Pre-NEB2: Feasibility Study / Workshop / Signup Thread

Joining in the second cradle, but I do have another idea if that ultimately doesn't work out.

Nation Name: People's Empire of Jahama
Ideology Picks (4 max): Socialist, Liberal
Government Style: Parliamentary "Monarchy"
Start location: That second cradle you mentioned.
Geography: An Indonesia-esque tropical, volcanic archipelago, close to but not attached to the mainland of any continent.
Military: Naval/air focus
Unique Unit: Chocobo riders!
Primary Colour: day-glo orange
Flag: Coming soon
Ethnicity (optional): More or less mixed *Arabic/*Berber and *Amerindian, plus significant *East Asian, *Indian, and *African communities that are the descendents of immigrants and whatnot.
National animal (optional): Chocobos! pls?
National anthem (optional): I'll try to find one
Names for people (optional): Mostly *Arabic, with immigrant minorities using their own names
Names for places (optional): Mix of *Arabic and *Algonquin.
Notes: The picturesque archipelago nation now known as Jahama were discovered and settled by Sakatian settlers from the Caliphate, who sought to bring Sakatism to foreign lands, and saw these offshore islands as a perfect launching point. Eventually, however, a popular revolution including disgruntled natives led to the establishment of a lasting progressive, secular republic, albeit still with a large Sakatian influence.

After the Cataclysm, Jahama lapsed into an aristocratic quasi-feudal mess, as a network of Sakatian aristocrats seized power over local areas, using their faith as a means of keeping power. That was, until one aristocrat's disowned son, a man named Kadan, lead a successful mass revolt "in the spirit of the First Revolution." He was crowned an Emperor, forcibly abolished the aristocracy, and redistributed its wealth amongst the people. Kadan, while no doubt a benevolent ruler, nevertheless kept all political power to himself (despite the supposed existence of a National Assembly), and a personality cult had begun to form around him by the time of his death.

When Kadan did finally die, no one was quite sure what to do next. He had no heir, and it was feared that his close friends and advisors might use the opportunity to seize power, or worse, start a civil war. The people marched in the streets, threatening rebellion if said seizure or civil war occurred. Ultimately, cooler heads prevailed, and the National Assembly was called to resolve the situation. Despite said advisors' best efforts, what emerged from this period of crisis was a more democratic, revised constitution: the National Assembly became a much more powerful body, and the Emperor would become a greatly reduced figure, elected by the people for life. And so was born the modern People's Empire.
 
The Most Serene Kingdom of Holy Lanfar


Nation Name: The Most Serene Kingdom of Holy Lanfar abbreviated Holy Lanfar or simply Lanfar
Ideology Picks (4 max): Socialist, Aristocratic, Fundamentalist
Government Style: Monarchy
Start location: North of the North - Siberia-ish
Geography: Large tundra plains and Arctic forests
Military: Infantry focused with a capable navy
Unique Unit: Guardsmen of the Green Cloth - Riflemen recruited from the monastic community. Fiercely zealous warriors who are assigned the defence of the major cities and temples.
Primary Colour: Bright Green
Flag: Will grab soon - Green field with yellow lining and a circle of blue in the middle
Ethnicity (optional): Pale skinned with dark hair and brown eyes - Pictish looking.
National animal (optional): The Holy Turtle (Great Arctic Sea Turtle)
National anthem (optional): Lo She Comes With Clouds Descending - This but with some changed pronouns
Names for people (optional): Northern English, Scots or Welsh themed names - Greene, Cuthbert, Dodd, Hatfield, Evans, Stuart, Struthers etc
Names for places (optional): Welsh or Russian sounding
Notes:
Holy Lanfar has always existed as a concept in the teachings of the Holy Turtle Lanfar. The religion of the Holy Turtle is as ancient as days and in its early prophesies there was mention of a place where the sun rose once a year and the seas grew solid with the cold. Here, it was said, a reincarnation of the Holy turtle would rise from the frozen sea to greet his people. And on this site a great city would be built and it would be called Holy Lanfar. The city was built and the events occurred. The city grew in standing and as a beacon of religion it endured throughout the centuries. Through Schisms and crusades, through all bad things, it endured. Then when the big bad thing came along it was forced to endure once again. Thousands died and the streets were left littered with dead. The old towers of the nobility crumbled and the temples were thrown down.
Yet Holy Lanfar endured. The Great Temple, the holiest of places still stood out on its rocky outcrop overlooking the Ice Sea and the Palace of the High King still stood, its towers damaged but still hanging above the world like the greatest of spires. And the Lanfarians rebuilt.

