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The Age of Ruin - OOC


The_Mad_Skylord
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THE AGE OF RUIN

 

 

 

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The World Is Dying

The Gods have Abandoned it for their homes behind the Sky

 

The World is Languishing
Civilization after civilization rises and crumbles to dust

 

The World is Cursed

The ruins and artifacts make us sick and change us

 

But they also grant us power.

 

A world near the end of its existence, broken, dying, and twisted by magic. The better part of all that will ever be has already come to pass, and the ruins of countless eons before are scattered throughout the world like bones on the seafloor. But life goes on, after all, there is still some time left - time enough..

According to legend, the Gods - or the Outsiders, as they are more commonly known, vanished from the world long ago in an apocalypse called the Departure. They have left behind a world in ruin, littered with the wreckage of their so-called eternal kingdom. Once-great civilizations were cast into ruin; humanity, which once traversed the great blackness and worked great miracles under the Outsiders’ supervision now languishes.

 

Now, the Age of Attendance, when gods walked the earth, is nothing but a fading memory; no less mythical than the Deep Past, before the outsiders ever arrived, and now man persists in an endless cycle of bloody horror, as the broken, battered lands and states that remain battle in a ceaseless attempt to control land, resources and ancient artifacts.

 

Once, when the Outsiders walked the earth amongst mortals, mankind traveled the stars in great constructions of steel, platinum, and chrome. His monuments were vast, his achievements mighty. The Outsiders gave to mankind such knowledge and skills as can now only be dreamed of, and with these gifts, man built a utopia upon the earth, a society of incredible, unimaginable technology, a world of compact, seamless energy, where a person’s every need was simply at the tip of their fingers. But those days are gone, and men now languish in the realities of a broken world, with none of the incredible machinery of the past to ease the harsh conditions in which humanity now attempts to thrive. Of the great artifacts of the past, some remains - much of it buried beneath mountains of rubble and ruin, entombed since the last days of the Departure. While man has found many of these trinkets, it has been well beyond his ability to reproduce, or even to understand them, for an unfathomable amount of time.

 

Though simpletons, in comparison to the peoples of olden days, mankind is not yet without innovation or technological development. It is only within recent memory that weapons based upon launching a projectile with chemical force have become prevalent, and the gun has become the centerpiece of much of his military power. The nations of the Age of Ruin battle with firearm and cannon to assert their authority, in vicious, bloody conflicts that can be called nothing but crude in comparison to the ways of the past.  But life advances in ways that cannot be predicted. For all of the flaws of man, and the loss of his greatest discoveries, his will to invent can never be tamed, for the blighted world, once run by energies that could only be called magic, now chug and groan, as steam power fuels the broken realms of mankind.


 

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It has been three thousand, two hundred and fifty long, bloody years, since the Outsiders left their loyal subjects, and the realms of man crumbled into dust, to be lost upon the winds of time. For thousands of years, since the Departure, man squabbled in the dirt, like mangy beasts, fighting over the scraps of whatever was left in prolonged, hellish and pointless conflicts, reducing what little remained to a state of utter nothingness, and condemning many priceless artifacts of the times before to be forever buried under sand, and stone, and rubble, and ruin. But man is a persistent beast, and out of the ashes of the old has risen a new order and a new way of life, which has become dominated by the advent of steam power and the prevalence of the rifle and cannon.

 

The Broken Coast is a geographical region defined by many different climates and terrains, inhabited by a wide range of peoples and a diverse spread of nations. The Broken Coast has been embroiled in constant, internecine conflict for as far back as anyone can recall, and the farmland has been well watered with the blood of men. In recent times, however, the presence and ambitions of two new players has changed the balance of power in the region forever. 

 

Across the Great Sea, the Sultanate of Kaph hungers for fresh material, as natural minerals and resources slowly become scarcer and scarcer in the homeland. The Sultan of Kaph, Abdul III, demands progress from his representatives in the Broken Coast, as tensions slowly rise between Kaph and her rivals, and the Sultanate’s war machine remains ever hungry for fresh means. Kaph is determined to make inroads into the Broken Coast, by almost any means necessary, and will richly reward her allies who support her endeavours.

 

Kaph’s greatest rival is the power known as the Concordat, a militaristic state, determined to destroy its rivals and bring order to the lands across the Great Sea. The Triumvirs of the Concordat gaze greedily at the Broken Coast - not for its resources, but rather for the chance to starve Kaphi industry before a war even begins, and it is rumoured the agents of the Triumvirate already stalk the lands of the Broken Coast, eagerly seeking allies in their efforts against their greatest foes.

 

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You are the nations of the Broken Coast; a motley gang of monarchies, republics, dictatorships and oligarchies, as diverse as they are warlike. The course of history is in your hands. Who shall endure? Shall Kaph dominate the region, and find enough material to finally defeat their enemies? Shall the Triumvirs of the Concordat succeed in their plot to starve their enemies, and bring their harsh order to the lands across the Great Sea? Or shall the Broken Coast stand alone, rejecting all but those that call those fickle, violent territories their home? Only time, and your endeavours, will tell...

