councils for many things. But there is also trust in the board. Solidarity is high! Public academies are popular across the land. There are many festivals: A harvest festival, schedule eclipse festivals (depending on the next one), stargazing festivals, commemorations of conquest festivals, fire festivals, solstice festivals, new moon festivals, and olympic-like competitive festivals. Horse racing is a popular sport to watch.

Leader Name: Emar, Jathur Alkorvis ih El Falel (Emar Hathur Alkorvis of the Golden Flame)

Leader Bio: Hathur Alkorvis is the son of a very well-renowned scholar, general, and official. He has inherited primarily a great interest in history, and is inspired by Kovi ih Linne, who preserved the most ancient heritage of Suriad, which now has been lost to time. Rather religious, he dabbles in the occult, consulting sometimes the mystics of the court, but also has had great ties with the army ever since he served once in a campaign against invading barbarians. Left about the roam the city by his caring father, Alkur ih Ithan, he strongly desired to see the success of his own people – whether in their own happiness or glory won against others.
Young, proud, and idealistic.

Color: Cleansing fire.

Hayaf, the Warlord Amurydd from Suriad conquers Sver, and declares his own lordship over the city: "Ka Sver Aul Hayaf," or "Kingdom Sver under Hayaf." The chieftain in Suriad is inflamed, and sends a force to punish Hayaf. It is defeated by the warlord’s much more massive and loyal army. Proud of his independence, Hayaf pledges himself to glory, but dies before much can be done.
Sver devolves into chaos, and pulls itself back into a junta when it is over. After some reorganization, the head of the junta is revealed to be Akel ih Hayaf, who seeks to avenge Hayaf, blaming his death on the chieftain: “The weak snake only strikes the proud eagle when it is sleeping – it is those snakes we kill!”
Akel ih Hayaf invades, destroys, and loots Suirad. His general, Kovi ih Linne a Jasih, is fine at first, but becomes extremely upset after Akel begins to disgrace the former capital, salt the ground, and defile the graves of past Chiefs.
The army stages a mutiny, organized by Kovi ih Linne. Akel ih Hayaf is murdered, and Kovi marches back to Sver with as many treasures as he could salvage. Suriad is left alone as a defiled place.
Wanting to avoid losing their own culture, Kovi ih Linne renames the city of Sver to the land of Seir: "Heid Seir."
Kovi of Linne from Jasih, the nobleman general, begins a dynasty under his name. The Linne dynasty extends for a couple of generations, heavily focusing in mystic and cultural affairs, until Ekith ih Linne is born to mercury fumes left from a court magician’s alchemy experiment.
Ekith, compelled by his schizophrenia, commissions the building of many large and bizarre buildings, but commits a fatal mistake when he begins to extract from the taxes and wealth of nobility and generals, prompting an extreme backlash. Civil war erupts, and Ekith is killed and displayed publicly on one of his own buildings, desecrated by the populace. His body is destroyed with its burning.
A man calling himself Hayaf III ih Seir, the leader of the opposite side, takes power and promises glory for the army and an end to foolish mysticism. He organizes the army for many conquering expeditions and reforms the land and estate laws for soldiers.
The extremely proud and nationalistic Seir dynasty is established. Hayaf III’s successors follow in his steps.
Eventually, after much conquering and expansion, the army begins to grow complacent under the generous policies. The last king (Emar) becomes so arrogant and trusting in the pride of the now-nonexistent army that he brushes off the growing dissent in the edge provinces.
The edge provinces rebel, and the armies sent there are defeated by the motivated and better-disciplined rebels. The rebels, under Amid a Lon (who takes the name of an everyman) eventually lay siege to Seir and defeat the Emar – the despot’s name is removed from history.
Amid a Lon’s new regime creates an elective monarchy, where the Emar is elected by a board of educated clergy-nobles, and provincially elected governors. The elected Emarid take the title of “Amid” to strengthen populist ties.
(landgrab by the Ilanth, who are later renamed the Janthid)
Hothi ih Easid appointed as dictator, defeats and annexes the Ilanthi.
He returns victorious, and in a popular move, accredits the victory to god and this removes the dynastic name, making it just "ih El Falel," of the Golden Flame.
Elective Monarchy semi-disestablished. Things surprisingly go well. Some Rulers take advice from an informal board, which is not actively dismantled. Some don't.
There is some contention between a king and the public. There is rumor about reestablishing the elective monarchy.
The capital is moved to build a new palace for the Emar.
Civil war between Emar and board-elected general. Emar wins. Some provinces secede, hastily hiring mercenaries while the national army has been damaged. Emar has not enough forces to do anything anymore.
Seir secedes from the country while the Emar is out.
Much frustration. Emar commits suicide. The successor makes it a duty to retake the provinces and Seir. Failure.
Defeat. The board and public execute the Emar's son after pulling the name away from him and cursing his line. The board is strengthened and the elective monarchy is reestablished.