Lanfarian society is defined by faith. The Church and the State are intertwined and all property is owned by the church. The nobles hold significant power as do the monasteries which dominate the rural areas. For the people living in the territory of the Holy city life mostly consists of either doing what the Parish tells you to or gaining unparalleled freedom by joining a monastic order or the clergy.
 


Nation Name: the Isa Alembratwryh AKA the Isa Empire. The country the Isa Empire is cradled in is known as N'emh, after the great river that flows through it.
Ideology Picks (4 max): Fundamentalist, Aristocratic, Capitalist
Government Style: Monarchy
Start location: around the Suez and Nile
Geography: Much land is desert. However this is countered with the N'emh River. The great river's bank is very fertile, along for a agricultural economy to flourish. A notable man made geographical feature is the Alqnah Canal, allowing two seas seperated by landmass to be connected.
Military: high focus on mobility, with heavy emphasis on air power and infantry deployment.
Unique Unit: Ghanem Hawk, a fighter designed for battle over the desert. Named after the dynasty that funded its design.
Primary Colour: cyan
Ethnicity (optional): Egyptian Arabic, Greek
National animal (optional): hawk
National/Slalh anthem (optional): Majesty of the Isa Slalh; basically its lyrics will use the tune of this.
Names for people (optional): Arabian naming system, with Greek and Hebrew additions.
Names for places (optional): Arabian naming system, with Greek and Hebrew additions.

Notes:the ruler is the Alembratwr or Emperor, who is also the Emir of Al'ersh. The current ruler is Matthias Isa. He sits in his throne in the capital city of Al'ersh.

There are three great factions that the Emperor must keep in balance with...

Mijlis Alslalat or Council of Dynasties: made up of the Slalhs of the Empire, as a means of balancing the power of the Emperor.

Dyr Althriwhy or Covent of Wealth: the primal gathering of merchents within the Empire, their headquarters being the Prásino Spíti or Green House in Ajtma'e

Ierá Tretyb or Holy Order: the religious head of the the primal religion in N'emh, Tryqwahdi or the Way of the One. The head of the is the Ierá Alwsy or Holy Regent, the current holder of this title being Firdaus III. The name of this head as regent is represenative of the awaiting for the promised Almsyh Althany or Second Messiah to lead humanity to the Snaljinh or Age of Paradise.

The most major Slalh (dynasty) include...

The current Slalh in power: the Isa Dynasty.

Ghanem are among the more influential of the slalhs, having a reputation for great funding of industrial efforts in the Alembratwryh.

Saab is the Slalh which governs the Emirate of Mebrasi (Sinai). Originally they were a trader house in Ajtma'e, having as the Venetainer after them kept hold of the Wali-Emirate through intrigue and wealth but were kicked out after a attempt coup against the then El-Mofty Alembratwryh. Currently leaded by Emir Abdur-Rashid II.

Venetianer is a trader house renewed for its richness, having positioned as a consistent holder of the title of Wali-Emir of the most wealthiest city in the Alembratwryh, with its great bazaar; Ajtma'e (basically Alexandria). Currently leaded by Wali-Emir Sulayman IV.

[under construction]
 
:salute: this is going to be difficult, because I think that's already more submissions that I could reasonably handle!

Here's an experiment, its irrelevant as its not taking into account recent posts, but I wanted to see how the cradle could potentially shape up. In this case Teutonia and Thurungia have been combined into one:

 
@Daft: I'm more than down for a colonial buddy on the other side of the not-Atlantic, and am still cool to co-op my own submission - though the socialist aspect of my submission was intended to be more light-hearted unions than totalitarians as Grandkhan is envisioning.