 

APP

 

Discord:

Nation Name:

Flag:

Culture:

History:

Characters (Up to 3):

Location (Pick 3 Provinces):

Unique Units:

 

Rules:

https://docs.google.com/spreadsheets/d/1NlpbtrUXMqV5vkJOF7PaHp8Gm5Vm9bDAUiDo4ETyag4/edit#gid=0

Edited by The_Mad_Skylord
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Discord: You have it.

 

Nation Name: Kingdom of Münzenberg / Königreich Münzenberg

 

Flag:

 

 

Culture: The people of Münzenberg are described as Militaristic, aggressive, and stoic by most outsiders who travel through their lands and take a simple glance. Through corrected lenses though, the people themselves are hardworking and diligent folk who do what is required of them without ever having to be asked twice. Nationalism and love of king and country is what really drives them forward. Thanks to Sebastian the Unifier, unlike your typical monarchy, his reforms many, many years ago have lessened the tensions between noble and regular citizens. 

 

History: For many years the people of Münzenberg were little more than a petty kingdom, feuding with their neighbors over insignificant matters. Like the other surrounding kingdoms and nation states, they contributed to the world nothing more than death and bloodshed. It wasn’t until König Sebastian I, 7th King of Münzenberg took to the throne that times would change drastically. Although his predecessors were extremely conservative and crude, Sebastian was quite the opposite in most regards. To kick off his reign, a wave of social reforms hit the people of Münzenberg, mostly doing things that would allow upward mobility in society. After these successful acts were put into place, more were soon to follow. One set of reforms after another continued to strengthen the Kingdoms position over time and eventually the military might and economic power Sebastian had mustered was truly terrifying. Instead of resorting to violence first and completely wiping out his neighbors like the König's of the past would've tried, he opened dialog with them and diplomatically managed to bring most to the negotiating table. The others who were in Sebastian's grasp and refused to come and break bread were dealt with swiftly and decisively, proving to their neighbors that there were no more games being played. Those who came to the table were met with happy acceptance, compromises were made and their integration came peacefully and over time in the end with all swearing fealty to Sebastian.  Naturally some nations were so far from Münzenberg that they were left untouched and unscathed, continuing to govern themselves. Sebastian had managed to do what no other could, and was bestowed the name of Sebastian the Unifier. For the rest of his life, he toiled away in the royal palace trying to make his portion of the world a better place for those who inhabited his borders. Although he has long since returned to dust, his legacy still stands with many statues made in his honor. Reinhardt II, is the Unifiers great grandson who has just ascended to the throne after his father's passing. Left to him is a realm worth ruling, and an army worth leading thanks to his father's diligent work. Many whisper that Reinhardt is an equal to his great grandfather, and many more whisper that he will surpass his legacy. Yet these things are to be seen, for Reinhardt is still learning and absorbing the knowledge that is being given to him. With enemies on all sides, the future, although bright, is unknown.

 

 

Characters (Up to 3): 

Reinhardt II, recently ascended Königof Münzenberg. Grandson of Sebastian the Unifier. Just 21 years of age, the man has been tutored by the best money and power can bring. He is what most will call inexperienced yet willing and yearning to learn. 

 

Heinrich Scholz, trusted economic and social advisor to Reinhardt. A man with a heart of gold and sheckler fiscal abilities. None better qualified to help rule the Kingdom. Shorter in stature, not what one would call an impressive specimen but what he lacks physically he makes up for mentally.

 

Dieter Hartmann, trusted military advisor to the King. A rather large gentleman, signs of old age catching up linger on his face. A veteran of timeless Münzenbergian campaigns against the crown’s enemies, with his age he brings much valued experience to Reinhardts side.

 

Location (Pick 3 Provinces): E28, F11, F12.

 

Unique Units: 

 

Münzenbergian Rangers, typically recruited from farmsteads and the frontier areas, these men tend to be extremely skilled huntsmen and survivalists. Whether it be scouting the enemy's encampment or outmaneuvering enemy units in the field, these men are some of the best that could be found and equipped. (Light Infantry Unique.)

 

Münzenbergian Gatling, a field weapon with 12 barrels, capable of firing off projectiles at a very high rate of fire. The weapon is a testament to Münzenbergian engineering, even with it’s somewhat subtle flaws. (Field weapon?)  

 

Edited by NunuTheGreat
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Discord: You have it brother.