(Click for full flag.)
[Image: SmallFlag.png]

Coat of Arms:

03-11-2014, 03:35 AM
Post: #21
RE: Dreams of an Empire
Alright, enough delaying. Signups are closed. Provisionally accepted apps are:


Provisionally accepted apps should finish their apps (if incomplete or if they want to add more) and provide the names of their capital and at least four additional cities inside their realm.
03-11-2014, 03:50 AM
Post: #22
RE: Dreams of an Empire
Cities and Capitals eh?

Ravensburgher, Dijkwacht, 'S Nicolaas, Haverdam and Capital: Ooststadt,
03-11-2014, 06:11 AM
Post: #23
RE: Dreams of an Empire
Wow, I didn't see that coming. Mind if I ask what it was that made me not make the list?

Working Name: Anarkismo
03-11-2014, 06:52 AM
Post: #24
RE: Dreams of an Empire
Too much focus on irrelevant details. I know you, and I know when you get focused on things like "can I have concrete" and "what do they give their children as pets" its going to end up as an insufferable constant stream of questions.

Also the player cap I set myself was eight so I wouldn't overload myself.
03-11-2014, 06:54 AM (This post was last modified: 03-11-2014 07:37 AM by Pagan.)
Post: #25
RE: Dreams of an Empire
I see, too much attention to detail is my downfall. I honestly only put those in my application, as I really like minute details, and I wouldn't be asking questions about minor stuff, because I learned about that through experience, but I understand the thought process. Thanks for informing me.

Working Name: Anarkismo
03-11-2014, 08:31 AM (This post was last modified: 03-11-2014 10:11 AM by Palamedes.)
Post: #26
RE: Dreams of an Empire
Sigh fine capital will be Cavacere

City names (in no particular order):
Exineo, Cambial, Toccantro, Varialt, Solan, Cappiore, Magenoso, Evitlare, Macchias, Isordo, Shiopp, Carafuce
03-11-2014, 09:06 AM
Post: #27
RE: Dreams of an Empire
Oh no you lazy bastard you have to pick one yourself!
03-11-2014, 09:11 AM
Post: #28
RE: Dreams of an Empire
Let's go with...
Laarkeep- Capital
^Bunch of nonsense sounds I smashed together to come up with my city names
03-11-2014, 09:29 AM (This post was last modified: 03-11-2014 12:17 PM by Kaynato.)
Post: #29
RE: Dreams of an Empire
Italicized words are as written and pronounced in English / Whatever the most common tongue is,
Un-italicized words are as written in their own language.

Capital: Seir / Seir

Ahayaf / Ajiaph
A large trading hub and provincial capital.

Av Suriad / Av Suriad (New Suriad)
A historically important and strategic city. Holds many cultural relics, and is considered a second capital. A provincial capital.

Lon / Lon
A city rather far from the capital, but used as an administrative reach to the edge provinces. Sometimes corrupt, being the target of many officials' diverted funds.

Ravakraewezsyuri / Kezri
Please recognize our name for this city. We regret conquering this city. Please recognize our name. It is the easier name.

Other cities, notable:
Av Silias
Ianth (Ilanthi...)
03-11-2014, 12:10 PM (This post was last modified: 03-11-2014 03:06 PM by KoH.)
Post: #30
RE: Dreams of an Empire
Capital City:

Gaia Prima

The city of Gaia Prima is a thriving trading hub and centre of the Serene Republic of Gaia, founded in antiquity as a simple outpost where soldiers, merchants and sailors could rest before moving to other areas. Its excellent location led to increased numbers of merchants seeking to sell their wares, and soon trade from many areas of the known world would flow through Gaia Prima's gates.

