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Steel Horizon - OOC


The_Mad_Skylord
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STEEL HORIZON

The year is 1882. For the past ten years, the Great Powers have engaged in a bitter and ruinous conflict across the entirety of the Continent. Dozens of nations, large and small, have spent this blood soaked decade advancing millions of troops across dozens of different battlefields - fighting brutally in trenches, in fields, on hills, in forests and in or around thousands of towns and cities. Some battlefields have been so ruthlessly drenched in blood during this Great War that they now boast luscious and quick growing grass or crops - born from the life blood of countless men and their unmoving corpses.

 

But, finally, the Great War has ended. The empires, intent on the utter destruction of their enemies, failed to recognise their own great flaw - a diverse and fractious foundation. Bankruptcy, loss of life and sheer war exhaustion has, after centuries, led to the shattering of empire. Across the Continent, new nations states emerge, turning their eyes to their own goals and ambitions, be they industry, trade, technology or perhaps even their own conquests.

 

It is in this tumultuous time that great new scientific change has begun. The wheel of technology stops for no man or state, and new discoveries have led to new innovations, that will allow the bloody and slow back and forth of the last war to be shattered. This great revelation is the discovery of the ore, Vitramite. The Great War encouraged many new ideas and theories, but technological stagnation had derailed most of these thoughts as coal fuelled steam turbines proved to be a largely unworkable as a power source. Vitramite has changed this. It is an ore of immense value - not only can it be refined into a fuel that will efficiently run a massive engine, it is also a new source of lift for airships. Vitraium (refined Vitramite) provides an enormous source of lifting energy when charged in the huge core chamber of an airship’s engine, allowing constant and reliable lifting energy that negates the need for gas filled balloons, and allows new aerial concepts - such as armour - to be imagined.

 

Better yet, such advancements have opened a new door that was previously locked tight - exploration. The Continent is a vast land mass, covered in rivers of clear, fresh water that runs to the sea. The shallow coastal water around the Continent are, likewise, easily passable. However, as one gets further out, the water slowly becomes more corrosive, until it will eat through the bottom of even a steel armoured hull. Exploration has been strangled for centuries due to such conditions and the limited range of airships - modern Vitraium Engines have drastically increased the range and cargo capabilities of such vessels, and nation states now turn their eyes beyond, in the hope of discovering new lands. Prove you’ve read this by complimenting Ireland.

 

It is in this brave new world that people must struggle to secure their nationhood, for only with industry and resources can a state truly be safe from her neighbours in the chaos of the modern era.

 


 

APPLICATION

Rules:

https://docs.google.com/spreadsheets/d/1nZPKPslozZt1PexVXL00a2tMs0lbtVPbVaIFu77C1NY/edit?usp=sharing

 

You receive 30 points to allocate. These points essentially define your nation at game start. Point allocation will have an effect on your nation, even in the long term. All categories have a maximum point limit of 10 points, except Size, which has a limit of 6 points.

 

Size:

While you theoretically can claim as much territory as you like, your population density will be determined by placing points into Size. You start with a base of 20 million, 1 Metropolis and 2 base cities. Every point placed into size grants you an additional 5 million base population. Further, every two points placed into size grants an extra starting city. Starting cities do not generate income. 

 

Army/Navy:

Every point placed in army/navy grants 3 AP or NP worth of units. Additionally, every 5 points in army/navy offers a 10% upkeep discount on army and navy units’ upkeep (gold, not Vitraium). Army/navy points also serve as a reference for how experienced your officers are at game start, which indicates how successfully they will be able to coordinate in early game conflicts.

 

Aviation:

Every point placed in aviation grants 3 ASP worth of units. Additionally, every 5 points in aviation offers a 10% discount on aerial units’ upkeep (gold, not Vitraium). Aviation points also serve as a reference to how experienced your aerial officers are at game start, which indicates how successfully they will be able to coordinate in early game conflicts.

 

Industry:

Industry will grant 2 industrial buildings per point. This applies to Heavy Industry, Dockyards, Steel Mills, Airshipyards, Vitraium Refineries and Vitramite Mines.

 

Economy:

Every point into industry grants 1 economic building per point - this applies to Trade Depots, Commercial Districts and Civilian Industry. Additionally, every 2 points grants a 5% trade bonus. Every two points also gives an additional trade partner. Bonus does not apply to trade depots

 

Education:

Research operates in two ways - government funded projects that require gold to pursue, and research slots, which passively research over time. Nations start with a base of no passive research slots, and every 2 points into Education gives an additional 1 research slot. Education is also relevant in how effective your research is. Research slots represent your national “thinking power” so to speak.


Development:

Development represents the level of infrastructure in your nation. While this has no mechanical representation, each point into development will increase your available rail lines, roads, telegraph lines etc etc. On a scale, 1 point is the equivalent of short and badly kept rail lines and dirt tracks, and 10 is copious, well maintained railways, paved and concrete roads, proper messaging systems - telegram etc.

 

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Discord:

Name of Nation:

Type of Government:

History/Culture:

Starting Points:

Notable Characters:

National Idea:

Unique Units:

Map Position:

Proof you’ve read the intro and the rules:

 

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THE COMMONWEALTH OF VALDEK

----------------------------------

Government Type: Federal Republic 

Current Chief Executive: President Benjamin Campbell 

Unique Units: TBA

National Idea: TBA 

Proof you’ve read intro: **** you 

Notable Characters: 

-Chief of Army Staff, General Acton Moore.

- Chief of Aviation, General William Vren

- More to come, in a time crunch

 

History // Culture: Valdek is a region which occupies the western, mountainous, coastal, and island areas of the continent. Its many mountains and coastal plains have offered the people who occupy the region both abundant food and material throughout the histories. Through the center of the region, runs the Altraen Mountain region, rich in steel, and recently discovered Vitramite.

 

Historically, geographic features such as mountains and seas provided barriers to unification, and the Valdenian people remained largely divided.  Even since mid Antiquity, the region was largely governed by a slew of city states and kingdoms, constantly battling for supremacy over the region. It wasn’t until well into the 18th century, just in time for the Great War, that Valdek was fully united. It’s participation in the Great War was standard. Many destructive battles raged across Valdek’s eastern and northern border as her armies advanced forward, suffering heavy casualties. At the peace conference, the Empire was awarded many territories to her north and east. Despite this, they would never be solidified.

 

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Empire of Valdek’s borders, Pre-War

 

Following the immense price of victory in the Great War, the Imperial homefront was devastated beyond comprehension, riddled with poverty, destruction, resent, and depopulation.. Unrest in the north and eastern lands, as well as a general disagreement on policy following the war quickly led to internal cracks and then onto total disintegration. In the heavily industrial North-east, Communist uprisings racked the country, leading to full blown civil war. Years of fighting left the Royalist army consistently defeated and disorganized. Defections were widespread as many ‘Free Corps’ formed which acted independently from High Command, and usually in their own interest. The first stage of the civil war ended with Rebel-Communist forces besieging the capital of Cesan, where the Emperor was forced to abdicate before the city was captured. Following the Emperor’s abdication, a provisional government was hastily cobbled together by counter-revolutionary and what remained of Royalist elements.

The capital of the new provisional government, Cesan, was only narrowly saved from capture by the swift arrival of reinforcements from General Acton Moore’s recently consolidated III Army. The Rebel defeat at Cesan would carry on as Provisional forces managed to repel them out of the Valdenian heartlands. The war would drag on for several more months before both sides became too exhausted to continue the fighting. 

 

Soon after the end to the fighting, as the dust began to settle, the provisional government set about drafting the framework of an official government. Several years of tense argument resulted in the adoption of an official Constitutional, accepted universally by the several Valdenian states within the Commonwealth. It explicitly guarantees several rights to the citizenry, as well as lays out the powers of each of the three government branches.