 

Nation Name: Vyacheslav Confederacy 

 

Flag:

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Culture: Russian/Slavic

 

History:

    The Vyacheslav Confederacy was born out of necessity, formed by local tribes to deal with the onset of chaos and outsider influence along their native coast. Considerable time and pressure applied helped turn this necessitated deal into a bond, tribesmen and women intermingling in constructed cities with written records having recorded the capital having been built five hundred years ago. Much of the focus and construction was placed on the coastline leading the people to invest their time and knowledge into learning the ways of the ocean. Aided by the large forest, the art of shipbuilding soon became commonplace in these coastal settlements with fishing, trading, and sometimes piracy becoming the common interest of the people of Vyacheslav before their expansion further inland.

 

    Expansion inland was nothing close to trivial, much of the people who ventured forth ran into vagabonds, hostile wildlife, lack of food, and ineptitude when it came to farming. Interestingly enough however, the discovery of strange black powder and open plains led many to exodus from the shores. A vast period of growth took place in the last 250 years since this great changing of demographics. 


    Politically speaking, the Confederacy had been headed from its founding by the Maksim tribe until their dissolution 500 years ago where their last descendant had passed away unexpectedly during a voyage. The power vacuum was filled peacefully by the most influential tribe at the time, the Amelins. Their guidance was responsible for the expansion inland and one of them was present for the discovery of gunpowder during their journeys. Now in the current political environment, the Amelins are now a dying family. The political climate is now being exploited by the righteous and bold.  

 

Characters (Up to 3):

 

Egor Amelin - The current political leader of the confederacy, experienced and in his late stage of life. 

 

Gavrie Semenov - A young and brash man, his exploits are renowned in the confederacy with his interest being purely placed in becoming the next headsman of the nation. 

 

Dobry Petrov - Considered a shadow character by many that know of him, he follows the many rumors of ancient artifacts. 

 

Location (Pick 3 Provinces): E18, E17, E19

 

Unique Units:

 

Petrov’s Highman [Heavy Infantry] - Considered by many to be the best strongmen the bars have to offer, they are trained in many hand to hand combat techniques. Trained to be incredibly formidable in combat and capable of closing the gap with their opponents quickly. They are equipped with grenades and armed with a  buckler and sword. 

 

Amelin Ironclads - Incredibly armored and described as works of arts by the people of Vyacheslav, they are filled with sophisticated systems for the time and considered to have a very spartan interior to make space for armor and munitions berthings. 
 

Edited by Devland99
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Discord: 

(I’m in it)

Nation Name:

Yashida Bakufu (Yashida Shogunate, Kingdom of Yamatai)

Flag:

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Culture:

The Culture of the Country itself is defined by its social stratification and the recent development from a feudal society to a centralised nation state with the Shogun and the Bakufu at its head. Behind the Militaristic Government is a Monarchy that serves as a religious symbol that unifies the nation and maintains the cultural balance between the State and the people it governs over. The Shogunate Governs through use of three Commissioners that are typically hereditary but the Clans heading each Commission may find themselves removed from their power if they prove to be incompetent. 

The people of the nation can be described as militaristic, patriotic and highly superstitious in nature leading to some xenophobia in more isolated communities and a general mistrust of outsiders. Modernisation of the Country has been made difficult due to this nature, the Bakufu were forced to put down reactionary revolts seeking to halt the progress in industrialisation and modernisation of aspects of the Bakufu and Kingdom itself. Feudal Lords were replaced with centrally appointed Governors and Administrators, the Aristocracy while still existent have found their powers and influence diminish. 

The people themselves find themselves toiling in whatever profession their class best suits them for, but some have found opportunity in joining the newly centralised Military, positions that were previously closed off to all but the Samurai who now largely serve as officers or have become civil servants instead of warriors. The Monarchy and Sena Commission ensure the people are served with religious ceremonies and festivals in order to keep up morale, maintain the faith and keep the people feeling tied to the land their gods have protected and allowed them to prosper even in these dark days. 

History:

The Kingdom of Yamatai was not always lead by the Yashida Bakufu, its Monarchy is ancient and according to local myth descends from one of the Gods before they left this world thousands of years ago leaving a King to maintain order and look out for the wellbeing of the people who remained behind. So it was to be for centuries as the Monarchy of Yamatai would consolidate and secure its power in the Peninsula though this required the establishment of the Samurai Class, warrior servants who would do the bidding of Kings and Queens. As the Monarchs dominion expanded, so did the responsibilities of the Samurai, they became administrators and started gaining large swathes of land for farms, mining, fishing and even establishing new settlements and protecting them when the forces of the Central Government could not. 

Eventually due to administrative needs, court machinations and various palace coups between Pro-Samurai and Pro-Aristocrat forces in the Capital of Yamatai, the Bakufu was established to protect the dignity of the Throne from those who would seek to harm it with the Yashida Clan establishing its power through its powerful Samurai Army and Ashigaru Levy. Purging Aristocrats and Samurai Lords who sought to oppose them through use of force and utilising the Hidden Clans from the Mountains and their expert assassins and spies. For centuries the Yashida have now ruled in the Capital maintaining a close relation with the Monarchy but ensuring the latter does not manage to utilise its influence to gain any real power. 