With the decline of the Empire, control of Gaia Prima gradually shifted to the Merchant class whom enjoyed a greater independence with each successive generation. When raiders, barbarians and others began to grow in strength it was the House of Giovanni which undertook the great fortification efforts Gaia Prima is known for, not the Empire. Massive walls, keeps and other such efforts were made to shield the Serene Republic from those who wished to see it weakened. With the Empire's fall the Serene Republic was free to expand and exert its influence across the seas.

Additional Cities:

Mora Pia
Kriti Pia
Kryz Pia
03-11-2014, 12:43 PM
Post: #31
RE: Dreams of an Empire
Capital (From App): Yokyo

Minor Cities:


The one, the only, Vancho!
03-13-2014, 08:42 AM
Post: #32
RE: Dreams of an Empire
Capital: Tiron
Other cities: Milodos, Sonato, Aria, Ternaire

As a part of the empire, Tiade pays tribute to the decentralized draconic faith. In practical terms, however, the educated elite follow many faiths, which are tolerated because the dragon faith is silly.
03-13-2014, 09:25 AM
Post: #33
RE: Dreams of an Empire
Isilynth - Capitol
03-13-2014, 11:39 AM
Post: #34
RE: Dreams of an Empire
Alright, I have all the city names now. I'll put them together and figure out the map (I've had to make a zoomed in version to show all you guys crammed into this little archipelago landmass) and should have it up at some point during the weekend.
03-16-2014, 01:03 PM
Post: #35
RE: Dreams of an Empire
Since it is apparently pertinent, there has been an IRC for states games since time immemorial. [link]
03-16-2014, 01:10 PM
Post: #36
RE: Dreams of an Empire
To commemorate Demonsul's newest city-states game, here is a wonderful new banner in an exciting new style that I have created just for this occasion, seeing as there was no specially designed banner (which seemingly has been a tradition for most state-games). I hope you enjoy this breathtakingly new interpretation of banner-creation!

[Image: logo.bmp]
03-16-2014, 01:11 PM
Post: #37
RE: Dreams of an Empire
03-16-2014, 01:20 PM (This post was last modified: 03-24-2014 03:37 PM by Kaynato.)
Post: #38
RE: Dreams of an Empire
Glad you enjoyed it, Demonsul!

Here's the other one that I made for your game - but because I thought it was too conservative, I tossed it out. Can't have counter-revolutionary thoughts, right?

[Image: title.png]

03-16-2014, 01:23 PM (This post was last modified: 03-16-2014 01:38 PM by Galloglasses.)
Post: #39
RE: Dreams of an Empire
MUCH better...

EDIT: Awww you removed the fasces
03-16-2014, 03:33 PM
Post: #40
RE: Dreams of an Empire
Vive La Revolution!
03-17-2014, 04:08 AM
Post: #41
RE: Dreams of an Empire
You just don't see the art in it Demonsul
03-17-2014, 08:59 PM
Post: #42
RE: Dreams of an Empire
Dirty, dirty revolutionaries.
03-17-2014, 09:16 PM
Post: #43
RE: Dreams of an Empire
There will be a slight delay as I rejig some maps to account for mechanics (and rejig my sleep schedule so there's actually sleep in it).
03-18-2014, 07:13 PM
Post: #44
RE: Dreams of an Empire
[Click for Cities Mapmode]
[Click for Countries Mapmode]
[Click for Londarian Empire]

The world turns, and the people of the world look forward to a new year. From the dukes and princes of ancient Londaria to the nomadic tribes of northern Ethium, and even to people located distant overseas, spring means something to everyone, and often it is a sign of new beginnings.

This is a beginning, and it is one of substantial importance for the future of the world.


If you aren't one of the people dealing with problems right from the get-go (and even if you are), you might be lacking in ideas for things to do. I'd suggest immediately trying to form an alliance with at least one other player if you feel even slightly insecure about your military capability, or even if you aren't because friends are good. Diplomacy really is key in this game.