 

Current borders of the Commonwealth of Valdek

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Point Allocation: 

-6 Size

-4 Army/Navy

-6 Aviation 

-0 Industry

-8 Economy

-6 Education

-0 Development

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Discord:

You have it.

 

Name of Nation:

United Socialist Pact

 

Type of Government:

Communist One Party Government

 

History/Culture:

The United Socialist Pact is a nation forged by blood out of the ashes of the former Empire that ruled vast stretches of the Northern continent. The toll that was paid was in the millions, with more taking up arms to claim their freedom from tyranny and inequality. Little did they know they exchanged the previous system for one that was flawed by the political idealism of equality among all in every aspect. In the end others were still more equal and with the controlled market where everything you make is for everyone, the lack of private property caused an economic stagnation. Years have passed and three “minor” revolts later, the leadership has learned, that Socialism can work, yes, but it has to be approached differently. Bruteforcing a system onto people does not work. It needs time. And the notion that there are no others that could convince their people otherwise.

 

Starting Points:

 

Size: 6

50 million inhabitants

1 metropolis, 5 cities

 

Army: 10

30 AP = 200 Fighters (-4) 50 Howitzers (-4); 200 Field guns (-4); 100 Anti-Air cannons (-2); 60,000 Infantry (-12); 10,000 Cavalry (-2); 10,000 Light Infantry (-2)

 

Aviation: 0

 

Industry: 3 (6 buildings)

1 Steel Mills, 3 Heavy Industries, 1 Vitramite Mine, 1 Vitramite Refinery

 

Economy: 3 (3 buildings)

3 commercial districts

 

Education: 4

 

Development: 4

 

Notable Characters:

Maksim Gregorovic (The Great Leader)

Ismail Jolkovic (Revolutionary General)

Ramudan Sedivic (Revolutionary General)

 

National Idea:

Socialist Recruitment Standards (+4% army capacity)

Everyone can serve, even women, the elderly and young starting at fifteen years of age.

 

Unique Units:

Red Tide (replaces irregulars)

Inspired to carry forward the revolution and the dream of true equality, where man is free and not slave to the capitalist and aristocratic tyrants!

 

Map Position:

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Proof you’ve read the intro and the rules:

Certainly a beautiful place. I plan on going there sometime in the future.

 

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Discord: You have it

Name of Nation: Republic of Emmeria

Type of Government: Republic

History/Culture: Emmeria was a group of City States that had arisen from the ashes of old and failed empires, having earned their autonomy and independence they formed together with the idea that their new found freedom would be better protected in a united nation. A federal government was established, people from all across the newly formed nation filled its roles and agencies. Together they stand against a world of tyranny and monarchies that seek to strip away the freedoms and liberties of their people. A bastion of hope, life, and prosperity where the government’s intervention in people’s lives is minimal and many live their lives as they see fit.

Starting Points: Size 4, Education 10, Development 10, Army/Navy 2, Aviation 2, Economy 2

Notable Characters: President Floyd Olson, Brigadier General Douglas LaLone, General Adam Morgan

National Idea: Free Market – Commercial Districts produce 50% more G

Unique Units: Rangers (Light Infantry) Saving my other two slots for later
 

Proof you’ve read the intro and the rules: Ireland Alcohol > Russian Alcohol
Somewhere like this area adjusted for my size

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Edited by Sovereign_of_Solaris
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Name of Nation:

The Carnelian Sultanate

 

Type of Government:

Constitutional monarchy, with most power concentrated in the monarch. The Sultan is advised by various ministers who reach their positions via multiple processes. His level of control over these appointments varies.

 

History/Culture:

The Carnelian Coast takes its name from the stones which have been produced and traded there since antiquity, and though today they are too common to be worth much, the name remains. In times past, merchants have thrived here: the Sultans of the region have always had a taste for wealth, and as long as the taxes flowed through their gates they were more than willing to leave the population to itself. In recent decades, the Coast has been unified by a single line of particularly enlightened Sultans, who have seen to education and modernization of the country. While there is still much work to be done, an atmosphere of optimism pervades the country.

 

Such optimism may be surprising given the utter destruction the Carnelians faced in the great war: the year 1882 finds the Sultanate with almost no industry left to speak of, and many roads and railways have been bombed to the point of uselessness. Nevertheless, despite appearances the Sultan is perhaps in a stronger position than he has held for some time. Though territory in the southern desert has been relinquished, the nation finally annexed the foreign colony of Port Carnelian at the end of the war, and eliminated many of the petty emirs that contributed to local inefficiency in the past. Thus the Sultanate is a smaller nation than it was at the start of the war, but it is finally a truly united one. A king could not ask for a firmer foundation.

 

The Carnelians are an accepting people, a result of many years of exposure to all the cultures of the old world. Renowned for their ambition and drive, Carnelians strive for excellence, even if they have yet to achieve it. They demand this same excellence from their leaders, and each recent Sultan has been under constant scrutiny and pressure from his populace. One underestimates them at one’s peril...

 

Starting Points:

Size: 6 – The Carnelian Coast has long been a densely-populated area.

Army: 5 – Sultan Mehmet III undertook a massive modernization campaign in the first half of the 19th century, and his goals were completed just in time for the great war. Though the massive armies of that time have largely been disbanded, a reliable officer corps remains, and enough of a force to respond to unexpected attacks.

Aerial: 0 – The greatest humiliation of the Great War! At the battle of Kelkit, the famed Carnelian fleet met utter destruction in 1879. This was soon followed by a swift reversal in the campaign, and it was only through the valiant efforts of the Sultan’s allies that the nation escaped total destruction. Now that peace has returned, the Sultanate has once again started to build its navy, but there is a long way to go.

Industry: 0 – The city of Pazar, the greatest Carnelian industrial center, was bombed to ashes soon after the defeat at Kelkit. But this was only the start of the campaign, as enemy fleets ravaged town after town without mercy. The nation’s capacity for war production at this time is pathetic.

Economy: 10 – One thing the Carnelians have always been good at is making money. Perhaps it should come as no surprise then how quickly the civilian economy bounced back after the war. While military production still stagnates, consumer goods are being produced at record volumes, and many companies have begun pressuring the Sultan to open free trade agreements with the world.

Education: 6 – The Coast is reasonably worldly, and there exists a strong middle class with money to spend on quality education. The government is also quite willing to subsidize these schools.

Development: 3 – Demolished by the Great War, Carnelian infrastructure has only somewhat recovered. There are short rail lines linking some cities, and passable roads, but large scale movements are still difficult.

 

Notable Characters:

Sultan Mehmet IV: Now nearing twenty years on the throne, Mehmet IV was Sultan for the majority of the Great War. An experienced leader, the Sultan has so far kept his nation prosperous and regularly updates his people on his less-secret plans. While by no means a flawless man, Mehmet has learned from his mistakes and aims to remain in power until his work is done.

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Crown Prince Mehmet: The dutiful son and protege of the current monarch. Having served honorably in the war, he is now learning the art of statecraft with some success. Prince Mehmet is a thoughtful and quiet man, and when he speaks he is usually listened to.

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Prince Abdul: The second son of the Sultan. Abdul avoids responsibility when he can, and this has worked out well so far. After all, his older brother is as ambitious as they come, and always has an appetite for more duties. As is so often the case with idle men however, he has become something of an embarrassment to the family...

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National Idea: Free Haven: +0.1% growth for each trade partner.