Urbanisation, modernisation and industrialisation have began to take hold within the Kingdom and it is spearheaded by the Bakufu who fear that being behind in the times could lead the people of Yamatai being taken advantage of by foreign powers, they fear still their own Samurai and Military turning on them in favour of a restored Monarchy. Yashida Shinzo the current Clan Head and Shogun of the Bakufu has throughout his long reign played a balancing act between traditionalist sentiment and modernisation, this has seen reactionary revolt but it was crushed thanks to the new Army. Ultimately the result of his modernisation efforts has seen a blend of the traditional and modern going forward, allowing the people of Yamatai to maintain their cultural and national identity, unique from the rest of the world while also modernising enough so that it won’t become a second rate or colonial puppet of another nation. 

Characters (Up to 3):

Shogun, Yashida Shinzo: The leader of the nation but well into his 60s and beginning to wind down his activities of statecraft and preparing his son and grandchildren to take power within the next few years due to his advancing age. Largely responsible for the modernisation and subsequent social upheaval in his Country, he had to put down a reactionary revolt from peasants and samurai alike who saw their livelihoods at risk due to the industrialisation the urban centres of the Bakufu were seeing. 

Queen, Jingu: The current Monarch who serves as a religious, cultural and unifying figure for the Country. The Monarchy of Yamatai having long been out of power with the Yashida Clan taking over the responsibilities of governance, she remains an important figure which in these times of upheaval and ruin the Shogunate is careful to maintain favour with. The people see her as their leader in spirit if not in practise and a word from her and those who preceded her have seen more than a handful of Shoguns abdicating. The Sena Commission led by the Sena Clan maintains the relations between the Bakufu and the Old Monarchy. 

Commissioner for War, Kazuma Gorou: Commissioner Gorou is the man currently in charge of the Military as the nominal Chief of Staff for the Army and Navy responsible for the bureaucracy and to an extent leadership on the field. The Kazuma Clan itself have stood with the Yashida in putting down the reactionary and regressive elements in the Country and seek an aggressive foreign policy. 

Location (Pick 3 Provinces): 

F1, F2, F3

Unique Units:

The Hidden: ?????

(Will think up another later)

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Discord: Within your possession.

 

Nation Name: Königreich Zunderland

 

Flag: 

L0YS5GX.png

 

Culture: Zundrian (Germanic)

 

History:

Of the vast timespan that has passed, merely the past 80 years show a history of a realm named the Königreich Zunderland. Originally city states in this region of the Broken Lands, one in particular brought forth a man of ambition who not only managed to oust the competitors within his own walls, but also managed to unify the feuding settlements of the local area, forging them together in a strong bond, naming it Zunderland. This man's name is Heinrich.

 

Crowning himself King, after his due victory his rule was unfortunately of brief duration as the majority of his lifetime was spent eliminating competition and establishing control over the areas. Heinrich I. von Zunderland died at the age of 64, leaving his son Heinrich II. von Zunderland in charge, to continue the work he started. Forty years of strict rule and consolidation of power followed, without any overextension of expansion beyond the initial borders of what his father conquered. For this he was named Heinrich the Idle, despite the obvious increase in stability his reign brought.

 

Following him is Heinrich III., who then continued his father's policy for another thirty years. Now, he is in his fifties, with an only daughter Isabella von Zunderland, twenty years of age, to inherit her father's throne. A burden to continue a legacy. An opportunity to bring Zunderland to new shores or to bring the idea of the realm and its principles to neighbouring regions. To unite, to forge or to destroy.

 

The people of Zunderland have transformed in the past few decades, from a disparate squabbling lot of the various settlements that shared naught but their language, to a unified people with the idea of greatness beyond measure to their name. "We are Zundrian." is their slogan, and as such they continued to thrive under the watchful gazes of both Heinrich II. and Heinrich III. They are diligent and well versed in the art of gunsmithing and powdermaking. Zunder translated into the common language means tinder, symbolic for their high quality products that work without fail, but are certainly volatile.

 

Characters (Up to 3):

Heinrich III. von Zunderland, Sovereign of the Königreich Zunderland

Isabella von Zunderland, Princess and heir of the Königreich Zunderland

Robert Elsteeden, General of Königreich Zunderland

 

Location (Pick 3 Provinces):

E2 (capital region) - Zunderland

E3 - Nord Zunderland

E4 - Ost Zundermark

 

Unique Units:

Zundrian Standard [Medium Rifled Cannons] - Following optimized recipes for smelting and well regulated standards in smithing, the Zundrian Standard has become the name for the core of the field cannons the Königreich fields. Flawless, perfected and operational for extended periods of time without fail, even without maintenance, these cannons show the Zundrian prowess in engineering in a very explosive fashion.