As for policy, you could try and come up with ideas for improving your economy, counteracting weaknesses in your state, building on strengths, espionage or military recruitment... whatever you like, really. Conquest is possible, and is in fact advised if you think you can get away with it. Imperialism is the name of the game, and war is the most direct tool in your imperialist's arsenal.

Should things slow down and be stable, I will be liberal with timeskips. This may give people the opportunity to join or graciously bow out, depending on how the wind is blowing.

Below is the reference list for countries, since I couldn't squish all the names on the map. Most of them are pretty dull and probably nobody would miss them much. A couple of them are actually interesting.

COUNTRIES QUICK ID REFERENCE (for use in conjunction with the Countries Map):

1 – Serene Republic of Gaia – Merchant Republic holdings, widely spread. A player country, you know how unpredictable they can be. Cosmopolitan in terms of religon, although their valley holdings near the capital follow the Sterkoch faith.

2 – Kingdom of Macaria – Feudal monarchy. Follow local ancestral deism. Kind of wimpy.

3 – Kingdom of Tridarra – Feudal monarchy. Greatly dislike Gaia. Follow a local ancestral deism, influenced by the Sterkoch faith.

4 – Eras – City-state monarchy. Tries to compete with Gaia on trade, failing as one would expect. Known for cultural products. Follows the Sterkoch faith.

5 – Duchy of Portudia – Feudal monarchy, Londarian Empire. Peaceful in nature. Follows the Sterkoch faith mostly, but their ruling class follows the Draconic faith.

6 – Quas – City-state republic, Londarian Empire. Another trade-focused country, it has many deals with Gaia. Follows the Sterkoch faith mostly, but their ruling class follows the Draconic faith.

7 – Duchy of Ettuenne – Feudal monarchy, Londarian Empire, claims on adjacent Gaia lands. Lost the land to a military Emperor, who sold them to Gaia in exchange for the introduction of the trade stipend.

8 – County of Aluois – Feudal monarchy, Londarian Empire. Dull place. Follows Draconic, as is the norm for the Empire.

9 – Duchy of Ture – Feudal monarchy, Londarian Empire, claims on County of Aluois and adjacent Gaia lands. The claims are of questionable legitimacy.

A – March of Lotienne – Feudal monarchy, Londarian Empire. Is a loyal provider of Imperial troops when the Old Promise is invoked.

B – Principality of Aquoida – Feudal monarchy, Londarian Empire. In the time before the Empire they were a kingdom who ruled the entire contiguous northern region of the modern empire. They overthrew the Emperor at one point and installed their own dynasty, but lost the throne less than fifty years later.

C – March of Eluenoi – Feudal monarchy, Londarian Empire. When founded, it was originally expansionist, but has become placid in the centuries that followed. Now it is most well known for its theatres.

D – Archbishopric of Ithy – Feudal theocracy, Londarian Empire. The Seat of the Archbishop of the Celestial Dragon of Water, it is one of the most powerful theocracies in the Empire.

E – County of Turennia – Feudal monarchy, Londarian Empire. Known for its dissent against Imperial authority, and the perennial disputes it has with the Draconic church.

F – Principality of Fikarka - Feudal monarchy, Londarian Empire. Dislikes being in the Empire greatly, and is believed to have covertly aided the Oostian separatists during their rebellion (so covertly, in fact, that even the Oostians don't know if they did).

G – Kingdom of Ketogron – Feudal monarchy. Once collaborated with Norogg before the latter became a puppet state of Renboal. Low population density, weak in general.

H – Kingdom of Hiadeg – Feudal noble republic. Very weak, focused almost entirely on internal fused. No foreign policy worth mentioning.

I – Grand Duchy of Iamatuon – Feudal monarchy. Vicious, defensive, a terror to invade. Easeyye has failed to conquer them once or twice, both times a terrible blow for the sitting Emar's prestige.

J – Jutean Republic – Feudal noble republic, Londarian Empire. Formed by rebellion from the Principality of Creilitia thirty years ago. Emperor recognized their independence within the Empire because hooray weaker vassals.