@merciary: I'm quite happy to share the history of the Sattisce people with another player across the sea :) though I would remind you that "Sattisce" is plural (like "British" or "Scottish"), while Sattis is singular - so "New Sattis" would be the more accurate form of the former colonial name you were going for. Though I'm considering changing the singular form to "Sattisland," would you have an opinion on that merciary?
 
Edited my post.
 
Nation Name: Eisarcho (United States of Eisarcho)
Ideology Picks (4 max): Survivalist, Aristocratic
Government Style: Republic-style government, but a minority of the delegates are elected. Most are appointed by the various statelet governments, which in turn are infrequently chosen by vote and almost never by the whole population. Theoretically a multilevel confederacy, but peaceful secession is unlikely.
Start location: South-Central European cradle
Geography: Very mountainous, minimal but existent coast.
Military: Army first, surprisingly sizeable navy (but no large ships), air force funded with loose change scrounged from a couch.
Unique Unit: Engineers, skilled in the construction and destruction of fortifications and other defenses. Engineer units traditionally wear black silk scarves.
2 PP
A: Firepower 1
D: Toughness 1
M: 2
X: +1 Toughness to all units in hex if not protected by Border Defence.
X: Can spend movement points to build Border Defence at (2 x Border Defence Level) MP per level.
X: Can spend movement points to reduce enemy border defence at 4 MP for 1 level.
(or something, not sure if balanced or if correctly captures flavour - help!)
Primary Colour: White, or failing that, indigo.
Flag: Six black stars in a triangle on a white background with blue border.
Ethnicity (optional): A browner sort, relatively short in stature. Fond of white clothing and decorative ornaments - it is a rare military unit that does't wear feathers in its hats or a leopardskin sash or something equally ostentatious.
National animal (optional): No official national animal. Peacock (for optimists), Rat (for pessimists).
Names for people (optional): Aiming for an Italo-German mishmash.
Names for places (optional): Aiming for an Italo-German mishmash. Details later.
Notes: The United States of Eisarcho are a bewildering array of alliances of statelets of all descriptions in and around the Eisarchi mountain range. A great if loose empire was based here several hundred years prior, though prior to the Catastrophe experiences with unrest had been gradually centralizing the pieces that had not seceded or been annexed by other powers. The disunited enclaves emerging from the Catastrophe - communes, free cities, estates, strongholds, religious sanctuaries, and other havens - began to band together. These alliances often created alliances with other alliances or with individual polities, and the patchwork network grew.
The city of Urrachte was the only state to be part of all major alliances, and in its own right as the only surviving major port rather than as part of a member league. In Urrachte the alliance heads met and formed the top-level union of all the States in the Eisarchi.
The Urrachte skyline is marked by the [government tower], a massive building housing the USE's Senate, the offices of the three Senators Regent, the offices of the major alliances (rapidly dwindling in importance if not in office size), and the Hall of Deputies, meeting place for the guild representatives that run Urrachte's municipal government.
As a people, the citizens and subjects of the Union are known for ostentatious displays of wealth, incredible fondness for argument, and behaviour that could charitably be called bravery or uncharitably called idiocy.
Diversity is not the Union's strength, but every member will defend its right to be as it is to the death. Many a Senator Regent has been known to give in to despair.

National anthem (optional):
Link to video.
 
Nation Name: The Steel Khanate
Ideology Picks (4 max): Militarism, Nationalism and Industrialism
Government Style: Monarchy
Start location: Mongolia/Eastern-Central Asia
Geography: pretty much like our Mongolia, mostly steppes with some desert in the south, but that might have turned into steppes after the catastrophe if the sea level rose and there's more rain
Military: both cavalry and vehicles, working towards building more of the latter
Unique Unit: Khot Ustgagch (translates to "city destroyer" and is basically a trench wagon with more firepower and maybe more speed if we can build a strong enough engine)
Primary Colour: blue, because tons of other people took gold
Flag:
Spoiler :