 

Zundrische Königswache [Special Infantry?] - Heinrich II. "The Idle" von Zunderland did invest substantial time and effort (and propaganda) in forging the idea of a unified Zunderland as it is nowadays. Part of this effort went into the creation of a royal guard, which was to be filled by only the most worthy, fittest and loyal people Zunderland had to offer. Subsequently, these men are usually seen in parades and keeping watch over the royal palace (Zunderpalast), but make no mistake, in case of conflict, these men are well capable of showing the might of Zunderland in both muscle and aim of gun alike.

 

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MARITIME COMMONWEALTH

 


 

"Do not pray for easier lives, my friends. Pray to be stronger men."

 

Overview:

 

The Maritime Federative Commonwealth, or simply referred to as the Commonwealth, is a close union of coastal states, based on the principles of democratic republicanism. The country was formed through the Congress of Strafford, where delegates of the twelve states convened to protect their states from foreign pressure, and in turn to combine their efforts towards the ideals of progress and prosperity. The Commonwealth’s politics are dominated by the red-green coalition, composed of the senior Commonwealth Labor Party (social-democrats), and the junior National Progress Party (a conglomerate of technocrats, libertarians, and army generals). The coalition remains bound by its shared distaste of authoritarianism and the belief of self-management of the workplace by the workers.

 

The Commonwealth is governed by a bicameral legislature, referred to as the National Assembly. Elections to this body are conducted once every five years, as well as to the office of President. Each party may nominate a candidate to the presidency. If no candidate secures an absolute majority, then a second-round election is held between the two candidates with the highest vote percentages. The president is invested with regulatory powers to ensure the stability of the nation. As well, the President appoints the Prime Minister. The Prime Minister is tasked with passing and implementing laws, working in tandem closely with every member of the Assembly, of which he is also a member. He also is the presiding officer and chairman of the National Assembly, and may form his own cabinet, who he may appoint and dismiss at his pleasure. The President, with consultation of the Prime Minister, possesses the power to dissolve the National Assembly; after which a three week deadline is set in which elections must be held. Furthermore, if the National Assembly does not view the Prime Minister fit for office, they may motion for a vote of no confidence. The current Commonwealth president is Henry Harriman and the current Prime Minister is Isaac Edwards.

 

History:

 

The existence of the Commonwealth is directly attributed to the anarchy following the Departure. A long gone state, once known as Prospect, existed along the eastern shores of the Broken Coast. They exploited the gifts of the Outsiders and were corrupted by sins such as greed and sloth, forgetting what life was like before their arrival. When they vanished from the earth, the disparate cities lost communication with one another, breaking out into strife as the luxuries they once enjoyed were pulled from their grasp. Shortages followed, then famine, as the struggling cities exhausted their resource stockpiles. Local leaders were pressured to take decisive actions, with mobs swarming government buildings and private estates alike. To cope, they organized their people and began the first raids against their once fellow countrymen. The cities, once interdependent hubs of commerce and travel, now warred with each other on a frequent basis, looting and pillaging as they went. However, the devastation was not as drastic as one might believe, as former people of Prospect still retained sympathy for their expatriated countrymen.

 

This remained the status quo for a couple years, until a foreign power intervened in an interstate rivalry, incorporating the de jure Prospect claim directly within itself. This action stunned the ‘warlords’, who saw their domains as the next plausible target of foreign aggression. These men were used to decades of rule, and unquestioned power. The world around them was one of monarchy and noble Power. When the foreign threat drew ever nearer, it became clear most of the Warlords would entrench, and not change. A cunning Warlord, leading the robust State of New Prospect, was the only one who predicted what came next. Tired with literal centuries of unfair rule, the divided people of these States remembered a unified Prospect. But though they remember well, they also envision. Envision a future without autocrats, without inbred Kings ordering them around on whims. Seeing the people were on the verge of revolt, notable citizens from every state began corresponding. The Warlord of New Prospect joined in these talks, and it all eventually culminated in massive change.

 

Representatives from each state would convene to discuss the potential reunification of their people, believing that the dominos would fall if they remained infighting. This event would come to be known as the Congress of Strafford. An event where deputies of the warring states gathered to sign a proclamation. In which it bound the Prospect successor states together into a federal union for perpetuity. Free from their old masters, the people jubilantly celebrated the birth of their new democracy, swearing to carve a better home for themselves out of this world. The borders of the once warlord states were kept, as the new federal home countries of a new Commonwealth. The Warlords themselves however were expunged, most after several years of protracted civil war. A few of the smarter ones, like New Prospect, willingly integrated into this new and budding ideal.

 

Beginning recently, the Union has had eyes for the expansion of the Commonwealth, with more lands deemed necessary to feed the hungry maw of Commonwealth industry. Now, dormant yards are shoved with coals as engines roar and warships are taken out of ordinary- restored to duty. Having long adhered to societal values, there have been various trickling influences of collectivist thought within the nation. If the ideology of these elements were nurtured, the idea of the Commonwealth might soon transcend national lines. Despite this, it is the reformist and conventional President that is rapidly paving the Commonwealth’s path as a technological and military ascendancy.