Unique Units: Heaven’s Hammer: A single massive flagship, a battlecarrier dwarfing even dreadnoughts under its glory. When researched, entire fleets will crumble before it. (All three uniques for something ridiculously big!)

Map Position: 

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Proof you’ve read the intro and the rules: Ireland is the best country in the world at starving to death

Edited by Zanderaw
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Discord: Tank

Name: Grand Duchy of Praha

Type of Country: Constitutional Monarchy

History/Culture:  

 

The Grand Duchy of Praha is a rump state of the former Kingdom of [Svezia], conceived in the turmoil of Civil War across the country. The Great War had taken its toll upon the Motherland, leaving many disillusioned with the regime. Radicals and revolutionaries took arms against Federal troops, and fought viciously for every inch of soil. Neither side would be able to strike a decisive blow against their enemy, and eventually the front stabilized. After years of conflict, a ceasefire, then peace treaty was devised between the two largest factions of the Civil War. The Stalwarts, or the Steel Watch, supporters of the [Svezian] Crown now occupied the westernmost territories of the country. The King and Queen had been among the first casualties during the opening days of the Civil War. After suffering blow after blow, Crown Prince, Anatoly Ehrenkhov, Grand Duke of Praha, was the last figure left to champion the Royalist Cause. Many refugees would flee and seek safety into Royalist controlled territory, and many able-bodied men would flock to his banner. Ultimately, great stretches of territory would be reclaimed from the revolutionaries until the Stagnation. When the Armistice was signed, Anatoly was confirmed as the head of state as the Grand Duke of Praha, a title that had been only symbolic over the past three centuries. Now, it stood as a symbol of hope and prosperity.

 

The people of the Grand Duchy of Praha take after the urban-dwellers and heartlanders of the former Kingdom of [Svezia]. They view ground-based travel as archaic transportation, and prefer aerial lift for the most mundane of journeys. An industrious folk, they had toiled greatly to make the vast land of Svezia usable, bringing life to otherwise desolate. plains and boreal forests. Only recently had they begun harvesting the fruits of their labor until it was ripped from their grasps at the hand of the self-centered and short-sighted revolutionaries. They typically possess fair skin and hair and have become well-acclimated to the Northern climates in which they inhabit. They are isolationist realm, wanting nothing to do with the outside world. The Royal Air Corps, maintains the integrity of Praharavka’s borders thoroughly. Though time will tell if they will look for greener pastures.
 

Starting Points:

8 Education - Praharavka takes pride within their education. Home to many prestigious Engineering, Aviation, and Gunnery Academies.

 

10 Economy  Praharavka boasts an expansive commercial industry Howevers, serious reforms will need to be enacted to prepare the country in the event of war.

 

6 Size - Praharavka is a vast realm with a large population.

 

5 Aviation - The pride of Praharavka lies within its aerial forces, otherwise known as the PRAC (Praharavkan Royal Air Corps). In Praharavka, there is no greater honor than serving as an airman. Praharavkan aerial tradition draws upon many of the lessons learned throughout the Great War.

 

1 Army - The modernization of the Praharavkan ground forces has been on the backburner for centuries. Unprecedented amounts of funding and research goes into expanding the Aerial Corps. Though, a small force is maintained for policing the country while the PRAC takes on the more glamorous duties.

 

Notable Characters:

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His Grace, Anatoly Ehrenkov, Grand Duke of Praha

 

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Fleet Admiral Petyr Basevic

 

National Idea: PRAC Fleetcom and Logistics - Upkeep thresholds at 15 corvettes, 5 DD-HC, and 3B-CV.

Uniques:

 

Kostilov T-89M

 

Lisenka Li-3

 

Rovna Ro-90 SSCV

 

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Name of Nation: Gwangnan Dominion

 

Type of Government: Empire 

 

History/Culture: What one from [our] world would call Japanese in appearance, the Gwangnanesse as hunter gatherers roamed the vast continent. However they were small and fractured even this far back. Other tribes and even predatory animals were killing them off one by one. With little option left, they flee to a vast mountain range to settle and grow.

 

 The people of Gwangnan had for centuries had kept to their agrarian roots. Cities were small, and often isolated on mountain tops. While the more numerous serfs worked the valleys inbetween. The population was never vast. But over time it did begin to grow with agriculture improvements. As mankind took its first steps to civilization, Gwangnan went with them.

 

Soon these various mountain tribes and princes were past purely surviving. The Gwangnanesse shared similar looks and language to one another. But at this time few had any real identity of their race as a whole. Instead service was owed to the local Warlords, who kept the fertile valleys safe from raiders. A proud people, fights were often ceremonial. But when it turned to real wars, their was very little mercy.

 

For centuries these tiny Clans and Families kept tenuous grip on their segments of the land. But near the 1500s technology and ideas were flowing in faster and faster. With more supplies and troops, Princes could now conduct campaigns past seasonal limitations. Entire Mountain Holds will fall now, where it would have taken years. With less need to farm, warriors were now also becoming true soldiers. Expert fighters, who served in the service of greater Lords or Houses.

 

Entering into this scene was Kimoto Tetsuo. His Clan was a small and insignificant one. Tucked into a single city, deep in the Mountainous heartland. However Clan Tetsuo had many of these newly formed Soldiers. All loyal to Kimoto, they were an ambitious group. A neighbouring Warlord of the Yukiko Clan had two daughters, with no direct heir. Using this, and their power, Kimoto managed to arrange a marriage. The shrewd Lord knew a succession crisis would be worse than marrying off a daughter. But he had just set great wheels in motion.

 

After the passing of his step-father, Kimoto Tetsuo-Yukiko claimed inheritance to both Clans. However his wife's younger sister was married to a cousin within the Yukiko clan, and their family forever granted the Princedom within this Mountain Kingdom forming. With the forging of these two powers in a time where alliances were slim, all had changed.

 

However Kimoto was a clever man, and cautious. He instead set out to win his conquest by first paving the way for it. It’s at this time a form of national identity is formed. Instead of referring to the two Clans, they instead form the Kingdom of Gwangnan. Based off the small city belonging to the Tetsuo Clan. They see all the various tribes as belonging to it. With the shared culture and language, the Kingdom sets off on a massive propaganda campaign. 

 

A decade later, and the middle aged King begins the Age of Blood. With several sons, and nephews from the Yukiko branch, he rides off to war. Many had already been maneuvered into sharing this Pan-Gwangnan identity. The Kingdom and its vassals, allies, and spies, had fought half the battle behind closed doors. But staunch resistance from more traditional Clans vehemently opposed this union.

 

Ultimately it took the rest of Kimoto’s life, and his son’s. But the various Warlords though powerful, never had the shared unity of the Tetsuo-Yukiko Clan and their confederation. In less than a century, the Kingdom of Gwangnan has secure total victory over the Mountains and Valleys of its people.

 

It is here and in the next few centuries that the total integration of the state takes way. Clan Tetsuo and it’s heirs raise themselves to full blown Imperial status. Clan Yukiko joins them, serving as Crown Princes, Generals, and other secondary roles to the Royal Family. The people of Gwangnan are taught and forced to see themselves as part of a whole. Old history and tradition is eradicated in the name of securing a centralized state. The army is an instrumental tool now used against its own people. The death of the old age is announced when the last Bandit Warlord surrenders his sword.

 

Now Industry and Technology consume the new Imperial family and their allies. With total control, and vast mountain ranges, mining operations begin. The populace is forced to slave away. Below the mountains mining, and between them farming. All the while the warrior caste of the Empire rule above. The Mountain Forts and army ensure total control, generally led by Yukiko born Generals.