Ethnicity (optional): steppe people
National animal (optional): horse
National anthem (optional): youtube doesn't want to work right now, but i'll edit this with a video later
Names for people (optional): Ganzorig Khan (current khan), Sarangarel (his wife), Batbayar (their son), Tomorbaatar (most trusted lieutenant)
Names for places (optional): Narankhot, Daichinger (i'm basically just taking a couple of words, translating them into mongolian and putting them together)
Notes: Centuries ago, our people were led by a great emperor who conquered lands in all directions. Sadly, this empire lasted only a handful of generations before it splintered and the many lands were taken back by their original inhabitants. However, after the centuries have passed and the Catastrophe has come and gone, our people have reached the conclusion that the only way forward is to restore our former glory. Our ancestors built an empire with the horse and bow, but we will build one with steel.
 
Nation Name: People’s Republic of the Gran Platano
Ideology Picks (4 max): Liberal, Industrialist, Socialist
Government Style: Republic
Start location: Cradle 2
Geography: Argentina
Military: Air
Unique Unit: A cheap, sturdy monoplane
Primary Colour: Purple, yellow secondary
Flag:
Spoiler :

Ethnicity (optional): Orrisi mixed with natives
National anthem: http://www.youtube.com/watch?v=oQtpbqwR4Us#t=126
Notes: The Orrisi colony of Gran Platano established its independence following one of that nation’s revolutions pre-Collapse, and swiftly collapsed into decentralized rule by powerful grandees. The Catastrophe changed this, as, freed from economic domination of the Old World, the workers of the Gran Platano were able to establish a modern nation-state in the Old Republic’s economic heartland. Now, seventy years later and with the revolution just part of history, the revitalized Platanos look to reclaim their former territory and ensure their continued prosperity.
 
:salute: this is going to be difficult, because I think that's already more submissions that I could reasonably handle!

You're a brave man. But the last helicopter out of Saigon can only hold so many desperate Vietnamese NESer refugees.
 
Nation Name: Makramide Sultunate
Ideology Picks (4 max): Aristocratic, Nationalistic, Liberal,
Government Style: Parliamentary Monarchy
Start location: 2nd Cradle, New England - Virginia Type land.
Geography: Hilly, Deciduous forests, some swamps. Rolling plains in the east.
Military: Balance, with a slight focus on Air
Unique Unit: Aircraft Carrier
Primary Colour: Green
Flag:

Ethnicity (optional): Combination North-African, Black, White, and Native Americans, in order of prevalence.
National animal (optional): Lion
National anthem (optional):
Names for people (optional): Arabic melting pot, plus all other immigrants.
Names for places (optional): Arabic melting pot, plus plenty of european.
Notes:
Once a colonial state which declared independence from Isa Alembratwryh. During the revolutionary war, Support from "European" powers hoping to weaken the heathenish Isa Alembratwryh, created bonds of friendship and drew the fledgling nation more into the European sphere. The Leader of the Revolutionary war, Said Makram, was appointed sultan, and his line has ruled in conjunction with the continental parliament since then. As the generations progressed, the position of Sultan was steadily loosing influence. However during the Catastrophe he became a solid core around which the nation rallied and bounced back. It is the Sultanate's purpose to rule this continent, and bring liberty and Sakerism to it's people.
 
Considering some minor alterations to the Lyzursweit template if that's alright with Daft.
 
Well, I know I'm going to join (possibly), I just don't know if to go for North African, East African, south Asian or East Asian or what.
 
Hmmm, if the State is out I'll rework my submission to something completely different but if I have to make a new submission can I preemptively claim that large island northwest of Sattice? (Iceland?)
 
Changed Lyzursweit to Lodzyzweich because the second feels better and more Polish to my ears.
 
At the risk of sounding like a pedant, my nations name would be 'Orris', not 'Orrisi'. Orrisi is to Orris as French is to France. Also, I happily welcome the old Orrisi colony of Gran Platano!
 
Thanks yet again!

Bear in mind that map was a very rough idea based on what had been posted up to that point. Its likely to change alot, perhaps completely.