 

 


 

HOME COUNTRIES OF THE COMMONWEALTH

 

Spoiler

New Vernon - Named after it’s capital city, New Vernon is viewed as a common heritage site of the Commonwealth and the primary port through which all wealth flows. While home to much of the nation’s shipbuilding industry, New Vernon is also home to the most populous and largest city of the Commonwealth. This state leans towards the Labor movement.

 

Warren - Warren is a state which exalts itself through martial tradition. The largest country of the Commonwealth, Warren is home to the Commonwealth Military Academy, giving rise to a majority of the Commonwealth’s officer cadre. This state’s control is contested between Labor and the NPP.

 

Amity - The people of Amity are regarded as the kindest and most hospitable of the Commonwealth. A weary traveler might always find lodgings and a warm meal within Amity’s borders. Though despite this veneer of compassion, the people of Amity make fierce soldiers. This state leans towards Labor.

 

Redding - Redding is a rural state, comprising vast stretches of green meadows. However, the state is acclaimed for their horse husbandry, and riding. Many of the Commonwealth’s cavalry can proudly claim Redding as their home. This state is a tossup between Labor and the NPP.

 

Trescott - The average lifespan in Trescott is six points beneath the national average. This is often attributed to rather dangerous coal mining and iron industries of the country. However, the continued flow of these raw materials to the mills is paramount, and many concessions have been made to their workers. Trescott has reliably voted Labor throughout recent elections.

 

Bethel - Bethel is home to the Commonwealth’s largest Church presence. Church doctrine has often dictated the state’s policy. This often manifests in organized witch hunts of the Accursed. This state is regarded as the only bastion of the Esoteric-Democrats.

 

Hope - In a cruel twist of irony, this country is bleak and it’s crop yields are lacking.  Those who remain, since the founding of the State of Hope, have become famed for their harsh stubbornness and unflinching resolve. Little activity exists beyonds it’s urban center of Hopeville, with all outlying territory regarded as the frontier. This state is majority controlled by the NPP, with a close following of Labor, and a questionable Centrist presence.

 

Long Hill - Despite its name, Long Hill is named after a mountain. This country exists at a higher elevation than the other states, with its settlements tucked away beneath high peaks and nestled within lush valleys, priding itself on the beauty of its natural landscape and adherence to a ‘pure’ lifestyle. Long Hill is firmly controlled by the NPP.

 

Foxborough - The State of Foxborough is applicably coined, taking its namesake from the abundant presence of red foxes throughout the country. There is a profound dichotomy between the poor rural inland and wealthy coastal elites. The country is renowned for their peoples’ skill as trappers and huntsmen. This state is majority Labor, with a small Eso-Dem enclave.

 

Union - Union is host to several key war industries of the Commonwealth, namely the Union Arsenal and Litchfield Arms, Co., who provide a majority of the armament to the Commonwealth Army. The state is a stronghold of the Labor movement.

 

Concord - The Concord of St. Vincent and Hassett, or simply known as Concord, is a maritime state consisting of the two aforementioned, formerly separated islands. The state is well known for its expansive trawling industry and lobster trade, with regular ferries connecting the two islands with each other and to the mainland. This state boasts a significant Labor presence.

 

Ansonia - The State of Ansonia would’ve been widely regarded as a passover country, if not for Bolton University, which is touted as the premier center of academic study in the Commonwealth. Otherwise unassuming, the quality of life is the highest here in the Commonwealth and boasts the largest literacy rate. The state has long held a Labor majority.


Norrington - The southernmost state of the Commonwealth, a veritable breadbasket. They are  not one to boast of industrial or economic prowess in this backwater State. Mostly forest, rolling farm lands, and sweeping pastures. This state produces a fine array of sharpshooters, and officers. Norrington citizens are accustomed to hard living. Hunting to survive, fighting bandits in border skirmishes, staving off cattle rustlers. All in a day’s work for a Norrington farmer. The State is a staunch labor party seat, glady supporting their Prime Minister, who originated from Norrington. 

 

 


 

COMMONWEALTH STARTING LEADERS

 

Spoiler

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Henry Harriman, President of the Commonwealth

 

Running on the ballot of the red-green coalition, Henry Harriman handily secured himself the office of presidency two years ago. However, with three more years to go and many promises made, Harriman must balance his influence with various lobbies and political groups, lest his whole coalition fall apart. There are those who fear that Harriman lacks the will to take decisive action amid social or foreign policy issues. Despite this, Harriman has made his bed with the factory councils and military staff, whom his targeted capital spending has greatly benefited in recent years, with whispers abound of corruption. 