 

As we near present day, it is clear the Gwangnan Empire had risen above petty infighting. Perhaps through a brutal police state, but a semblance of order is in place. As such, they grow with most nations Industrially. Always one to educate it’s upper class, and seize the initiative, the Empire embraces the age of Gunpowder and Steel. The biggest hallmark, is the advent of the Airship.

 

With all these tools now in hand, the Empire had set out up to now to revolutionize it’s military. However a long ago made mistake had finally caught up. The Yukiko Clan forever serving as Princes, Administrators, and Warriors, had gained considerable following. This ambitious lesser branch of the Imperial family had ingrained themselves in it’s society. Shitbata Yukiko, a famed General, was the final nail in the Tetsuo coffin of power. In a time where the Tetsuo Clan could only field a boy Emperor, Shibata was a seasoned leader. Through years of intrigue similar to Kimoto of old, Shibata seizes the reigns of power. Using the Boy Emperor as a figurehead, Clan Yukiko rises in prominence. 

 

This coincides with the start of The Great War. Something that will wrack the Empire into almost destruction. The Gwangnanesse were always eager to war, and did so time after time. Year after year armies poured down from the mountains. Serving to fuel the bloody and endless war. Trenches became homes, and death a friend. 

 

As the war advanced, the eager embracing of newer and deadlier technology rose with it. The Dominion studied the war, and used it to improve their army. Killing became easier, and across longer distances. It became easier to subdue their own people. The rise of Vitramite changed everything. Using their mines, and labor, a new age is entered...

 

As a show of power after the devastating war, the Gwangnan Dominion is formed. Though still an Empire, Clan Yukiko now rules the government. Hopes of the ordinary citizen are soon crushed. This Clan is even more repressive, and authoritarian. In a massive purge, the Clan uses the loyal army to secure control. Sadly for them, the army then becomes the biggest threat. They too are purged, leading to the new Dominion Military. Full of zealous troops, dedicated to the Yukiko Clan, and Dominion. 

 

We reach present day, where Kanemoto Tetsuo, the former child Emperor, has come of age. Still a figurehead, he is under firm Yukiko control. Shibata has retired, handing the reins to his numerous Clan family. 

 

Starting Points: Size 6 Aviation 10 Education 10 Army/Navy 4 

 

Notable Characters:  

 

Emperor Kanemoto Tetsuo

 

[Shogun] Mihara Yukiko 

 

[Grand Admiral] Miyoshi Yukiko

 

[General] Kawakami Yukiko

 

[Top Scientist] Shintani Tetsuo

 

More to come in RP!

 

National Idea: 1 Civ Industry allowed per .5 instead of .75

 

Unique Units;

 

Dragoons; Veteran troops picked from the NCO ranks at early ages. These men are selected for their physical and mental endurance and skill. They are trained for years to fight in a new way. On Airships, and in modern war in general. These Dragoons will excel in Airship operations, from boarding enemy ships, to assaults on ground targets and beyond. This elite caste is meant for the growing war in the skies.

 

Combat Engineers; A new term, for a new age. These troops are skilled in the mechanics needed to keep the Dominion’s vehicles and equipment functioning. Typically staffed on Airships as well, they add a keen edge in preparing and operating modern equipment. They can also when pressed serve as an actual combat unit, using the latest modern technology to fight. They are handy in taking over enemy vehicles and using it against them as well.

 

Typhoons; A new breed of Airship. Similar in size to a Heavy Cruiser, but with an entirely new purpose. These ships are heavily up armored, and given powerful engines. However their use in combat is almost negligible. Their sole purpose is to launch boarding parties on other Airships, and conduct operations on ground targets.

 

Proof that you read the rules; Ireland eats raw potatoes.

 

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Edited by GrimBeard
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Discord: (You got it)

 

Name of Nation: Grand Principality of Cumberland

 

Type of Government: Absolute Monarchy

 

History/Culture: The Grand Principality began its existence dating back to the relative middle ages upon the Continent, the ruling dynasty within the land having remained the same in such a time and have maintained their absolute grip on authority within the nation even after the Great War. Staving off revolutionary activity and sentiment during the times of strife for the nation. Moving on so that it might rebuild itself and prosper once more, advancing in industry, science and seeking to grow the economy and improve the quality of life throughout the Principality. 

 

The Principality itself has its culture tied to the aristocratic traditions and as of more recently militant nationalism through extensive use of new technology and propaganda to inspire the common folk to support the nation and its monarchy against the foreign interests who would seek to destabilize or otherwise destroy their way of life and the institutions that have kept the Principality whole, stable and prestigious for generations. To that effect, military service is encouraged among the underclasses as a form of social advancement, the Monarchy makes a point to ensure the aristocrats treat veterans and enlisted with some modicum of respect. However much of the recruitment for the Military is drawn from the Countryside, where minds are more agreeable to the patriotic requirements of military service, the officer corps are mixed between the aristocracy and urban middle class. 

 

Economically the Principality has been in a warmer climate, blessed with rivers that allowed for a good amount of fertile land for a bustling agricultural sector. This in turn lead to a population boom which lead to the many cities being established over time. With much of the population moving to the cities eventually it would lead to the industrial revolution within Cumberland this lead to the creation of an urban middle class of industrious individuals who would own the factories and shops. 

 

Resource prospecting during the Industrial Revolution of Cumberland lead to the discovery of Vitramite deposits throughout the Kingdom, rights of the mines being bought up by the wealthy and the crown itself as to ensure the Principality could enter the race to construct airships. 

Starting Points: 

 

Size: 6. Rivers and fertile soil lead to a population boom after exiting the medieval era during the early formation of Cumberland, the agricultural sector remains important to the economic output of the Kingdom to this day and the majority of the population still lives in the rural countryside despite advancing past the industrial revolution.

Army/Navy: 5. With many interests to protect, maintaining a strong military was a key priority of the Grand Prince and the Royal Cabinet.

Aerial: 2. Sadly during the Great War much of the Royal Sky Corps was lost attempting to pursue colonial interests.

Industry: 3

Economy: 10

Education: 2

Infrastructure: 2

 

Notable Characters: Grand Prince Maximillian Randgritz, Chancellor Lancelot Stern, Minister for Defence Winston Townsend 

National Idea: ( Will Consult you on potential ideas)

Unique Units: ( Will add later )

 

Proof you’ve read the intro and the rules: Ireland is okay I suppose.

 

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The Karakhwan

 

Name of Nation: the Karakhwan, the People of the Sky

 

Type of Government: Nomadic tribalism with a circle of convening chiefs. The Nomadic chiefs and the sedentary chiefs of Yotal’s Throne convene once a year for a great moot in which they discuss the issues faced by the Tribes.

 

History/Culture:

 

The Karakhwan are born of the many tribes that once wandered around this region, worshipping various gods and fighting amongst each other for centuries. Their ties to this place go back to prehistory, as do their wars. Seven-hundred years ago though, the chiefs were finally unified by the threat of the Carnelian’s to the north. They finally gathered upon what has now become Yotal’s Throne, where they decided that together they would hold against the menace.

 

For the next five-hundred years, they raided their northern neighbors, until three-hundred years ago, they Carnelians launched an invasion of apocalyptic proportions and finally subjugated them, turning them into a vassal state.

 

Fast-forward to the Great War and the Karakhwan have continued a nomadic existence, though their society is now split between the sedentary people of Yotal’s Throne and the true nomads, warriors and merchants alike. Their relations with the Carnelians have mollified over the centuries and when called to war, they answer. 

 

Unfortunately for the Carnelians, the Karakhwan’s arrived to late for their fleets of tribe ships to save them from the crippling defeat at Kelkit. Yet, led by Heart of Iron, their fleets did stop the Carnelians from facing total defeat by engaging their enemies in a series of glorious and bloody victories in the skies. It is said that the Karakhwan bleed blood and oil, both pouring from the sky in equal proportion, for so many were lost in the defense of their liege-lords. Yet, victory was achieved and as a reward for their selfless heroism, the Karakhwan were given their freedom by the Carnelian Sultan.