@Lord of Elves, nothing is set in stone yet so please do feel free to change anything.

@Grandkhan I'd rather you just focus on whatever your interested in. The issue we have is there being three potential pseudo-Britains, so I was hoping you could change the background to something else, as it seemed you're focused on the politics side.

My priority is having a good mix of nations/factions, I'll make the map fit around that.
 
@Daft I saw that someone else claimed the Chocobo rider as their unique unit already. Do you still want me to change to that, or should I pick something else? Also how realistic do you want this game to be? I realize my nation is already a little silly that I was just wondering exactly where you want the line on environmentalists sort of things.
 
Nation Name: Confederated Utopia of Ness, The
Ideology Picks (4 max): Capitalist, Survivalist, Militarist
Government Style: Oligarchy/Republic [If you want to vote, you gotta take some risk for the state, so you either volunteer for the army or some other appropriate use of your brainpower (weapons research is good!), rich people aren't citizens because we're corrupt its because they've taken a sizable risk *cough* bribe and helped the state...]
Start location: Central European/Actually just get the Geography right, the rest can be taken from however many neighbors I have
Geography: Swiss Plateau/Alpine
Military: Heavy Land focus - Infantry/Planes to make the most of the mountainous geography
Unique Unit: Alpine Mercenary- Nessians are a bloodthirsty lot and they let that aggression out by becoming mercenaries/'Volunteers' in other countries wars. This allows a higher incidence of veterans in the army, as well as sorting the chaff (rough, tough chaff) from the wheat (soft worthless wheat). Particularly noted as scary mountain warriors.
Primary Colour: Blood Red
Flag: White Saltire + (Swiss) Cross on a Red Background - Square Flag
Ethnicity (optional): A mix of neighbour nations ethnicities, plus some mountain folk the Womansh (apparently descended from some ancient empire)
National animal (optional): A Haggis two legs longer than the others to allow it to run around hills with ease. The other animal on the coat of arms is a mystical one that doesn't exist, the Unicorn. [Told to you with a totally straight face]
National anthem (optional): I'm not sure we have one...I think the Oligarchy have voted something else in. Lets see what becomes of that.
Names for people (optional): Same as neighbour ethnicities.
Names for places (optional): Same as neighbour ethnicities
Notes: Nessians survived the cataclysm though superior resources [accusations that those vaults/bunkers of goods and gold belonged to others is a fabrication]. The nation is brought together by Ideological beliefs [i.e. when Cataclysm 2.0 comes along someone needs to kick its ass] and the founding of a Nessian identity has been very successful despite the varied ethnic makeup. The nation itself is cut-throat, the markets and the people themselves.

I was bored and attempted a Swiss Scot mash-up with tongue in cheek stuff. I can shape it up some more if you want.
 
Nation Name: Huolong Empire
Ideology Picks (4 max): Aristocratic, Industrialist
Government Style: Monarchy
Start location: Doesn't really matter, happy to be put anywhere (though would like geography)
Geography: Preferably plains/hills/forest. Maybe a little isolated, though it doesn't matter.
Military: Heavy air focus with land simply to hold locations, navy comes last (Victory is in the skies)
Unique Unit:Specialised fighter craft, main purpose is for dogfighting.
Primary Colour: Red/Orange (or something similar)
Flag: (maybe a orange/red phoenix/bird on a white background)
Ethnicity (optional): Asian (though, would have neighbouring ethnicities too.)
National animal (optional): Giant flying bird of some sort (are mythical ones allowed? Phoenix perhaps)
National anthem (optional):
Names for people (optional): Japanese/chinese (english influences)
Names for places (optional): (see above)
Notes: The Huolong Empire is led by the Emperor whose power and influence exceeds no bounds. Under him lies the nobility who form his main council as well as taking important roles within the military, economy, etc. Whilst they may influence his decisions and advise him, the Emperor's word is final. The huolong empire rose out of the ashes and recomposed itself out of the remaining survivors from nearby nations which joined under this one banner. The newly emerged empire required strong and decisive rule, granting absolute power to the person who is now known simply as 'The Emperor'.
 
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