 

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Issac Edwards, Prime Minister of the Commonwealth

 

Appointed by President Harriman, Issac Edwards is a strong contrast to Mr. Harriman. Issac grew up in the rural expanses of Norrington, a mostly forgotten State of the Commonwealth. Issac is a man of bold appetite, and insatiable desire for more. He championed the common man and farmer, ensuring they were given fair deals. He could be seen most Sundays touring different little towns, holding service with them. A bonafide man of the people, his popularity was rising steadily. As he rose through Norrington’s local ranks, he was soon pushed into heading to New Prospect, to join the Federal Government. The common people and farmers of Norrington [and most states] had slight fears of the growing tide of industry and monopoly. They wanted a man they could trust, fighting for their rights in the Assembly. Present day President Harriman saw this valuable man, and decided to take him on. The two men couldn’t be more different, but they have effectively governed the Commonwealth for 2 years now.

 

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Joseph Winthrop, The Executive of Winthrop & Winoker Co., the largest steel conglomerate on the islands of Concord

 

Hailing from a meager family of innkeepers from the rolling hills and pleasant meadows of Amity, the renowned generosity and hospitality engrained in him catapulted him through the web of networks of businessmen, merchants, and politicians in a heart-warming rag to riches story, inspiring many hopeful entrepreneurs and afficionados to try to pursue a similar journey as he did. The magnate owns the majority of the steel mills on the island of Concord, and has horizontally integrated the quarries, the railroads, and the refineries to create a monstrous beast of an enterprise. His largest mill, located in Chatham, Concord, employs nearly 100,000 people alone, and the city has been diligently planned down to the street pole by himself. He has been criticized by many for his detachedness from his tens thousands of employees, and lives in squalor and splendor in a mansion in the state capitol, whilst in his dozens of mills, 14-16 hour shifts are commonplace, under dangerous conditions.

 

 


 

UNIQUE UNITS

 

Spoiler

 

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Green Mountain Pioneers

 

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Redding Mounted Rangers

 

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Armored Battleship


???

 

 

 


 

STARTING LOCATION

 

Spoiler

Commonwealth.png

 


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Discord: Yours already

 

Nation Name: Westmark Republik

 

Flag:

An alternative flag for the German Empire. - Album on Imgur

 

Culture: Germanic

 

History: The Republic of Westmark is a relatively newborn nation unto itself. Once apart of a larger nation that is now unified under the Kingdom of Münzenberg who had used all manner of diplomacy and force to unify the land under one monarch and ruler. The north-western section of this petty kingdom took advantage of the chaos and heavily split opinions over pro-unification or anti-unification groups. Westmark had a small more political uprising that was less a civil war or conflict than it was a political breakaway that had due to Münzenberg's overextended forces keeping it's more threatening enemies at bay or its diplomatic groups that had considered the breakaway of Westmark insignificant was ultimately what allowed its successful secession and independence.

The Republic is absent of a Monarch or even a Royal Family. The local Diet and its representatives which are elected to represent the different towns, villages and cities that make up the Republik. It's head of state holds the position of Chancellor. The Diet is made up of simply the Assembly, who's members are directly voted in by the citizens in a single large election rather than staggered terms.

The military is still a heavily political body within the republic despite its democratic nature, tensions have arisen in its short time over this controversial issue. Some believing the military should have its own say and seats within the assembly which it does on an unofficial level through heavy political support. Many others believe the military needs to take a backseat to the assembly and detach itself politically. Unfortunately those whom voice this opinion are a rare few, while many others agree perhaps quietly. Their concerns quieted by fears of foreign powers or even the ever looming presence of the Kingdom of Münzenberg to the southeast which some fear may come for them.

 

Characters (Up to 3):

Chancellor Sören Heim

General Hans Maisel

Admiral Peter Müller

 

Location (Pick 3 Provinces): E33, E32, E31

 

Unique Units:
Westmark Jägers - A specialized group of soldiers that serve as both a skirmish and scout force to find and locate enemy forces and fortifications as well as sharpshooters aiding more standardized troops in front-line warfare. These troops are often used to to maneuver through enemy lines to harass their rear groups or supply lines. Many of these soldiers come from frontiersmen or those in more rural areas living as hunters.

24 Pounder Howitzer - A breech loading rifled heavy cannon. Long range and heavy hitting though not quite as accurate as its smaller counterparts, it is often used to pound and diminish enemy static fortifications before an attack.

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Discord: Ur mum

Nation Name: Tsardom of Soglasigrad

Flag:

xswcZL0.png

 

Culture: Russian, more or less

History: The twin cities which make up Soglasigrad have only truly come together recently. Wealthy Otrovsk on the western bank of the River Vod has always been at odds with the militaristic Kirovsk on the east. Lucky for their neighbors: together, Kirovsk and Otrovsk are the most populous place in the region. So the great plains trembled when a hundred years ago, news spread that Kirovsk had managed to cross the Vod right under their rival's nose. It was an unexpected, unprovoked blow in a time of relative peace, and Otrovsk struggled in vain to gather their wits as Kirovsk smashed their defenses, under the unyielding leadership of one Alexei Wolcov.