 

Still, bonds of blood and steel cannot be forgotten so easily, and they have yet to return to their old ways of raiding the sultans holdings....


 

Points:

 

Size: 6 While many of the Tribes are still Nomadic, many sedentary folk have filled the great tiered magnificence of Yotal’s Throne with their families. As such, perhaps 30%-40% of the population remains nomadic, while the remainder lives in one great city and the surrounding area.

 

Yotal’s Throne itself riddles the mountain upon which it was built with warrens and streets through which run artfully crafted tubes that bring air and song to all.


50 Million population
1 Metropolis

5 Caravans


 

Army/Navy: 0 The Karakhwan are raiders and warriors at heart, but their fights stay in the sky. To fight on the ground is both crude as well as an insult to Yotal, who would see their sacrifice occur within his own realm.

 

Aviation: 10 For the glory of Yotal himself! Adorned with their wind organs and their totals and religious markings, the Karakhwan raiding fleets howl their way through the skies, pendants clinking in the wind, their hulls adorned with the markings of Yotal. It is in the blood of every single Karak to find his place in the skies. It goes beyond duty, for it is etched into their very bones.

 

3 Heavy Cruisers

The Yotakal Tribe ship

The Ibombe Tribe ship

The Nvda Tribe ship


5 Cruisers
5 Destroyers
2 Corvettes


 

Industry: 4 The Karakhwa are not particularly industrially inclined apart from their ship-building industry, for which they have a deep passion and an long-standing craft. Indeed, it helps that Yotal’s Throne sits on a solid vein of Vitrium!

 

4 Vitrium Mines

4 Vitrium Refineries

 

Economy: 8 The Karakhwan are both raiders and traders at heart. Their warships may reave, but their caravans bear many riches acquired during their long travels.

 

5 Commercial Districts

3 Commercial Infrastructure

 

Education: 2

 

Development: 0

“Where we’re going, we don’t need roads.” -Medicine Man Marty


 

Notable characters:

 

Solomon Keynes, of the Siroko

-A defector from a foreign land who married into a tribe and joined them. An excellent officer, he commands his own destroyer as the son in law of its Chief. Solomon was once a soldier during the great war but crash landed his plane into Karakhwa land. He evaded capture for a while and put up a brave fight but he was eventually captured, where he learned to appreciate the freedom of their lifestyle and after the peace, he decided to stay and marry his wife, Star of the Desert. He often clashes with Heart of Iron, for he has far more regard for his subordinates and tries very hard to get them to accept him.

 

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Heart of Iron, of the Yotakal

-The Great Chief, Lord of Reavers and the man who single-handedly led the Karakhwa through some of their most brutal and glorious battles of the great war. He is often recognized as single-handedly having earned his people their independence. Known for features carved of stone and a ruthless disregard for anything but victory. He is ageing, but still sees more glory before he must ultimately die in battle, for die in battle he must. 


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Cloud Hunter, of the Hasse

-The leader of the best Karakhwa scouts, Cloud Hunter is a risk-taking woman who has an an addiction to adrenaline. Only in her late twenties, she is already scarred  from various crashes and near-death experiences. The glory she has accumulated has led many suitors to her door, but she has been heard to say that she is married only to the sky. Her hot-headed approach to life has made her a legendary figure among the Karakhwa, though it has not earned her the approval of Heart of Iron.

 

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Nation Idea: Sons in the Sky: Every 5 million population grants 1 free destroyers. All Destroyer & corvette crews are automatically veterans.

 

Unique Units:

The Wind Devils: Elite raiders equipped with glide-suits, they are trained to drop from altitude and land upon enemy ships. Excellent close combat fighters, they specialize in fighting within the tight confines of ships, using axes, knives and guns, these face-painted killers turns the once security of ones own ship into a warren of nightmares.

 

Yotal’s Hawks: Destroyer-sized ships, the Hawks are capable of ultra high-altitude flight and are equipped to have two planes attached to them. They also have excellent scouting equipment, including very good optics, etc. Along with this, they are built to have very high G tolerance for sharp dives, etc.

 

Thunderbirds: Very high G resistance. Capable of carrying all sorts of explosives, these planes have wind organs of their own that produce an eerie wail when opened. For Dive Bombers, the Thunderbirds are surprisingly agile and rapid once their load has been dropped, allowing them to act as fighters with very few disadvantages compared to their dedicated brethren. Excellent climbing speed and acceleration, but mediocre dogfighters, they prefer to dive over and over.

 

Map Position:


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Name of Nation:

Juverin Republic 

 

Type of Government:

Oligarchy 

 

History/Culture:

 

The People of Juverin were located in the southwestern island. Relatively isolated from any and all conflict during the Great War, but it did not save them from being apart of the war in one way or another

 

Octavian Cierco, was the public figure head of the Republic, appointed by the council. The wealthy who had vice grips over the markets and political influences. They supplied anything the consumers were purchasing. Panther P-22s, troops, steel. Any and all that they could provide in a surplus. This provided a great boon to the economy, it was shining bright, like a dying star. Which is exactly what it was. 

 

Once the Great War ended, many people quit buying. Factories shut down and a recession began to fall over the people of Juverin. It was a slippery slope of recovery, many policies were in order to stop the council from devouring themselves. It was plummeting fast before coming to a grinding halt. Then it began to come back around slowly, but surely. It was on a steady climb as the internal economy began to grow. Becoming less dependent on exports for growth. The Republic was on the rise and council was beginning to grow in power. 

 

Starting Points:

Size: 6 

 

Army:1

3AP

3x Infantry Brigade 

 

Aviation:5

15ASP

2x Freighters (6 Freighters total) 

5x Corvette (10 Corvettes total) 

3x Destroyer (3 destroyers total)

1x Cruiser (1 Cruiser)  

 

Industry:2

2x Steel Mill

1x Vitarium Mine

1x Vitarium Refinery 

 

Economy: 6

6x Commercial District 

 

Education: 10 

 

Development:0

 

Notable Characters:

Octavian Cicero III (“Elected” Head of State)


 

National Idea:TBA 

Unique Units:TBA

Map Position:

Proof you’ve read the intro and the rules: **** you 

 

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Tierra Roja

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Type of Government:
Liberated and Free People’s Democratic Republic (Dictatorship)


History/Culture:
Tierra Roja, named after the crimson soil first seen by explorers, is a harsh land to the east discovered centuries ago by western sailors. Settled numerous times by numerous powers, the land’s name is synonymous with lawlessness, savagery, rebellions, and ideologues. The wealth extracted from its natural resources and unique plants and spices more than justified the continued presence of Imperial forces over the colonial period, but all this ended at the tail end of the Great War. There were too few soldiers to keep control over the angry population, and a true, united revolution overthrew the remaining Imperial authorities a year before the war’s end. All credit to this victory went to the venerable Miguel “Toro Rojo” Doritaros, who united the many disparate rebel groups and drew them into an army to challenge professional troops. He was later credited for wiping out those same disparate rebel groups and claiming total control over Tierra Rojo after the government was kicked out. His charisma, energy, and terrifying presence has since kept control over the new nation... but for how long? Who knows! Live for today, cabrón!

 

-Size: 6. The colony stretches the length of Tierra Roja, but not the entire landmass. The population boomed from immigrants and colonists for a century prior to the great war, and received a sprawling number of pioneer towns and cities as a result.