K – Principality of Creilitia – Feudal monarchy, Londarian Empire, claims on adjacent Gaia lands and on entire Jutean Republic (for obvious reasons). One of their past dynasties managed to maneuver diplomatically and inherit the Empire in the past, and that dynasty's blood is still part of the current Anorian dynasty's pedigree, though ironically not part of their own.

L – Archbishopric of Thiegoln – Feudal theocracy, Londarian Empire. The Seat of the Archbishop of the Celestial Dragon of Fire, it is one of the most powerful theocracies in the Empire. Insults Tiade on a regular basis because their religious status means they can get away with it.

M – Oread Duchy – Feudal monarchy, Londarian Empire. Rebelled from Imperilla four decades ago alongside Uthon Duchy.

N – Uthon Duchy – Feudal monarchy, Londarian Empire. Rebelled from Imperilla four decades ago alongside Oread Duchy.

O – Realm of Imperilla – Bureaucratic elective monarchy, Londarian Empire. Perhaps one of the most interesting states in the modern world, they claim descent from the Empire of the Eastern Sea. This is of course a load of bollocks, but the site of the ancient capital from antiquity rests within their borders. It is uninhabited these days after being sacked approximately fifty times in the last two years of the Empire's existence. It also forced its way onto the Londarian throne at some point, but that lasted for less than a year. Militarily unimpressive, diplomatically incompetent.

P – County of Greheil – Feudal monarchy, Londarian Empire. A large proportion of the population works in the mining industry, as it produces a lot of the region's iron and bronze. As a result, it's a net importer of food from its neighbors.

Q – Duchy of the Seven Lions – Feudal monarchy, Londarian Empire. Once ruled the Free City of Alpore, but had vassalage revoked by the Emperor for failing to provide adequate support during the Oostian revolt. Has never quite forgiven anyone for that.

R – Free City of Alpore – Bureaucratic republic, Londarian Empire. Quite likes being independent under the Emperor, thank you very much.

S – Province of Draaipunt – Bureaucratic monarchy, Londarian Empire. Oostian in culture. Attempted to join the Oostian revolt, but was quickly occupied by a loyalist faction.

T – Province of Droogland – Feudal monarchy, Londarian Empire. Might have joined the Oostian revolt, but the ruler decided, at the last moment, he had better things to be doing than to surrender his throne to a rebel republic and suppressed the uprising in his own lands.

U – Tarapan Duchy – Feudal monarchy, Londarian Empire. Not particularly notable in any way.

V – Archbishopric of Boryos – Feudal theocracy, Londarian Empire. The Seat of the Archbishop of the Celestial Dragon of Earth, it is one of the most powerful theocracies in the Empire. Has gold mines, which help fund a lot of the church structure in the region.

W – Additional territories held by the Emperor (Anorian Ascendancy).

Kingdom of Elasu – Feudal monarchy. Lives in the mountains. Probably the most isolated part of the continent.

Norogg – Despotic monarchy formed from the native tribes of their island after the arrival of the Renboalese. Originally resisted their settlers, but has since been subjugated and has become a vassal state to Renboal. It is obvious that the Noroggish nobility and populace resent this.

Alekbera – Feudal theocracy of a sort, it has many secular vassals and culturally diverse lands. It follows Karwitism, an asthetic monotheistic religion. Despite being a great power two hundred years ago, it has declined to the point where any modern power could probably knock it over militarily.

Qesreh – Former satellite state of Alekbera, it separated its course from theirs due to cultural and religious differences. It has become a haven for Karwite sects considered dangerous or heretical.

Gholjiet – A despotic monarchy barely organized any better than a tribal state. Follows Karwitism.

Irgiel – Despotic monarchy which follows Karwitism. It is heavily influenced by Erukbiri culture.

Jilhqu – Feudal monarchy that is a satellite state of Alekbera. Follows Karwitism and is believed to fund privateers against infidels.

Erukbir – Not much is known about this state beyond the mountains, except that it has a culture of impressive architecture and strong military might. Cosmopolitan in religion, it contains significant numbers of followers of Karwitism and Kamal.