-Army/Navy: 5. The revolution has just ended, and the people are restless. There are a great quantity of weapons and revolutionaries left over from the war, and the people have a long history of fighting with the environment and the government.

-Aviation: 2. The air-fleet consists entirely of captured ships left over from the peacekeeper’s time. The crews too.

-Industry: 4. The country was never heavily industrialised, but a desperate need for supplies forced the declining Empire invest in some industrial projects. They have been kept in a reasonable condition despite the war.

-Economy: 10. The colony was always used for tax harvesting and resource exploitation. Little else was invested in beyond that. Tierra Roja has nevertheless inherited an extensive number of assets, and an impressive financial sector to boot.

-Education: 2. Education infrastructure has completely collapsed in the interim. There are still teachers about, but they command a hefty price for their services now.

-Development: 1. Infrastructure was ignored during the final years of the war in favour of industry. A poor decision, in retrospect.

 

Notable Characters:

-El Presidente Miguel “Toro Rojo” Doritaros, Champion of the People, Generalissimo of the Fighters for Liberty, Breaker of the Chains of Tyranny, Glutton.

-Ministro de Interior Fidel Champana, Sycophant.

-Ministro de Comercio Phillip de Triste, miserable bureaucrat attempting to hold the nation together.

 

National Idea:

Too Caliente for you, Cabrón?: 20% trade bonus from delicious spices.

 

Unique Unit:

Grandes Cañones: Obnoxiously large and destructive howitzers that can double as anti-air weapons, should the target be slow and large enough.

 

Map Placement:

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Secret thing: Ireland’s a nice shade of green, I guess. That could just be from vomit, though.

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The Venzeatic League

Type of Government: Oligarchy

 

History/Culture:

will include in initial post or edit in later, have to get this out quickly

 

Starting Points:

Size: 4

Army/Navy: 1

Aviation: 5

Industry: 2

Economy: 6

Education: 8

Development: 4

 

Notable Characters:

Lord-Speaker Matteo Falsetto – Chairman of the Signoria of the Venzeatic League.

Signor Enrico Contalfino – Member of the Signoria, for Venza.

Signor Gianluca Malfano – Member of the Signoria, for Altano.

General Yevgeny Matrushkin – Former Pozharin garrison commander, turned general of the Venzeatic standing army.

Admiral Salvatora Forzza – Admiral of the League’s airfleet.

Valeryii Zeferelli – Descendent of Marco Zeferelli, inventor of the airship. Current owner of Zephyrelli Aeronautica.

 

National Idea:

A Dream of Flight – Bonus when researching Airship and Flight related technologies.

 

Unique Units:

None... for now...

 

Map Position:

 

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Proof you’ve read the intro and the rules:

The 2018 legalisation of abortion was a net positive on so many levels.

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Name of Nation: Nazr Dynasty

Type of Government: 

The Nazr Dynasty is ruled by an Emperor, or Kalifata, whom rules shrouded in mystery, separated for life from the common people. The Emperor promugaltes his policies and laws through decrees, which is enacted across the sizable nation through a formidable and all watching cadre of government officials and civil servants, selected through a rigorous civil exam that weeds out incompetent men, and ushersthe best and brightest to government positions where they may enact the will of the emperor to the best of their abilities.

 

The Nazr Dynasty itself, is descended from a order of mystics who entered the nation by intermingling as foreign traders from the south, from the vast ocean of grass that, in a different time, they held dominion over.Their power stems from the clever politking of the founder of the dynasty, Darius I e-Nazr, who occuped a high economic role in the government under the previous family, and was even a trusted household friend, having bestowed the prestigious title of Kiakh, or roughly, river brother. The Nazr are ethnically and culturally different from the natives(Nephites), and the invasion of an foreign people have radically changed their society and culture, by ushering in alien foreign norms, imposing new restrictions, and discarding certain native traditions. 

 

The current Kalifata is Darius VI e-Nazr, who is relatively new to the Gilded Throne, crowned in the usual sacred ceremony only 7 years prior. As per tradition, his personality and figure is unknown to the public, yet his cult flourishes nonetheless among Nephites and foreigners alike.

 

History/Culture:

The Nephites have a long history, dating back thousands of years into the past. They originated as river dwellers, preferring to stay close to their fertile hearts, next to their wheat and rye which grows abundantly in the region. The vast majority of the region is engaged in jobs in the primary sector, extracting resources from the earth, whether it be fish, foodstuffs from the banks of the fertile river, or the deep mountain mines where they extract new minerals powering revolutionary technologies. 

 

Nephite history is made up of various different periods, of which different dynasties and kingdoms ruled over, each leaving a different scar on society and culture. The combination of these scars, the marks that history and change have left on the natives, have formed the Nephite society that exists in the present day. There are 7 different periods recognized by Nephite scholars, of which three are the important.

 

‘The Creation’: The ‘creation’ recants the foundation of a united, Nephite nation. Preceding the creation, the Nephites were organized into different city states strewn about on  the river banks and the coasts, living in anarchy, and darkness, according to scholars which inscribed the history into words. Until then, described in a poetic interpretation of events written by a scholar of the time period, arrived Aaron the Forger, a great conqueror hailing from the city of Neph. He, united the city states of the Nephites into one state, and declared himself the King of the Nephites, and the name stuck. Aaron was a godly ruler according to the sources of the time period, stamping out sin with every marching beat his army took. However, revisionists scholars from a later period later wrote that he was a cruel ruler, concerned highly with his ego, especially his size, cutting the knees of all those in his court who were larger than him. Nonetheless, Aaron’s brutality and military prowess established the foundations for a united Nephite state and culture, and literary allusions would continue to be made to his acts until this very day.

 

The Rule of the Three: Aarons kingdom lasted 400 years, until it fell into discrepancy and was replaced by another dynasty, and another, and another, dynasties and Kingdoms all crumbling into the dust. More than 1,200 years had passed, and the Nephite borders were now subject to incursions from foreign lands over the river banks, south by fur clad men from the grass sea, and even seamen from the mystery lands to the north. The cities which had stood for a thousand year bad been crumbling, and society as was reverting back to the ages of anarchy and darkness as the scholars described in the Aaronian age.. The final straw was the Collapse of Neph, the Nephites pride and glory. Neph had been badly pillaged by southerners, and its houses, monuments depicting mythological rulers, were hanging by its last rocks and stones.  Untill, as if a message from heaven, the earth itself collapsed and convoluted below the city of Neph. First the city began shaking, then one by one, building by building, road by road, the entire city collapsed, until what was left was merely defensive fortifications and the walls surrounding the city. Work had already begun on rebuilding, but another tragedy struck: a bolt of lightning struck the kalifata, who was personally helping moving massive blocks of stone in the debris. People saw this as a message from the heavens, priests began prophesying an apocalypse, and anarchy ensued. For a week, among the ruins of Neph, there were no laws, no rules, only the chaos of man. Holy grounds were desecrated, idolatry committed in spite of the gods for punishment, and the week was forever remembered as Asfet. A saviour arrived to Neph, however, or saviours, in this case. Three brothers, zealots who were part of a group who rejected society, and chose to reside in the mountains where they collectively utilized their masters wealth, and constructed upon it. The Three brothers descended through the gates of Neph, 500 monks in tow, and using their words and message, managed to restore order to the anarchy in Neph, and evacuate the ruins of the city, in one night. The Three brothers spent months conversing with them, each form distinct backgrounds, and converting them to their kellia, or path. In three months of preaching to the former inhabitants of Neph about order, harmony, peace, alluding to the chaos that ensued in Neph, the Three Brothers had an army of zealots at their disposal. Meticulous planners, they had already selected a site for a new settlement, and within a week had begun working, and construction was a very quick process thanks to the extreme planning of the brothers. In a month, the cities streets were laid out. In 6 months, houses were being constructed. In a year, the walls. In three, a glorious city adhering to the principals of the mountain monks. This city was called Aaru, or paradise. The entire cities population consisted of zealots dedicated to the Kellia, path. Aaru was designed to be a shining beacon of how Nephite society should be, harmonious and peaceful, and such it was. Everything was organized, roles were defined down to the minute action. The brothers created a code of law replacing the archaic Aaronian based code, with a newer one more just and encompassing, still partly in effect today. Aaru prospered, and within 5 years it grew to the largest in the region with thousands of converts flooding over its walls.

 

In the space of time between the rise of Aaru and the collapse of Nephite society, city states once again grew to dominate the Nephites, some governed by fanatics, others who claimed descendancy from Aaron, and others were even ruled by the multitudes, of the most famous was Toph, ruled by a dictator elected  directly from the populace. Tophs ruler, Tertullian, sought to reestablish a United Nephite, and waged war against the neighboring states, crumbling ancient walls that have stood steadfast for millennia. One of the brothers, Ananiel, stepped forward. Ananiel lead an army of zealots against Toph, and slew down their institutions, and razed the city. Ananiel went on to unite the Nephites once more, and they ruled in prosperity.

 

The Rule of the Three was marked by the creation of many of the culture of the Nephite nation, its art, distinctive architecture, religion, music, and government structure. The Nephites were ruled by three separate royal families, directly descended from the three original brothers, sharing power and ruling equally. It was also the final time there would be widespread civil violence in Nephite society.


 

The Gilded Age: Falling in suit with trends in the era, this era is when the Nephites pioneered many forms of science, literature, mathematics, constructed great libraries, and innovated machines of mass killing and war. Many of these projects were sponsored by the Nazr dynasty, foreigners were assumed control of the nation.

 

Currently however, Nazr society is composed of an aristocracy dominated by plantation culture along the fertile river banks, with rarely any residing inside the few metropolis’ available, unless they are a civil servant. Economical Disparity is extremely high, and the lower classes are forced to expand southward, developing a large settler culture, or live in poor conditions within the cities.

 

Starting Points:

Size-6

Army/Navy:8 – Most of the aristocratic families have a deep military history, most having sons or brothers who attended the prestigious Academy of the Exalted Name, constructed in the Aaronian era. It is one of the only remaining works from the era, and is one of the finest examples of the periods architecture. It is located on a high mountain in the nations south, and is highly secretive to preserve its arts. It is commonly referred to as Hermons Bluff, and only the top cut of society have enjoyed its luxuries.

Aviation:0

Industry:0

Development:2

Economy:8

Education: 6

 

Notable Characters:

Japheth y-Badias: General of the Armies, discrepancy in the fact that he does not hail from the elite planter culture in the nation, and is in fact a rough-cut pioneer from the frontier regions. He is a Zamanite, of the same ethnic group of the Nazr.

 

Zadok Tadros-An extremely wealthy Nephite from a renowned dynasty descending to Ananiel. A poor orator but an extremely effective policy maker, he runs the day to day affairs of the Caliphate, notably notorious for micromanaging every single affair.

 

Kalifata Darius i-Nazr- The Caliphate, his presence is scarcely felt throughout the nation, promogulating few prerogatives and decree in his tenure as Caliphate so far.

 

Seth of the Sea: The chief religious figure in the Caliphate, he too has personally opted to take a reserved position, choosing to stick to his sea-side monasteries and temples. There is rumor though, that he undertakes a variety of different identities used to foment dissent against the government.

 

National Idea: tba

Unique Units: cba

Proof you’ve read the intro and the rules: **** off green pricks


 

Edited by Alfonso X el Sabio
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Image result for vergina sun

Discord: You have it

Name of Nation: The Philosophate of Arpinium.

Type of Government: Oligrachy of Philosophers, aka neo-Aurelianism or Philosophism.

History/Culture: In antiquity, a remarkable man was born in the city-state of Arpinium. This state was once a major sea power and a pioneer, but had fallen into decline under the democratic system. This man, called Gaius Tullius Aurelius, called out the hypocritical demagogues, advocated for monotheism and espoused a philosophy antithetical to the ruling elites. By popular demand he was put to death, but his philosophy lived after him, spreading throughout the world: one man commented that all philosophy thereafter was ‘footnotes to Aurelius.’ Gradually, his successors and pupils took over every aspect of government and education. And never have they looked back. This ultra-hierarchical, anti-materialist, anti-egalitarian ideology is bizzare to many, and utterly despised by both liberals and communists. 

 

Over the next centuries, Arpinium dominated the humanities and their study around the world. The Arpinian philosophers, rhetoricians and historians are still the base of education in much of the world. The city has had two major crises, but the island enjoys a remarkable stability. The first was in the 11th century, there was violence in the streets and constant gang violence that threatened civil war. THe issue was whether the old polytheistic gods were supreme, or there were no such gods. In 1171 at the First Arpinian Council it was defined that the gods existed, but that they were subordinate creations of the supreme God; the ‘unknown God, also known as The Good. The second was in the present century. Many of the philosophers had become corrupt, unbelieving and lived in luxury, which strictly went against the original teachings. This caused massive discontent. Now, the neo-Aurelians rise. Living strictly according to the highly ascetic rule, the current council largely belong to this strictly orthodox and highly fanatical movement, and harshly persecute Communism and other foul ideologies wherever they can be found. 

 

The society is very hierarchical and is governed by a small caste of hereditary philosophers, numbering 51. These men are expected to live by the most rugged rule, and are taught philosophy from a young age. The society grants many protections to women at all levels, except that of government: women never have been admitted into the philosopher caste, although there have been women who have held influence through marriage and family ties. The idea of women being in government is considered utterly absurd. 

 

The Philosophate was the first state to abolish slavery. No man owns another, but instead there are castes running through society. The society is very moralistic with monogamy and no divorce except in the case of adultery. 

 

Starting Points: (30)

Size: 2

Aviation: 2

Military: 5

Industry: 1

Development: 4

Economy: 6

Education: 10

Notable Characters: 

 

Marcus Didius Gracchus: A man of remarkably young age, head of the Philosopher’s council. He is a man full of fervour, who lives a strict moral life, and is regarded as very honourable, if naive. A neo-Aurelian, he despises Communism and Democracy, and is friendly toward the Nazr and their Mysticism, considering it very similar to Aurelainism. 

 

Gaius Didius Gracchus: The brother of Marcus...A secret Communist and subversive who wants to bring down the system from the inside! He is even younger than his brother though, so he hasn't achieved such a prominent position...yet.

 

Numeria: The wife of Gracchus the Elder. A beautiful and intelligent woman, and also downright evil – a Machiavellian figure, she stoops to levels her husband would not, unknown to him. Many have died of ‘natural causes’ in suspicious circumstances. 

 

Spurius Furius Cato: See as the chief enemy of the neo-Aurelians, head of a faction called the Catonists. An old man tired of their moralising and reformist antics! He wants to go back to the lax softness of the 18th and early 19th centuries, a fervent capitalist with a lot of liberal influence. At least, unlike the younger Gracchus, he opposes the neo-Aurelians openly. He also wants a standing army, an idea that sickens the neo-Aurelians. His strident manner has almost seen him ejected from the Philosophers, but he has too many prominent friends. Including...

 

...Aulus Furius Cato, his son, who commands the navy!