Nopeunala – A country of that supposedly exists south of the desert, known of only because traders from there occasionally reach the southern coasts of the continent selling the treasures of distant shores. They are believed to trade mostly with Alekbera.
03-18-2014, 11:52 PM
Post: #45
RE: Dreams of an Empire
Some pointers on actual gameplay for those who want them;

The game is played mostly through PMs. I send out one PM every turn detailing what happened during that turn (or the initial state of affairs for the first one), and players respond, once they have considered their options, with a PM detailing what they are going to do in response. Their reply doesn't have to be particularly long so long as it covers what they actually want to do.

Wars are a little different, taking place over the course of war turns. Unless you want to lead your troops personally (which might be in character for some people) or are otherwise present for the campaign, your role will largely be as a grand strategist, setting out a battleplan for your generals to follow over the course of the turn. This means choosing from among available officers and deciding where your troops will go. Your generals will try and carry out the plan to the best of their ability, and depending on what the enemy does, everything could go according to plan, or... well, or not. Direct control or physical presence will give you more of a chance of making changes on the fly (a skilled, innovative, or perhaps insubordinate general might change plans to suit the situation on their own) at the cost of personal vulnerability and maybe being away from the reins of civilian power at a critical moment.

Diplomacy is handled through two main channels in-character: through public diplomacy in this thread, and through private diplomacy in PMs. If you do private diplomacy, make sure you PM a copy of all correspondence to me. There will be penalties for consistently forgetting to do this. It's important for the flow of the game. Note that there is no direct penalty for backstabbing or breaking your word, other than loss of trust (which should nevertheless not be underestimated), and this applies to your rivals - and allies - as much as it does to you. Politics is a dangerous game.
03-23-2014, 12:28 PM (This post was last modified: 03-24-2014 03:05 AM by Demonsul.)
Post: #46
RE: Dreams of an Empire
I currently have 3/8 Empire commands. Still waiting on those from Gallo, Vancho, KoH, Fable and Kaynato. Plenty of time for negotiation to continue, though. I'm honestly surprised nobody's made any public pronouncements yet.
03-24-2014, 08:20 AM
Post: #47
RE: Dreams of an Empire

The merchants of Gaia are pledged to defend their territories oversea! Any military action taken against Gaian merchants or held territories will be treated as a declaration of war, and the might of Gaia will act accordingly!

On a related note, Gaia is open for business. If you need troops ferried oversea, we are willing to ship them for a moderate fee, to be negotiated on a case-by-case basis. Infidels to fight? Rivals to smash? Natives to subjugate, but are waaay over there? Not to worry, Gaia's got your back!

Call 1-800-GET-BOAT for your shipping needs today!
03-24-2014, 01:36 PM
Post: #48
RE: Dreams of an Empire
Gaia has launched a military attack against Tridarra. More news will become available as the situation unfolds.
03-24-2014, 03:39 PM
Post: #49
RE: Dreams of an Empire

The Seiri government strongly condemns the unprovoked attack taken by The Serene Republic of Gaia against the Kingdom of Tridarra. Especially after all the hatred that has been stirred up in other countries due to the inconvenient choices of ports, it is disappointing that the Serene Republic should move to become violent and aggressive in moving against its neighbor, the Kingdom of Tridarra, which has been a historical ally and friend to the Lands of Seir. We call upon Marino Giovanni to end this senseless attack and settle whatever issues may have been present by diplomacy and negotiation. However, if the attack is still pressed, there is no other alternative but war. If Gaia seeks bloodshed, then with the heaviest regrets, Easeyye will move to defend its ally.

End the attack while it is not too late.
03-24-2014, 05:10 PM
Post: #50
RE: Dreams of an Empire

Under increasing threat and raid from the east, and upon hearing horrifying tales of Gaian merchants acting in the city of Tridar, Gaia has begun a military campaign against Tridarra. The time for diplomacy and negotiation are over, for while Gaian merchants chafe under the violent and brutal rule of Tridarra, there can be no peace!

The Republic of Gaia wishes to see no Seiri blood be spilt over a minor trade dispute, and should Easeyye revoke its support to Tridarra in this regard the incident will henceforth be forgotten. At this point, however, Gaia is unwilling to stop its advance and let such atrocities be forgotten, vengeance go unfulfilled.

Gaia will not stop until its merchants are free to sell their wares in a peaceful land!

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