 

National Idea: Far and wide: Since Aurelian philosophers pretty much invented the humanities, and since Arpinian educators have always been famous, Aurelian ideas exhibit an awesome influence. Many crypto-Aurelians and open Aurelians can be found among prominent capitalists, university professors, priests and other powerful men, giving Arpinium a ‘lobby’ throughout the world, and allowing them to exhibit their influence without shedding blood. Hence, they avoided getting involved in the Great War. 

 

Unique Units: Hoplites (Irregulars): having no standing army, the Arpinian buys his own equipment and serves a temporary term in the army.

Image result for greek soldiers ww1

Map Position: See above.

Proof you’ve read the intro and the rules: Exists only at and for the Englishman’s pleasure. 

 

Edited by thesmellypocket
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Bellica [Or, the Archduchy of Andros-Bellica]

 

Type of Government:

 

Constitutional Monarchy [Enlightened Absolutism]

 

History/Culture:

 

Woeful is the tale of the Bellicans, those faithful subjects of a bygone era. In their antiquated histories, the reign of the Archdukes of Bellica was paid its just tribute among the nations of the Continent. By 1700, after all, the lords of Andros and Bellica had ruled for nigh six centuries. Once, their territories stretched many leagues; historically staunch traditionalism and empowered nobility, however, threw into doubt their rule as tactics evolved. The Anaerin Confederacy’s 1762 expansion and consolidation came at the cost of the Androsian Heartlands, the sweeping plains to the south of Bellica, in the War of Anaerinic Aggression - or, in the Confederacy, the First Androsian War. The Free Provinces saw Bellica the oppressed territories of an outdated regime; in the mid-1830’s, a series of rebellions succeeded in overtaking the local administrators of North Bellica. The regime’s inability to quell these rebels caused them to lose the central territories of Andros-Bellica in the Bellican Partition, which saw for a brief while the Free State of Allmor, and within a decade an incorporated territory of the Free Provinces.

 

Their greatest shame, however, had yet to come. The posturing of the Great Powers in the early 1860’s came once again at the expense of the already-disastrously aggrieved nation, and its central territory, the Bellic Strip, became the focal point of the worst war in the Continent’s history. With the pretense of protecting the ancient regime’s sovereignty, the Confederacy launched a series of attacks across the River Mar and into the recently-occupied Bellic Strip. None of the occupied territories in Bellica’s heartlands would be returned to the nation at the turn of the 80’s, though the lives of 13 million Bellicans would be claimed by starvation or execution, often from their Confederate “saviors”. For the duration of the Great War, the official stance of the Archduchy was that of having sided (unwillingly) with the Anaerin Confederacy. At the end of the war, their nation was split in two, with the Bellic Strip being split between the two Great Powers at their last armistice. Bellica, of course, was not present at the negotiations.

 

Reduced to the Bellic Heartlands and Northern Andros, the Archduchy is a nation revolving around monarchic absolutists in an era of turbulent revolution and democracy. It is a union of Androsians and Bellicans in a vain attempt to protect their combined nations from total annexation, often with injurious consequences to their governance. It is a fractured set of territories with aging infrastructure and a weak economy. It has also lost much of its independent diplomatic abilities; a series of guarantees of independence by both the Free Provinces and Confederacy upon the armistice signings have also enforced warnings upon the nation, preventing it from beginning offensive wars and limiting its fleet capacities, though protecting it from invasions by either power or their aligned states.

 

Starting Points:

 

Size | 4 – Once, perhaps, Andros-Bellica was well-populated. A fifth of its population died during the Great War, another quarter fallen casualty to any variety of war crime and other injury. Now, its streets run empty and quiet.

 

Population: 40m

Metropolis: Bellograd

Cities: Andrograd, Klennetsboro, Poval, Lovken

 

Army/Navy | 10 – It was perhaps a miracle stemming from the militant resurgence of the Ducal Andros-Bellican Army and its General Staff that the nation was able to survive at all. Its overly competent commanders made up, in part, for their entirely lacking industry and economy, fighting constantly and with valour in the Great War.

 

4 Infantry Brigade [4]

-20,000 Infantry

1 Howitzer [2]

25 Howitzers

4 Bellican Howitzer [12]

80 Howitzers

4 Field Artillery [8]

-400 Pieces

2 Fighter [4]

-200 Fighters

 

Aviation | 5 – Men have no place in the skies – but war changes, as all things do. At the end of the Great War, just as did all their neighbors, whether friend or foe, so too did the Bellicans innovate.

 

2 Heavy Cruiser [6pts]

1 Destroyer [2pts]

8 Corvette [4pts]

9 Freighter [3pts]

 

Industry | 2 – A weak but not nonexistent industrial base has allowed Bellica to, if not thrive, survive.

 

2 Airshipyards

2 Heavy Industry

 

Economy | 2 – A weak but not nonexistent economic base has allowed Bellica to, if not thrive, survive.

 

2 Commercial Districts [Bellograd, Andrograd]

 

Education | 6 – It is said that the children of Andros-Bellica are raised to become officers and mercenaries – how could they complete such tasks if they were not among the best?

 

Development | 1 – Yikes.

 

Notable Characters:

 

You’ll notice there are no notable non-military Bellicans. That is, of course, because Bellica is not well-known internationally for anything but the talent of their officer corps...

 

220px-Franz_Conrad_von_H%C3%B6tzendorf_(

 

Archduke Karl Fredrik vi Androssov

 

Patriarch of a dynasty considered as old, and antiquated, as absolute monarchy itself.

 

220px-Robert_Lamezan-Salins_2.JPG

 

General Field Marshal Alans Travsa vi Bellograd

 

Nigh-legendary hero of Bellica, Alans Travsa’s use of well-coordinated counterattacks in Bellica proper kept the homeland secured at the rivers Mar and Steir to the west.

 

220px-Kovess_Hermann_Fieldmarshal.jpg

 

Field Marshal Hugo Linden

 

Commandant, Army Group I “Bellograd”

 

800px-Generaloberst_K%C5%99itek_(BildID_15666007)_(cropped).jpg

 

General Jan vi Klennetsboro

 

Commandant, Army IV

 

220px-Arz_Arthur_von_Straussenburg_1.jpg

 

General Arz vi Kaltzberg

 

Commandant, Army VI

 

220px-FML_Wenzel_Wurm_(E._Sch%C3%B6fer)_

 

Lieutenant General Stann vi Poval

 

Commandant, XIV Battalion “Stett”

 

main-qimg-64e92cdd0ebf82cf1dd311e097f40f29

 

Lieutenant General Aaren vi Lovken

 

Commandant, XIX Battalion “Povalberg”

 

220px-Viktor_dankl_sch%C3%B6fer.png

 

Lieutenant General Victor vi Bellograd

 

Commandant, XXII Battalion “Grannsmark”

 

220px-Julius_Arigi.jpg

 

Count Anatoly Viktor vi Androssov

 

 

250px-Kiss_ritratto.jpg

 

Fleetmarshal Josef vi Arizh

 

Commandant, Flying Wing III “Flood”

 

220px-Godwin_von_Brumowski.jpg

 

Air Marshal Kurt Allevan

 

Commandant, Flying Wing V “Thunderclap”

 

Flying Ace in the pre-War and early stages of the Great War.

 

National Idea:

 

Between a rock and a hard place: Halved gold maintenance for military.

 

Unique Units:

 

Bellican Howitzers: Specialized weaponry, designed to take out enemy aerial support and airships. Decidedly not designed to hit sea-based targets, though performs just above average against conventional land-based armies.

 

Map Position:

 

xoQfP3n.png

The Archduchy of Andros-Bellica, modernity

 

GLOPg8Q.png

The Bellic Strip, postwar [not owned, obviously]

 

Proof:

 

I too enjoy enforced catholicism and the national pastime being passing out in bars...

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