 

Within weeks, a centuries-long conflict was over. Kirovsk burst into the city, and mercilessly gunned down the parliament there.  General Wolcov, seizing on the victory, also seized control of his own city, and proclaimed himself Alexei I Wolcov, the supreme Tsar of Soglasigrad - the unified city of concordance, brutal as it may be.

 

Yet two nations are not united in a day. Alexei spent the rest of his life rooting out the memory of Otrovsk, a place far more liberal than the new Soglasigrad. His dreams of conquest died, the army champing at the bit as he did the hateful task of governing. When he died, the work was still unfinished, and he went to meet his maker a bitter old man.

 

His successor was far more effective. Igor Wolcov kept the army busy with minor conquests in the south, funneled the plunder into the city, and skillfully turned the people's ire away from him and onto hostile Otrovsk oligarchs - whose wealth he was more than happy to redistribute to the commoners. By the time of his death, few were alive to remember the twin cities, and the Tsardom's neighbors were again beginning to worry as its domestic problems faded away.

 

In the year 3235, a new Tsar took the throne under the name Alexei II Wolcov. Resplendent in military dress, the chosen heir from a dozen brothers, he addressed the nation in a fiery speech reminiscent of his namesake. The people of Soglasigrad were captivated by his words, his demands that they rise up and conquer the plains for him. Yet soon afterwards, the Tsar was struck by the Curse.

 

When the news became public, chaos reigned. A dozen brothers, nearly a dozen claimants. It was said that the people would never follow a cursed sovereign, and each sought to replace him. In the end Alexei considered himself lucky when his favorite brother Viktor seized control and imprisoned the rest. He would remain Tsar. Yet the curse festered. Over the years while Viktor has been the face of the state in his name, each day has become more of a living nightmare. If the world knew how grotesque he has become, perhaps they would end his suffering - yet Viktor will not allow it to happen, perhaps out of love, and perhaps because he has framed his wars as a noble quest to honor and cure his brother.

 

Whatever the cause, if one were describe Soglasigrad in this year with a single word, it would be hungry.

 

Characters (Up to 3):

Viktor Igorovich Wolcov:

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As unlike the Tsar he can leave the palace, Viktor has become the face of the regime, its true powerbroker, and his brother's greatest advocate. A fierce politician and a fine soldier, Viktor has spent his time in power creating a world where Alexei need not be deposed. What influence the Church had in Soglasigrad has been stamped out, replaced with a heretic organization which nearly deifies the tsar and preaches that his Curse can be cured if the nation wins sufficient glory. 

 

Alexei II Wolcov, Tsar of Soglasigrad:

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For the Tsar of Soglasigrad, every day is pain. Every week his mutations grow more grotesque, and his heart fills with despair as he cloisters himself away from the sunlight. The Curse has seen fit to take everything but his mind, but who can say how long he will cling to even that gift? Alexei is vested with supreme and unquestionable power, but it is unclear how much influence he truly wields in his government. Occasionally, Viktor delivers the summons of the Tsar, and it is only then that the citizens of the Soglasigrad come face-to-face with one of the greatest horrors of the earth. None return from these meetings, and so the Summons is often used as a colloquial term for the death penalty - but nobody has ever seen the bodies, so nobody truly knows.

 

Location (Pick 3 Provinces): D2, D3, B8

Unique Units:

Vod Streltsky: Medium infantry recruited from the vast population of the Vod delta, these teeming masses make up the bulk of the Tsar's forces. They are fed a steady diet of propaganda, and over the course of a century of military tradition have become thirsty for conquest in a way that few soldiers elsewhere can understand. (Medium infantry, unit size 1500)

Imperial Mounted Grenadiers: The most prestigious regiments in the army and easily the flashiest, the Tsar's heavy cavalry is designed to crush any formation on the plains. With the help of impact grenades lobbed from horseback to soften resistance, there is little that can stand in their way.

Edited by Zanderaw
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Freeholder’s Republic.

 

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Culture:
Colonial Australian
 

History

The heavily wooded, wild region inhabited by the Freeholders goes by many names; ‘Bandit Woods,’ ‘Black Trees,’ ‘The Bush,’ to name a few. There is no particularly agreed upon name, but the land is known better for its reputation as a haven for criminals, exiles, and ne’er-do-wells. The woods are known to be particularly poor in resources, and few nations have ever bothered to lay claim to the territories. As such, gangs of outlaws and bandits often fled there to evade justice. With habitation comes business, and with business comes civilisation. Ranches, villages, and forts sprung up within the woodlands funded by the illicit activities of ever larger gangs of raiders.

 

Come the advent of gunpowder, permanent, organised towns had taken root (heh) in the woodlands. Bandit gangs had become small armies ruling over their own fiefdoms, and terrorising the borders beyond the forest. What passed for civilisation was ruled by kleptocratic laws of criminals, but the common folk idealised the freedom from the rule of kings and tyrants. ‘Freedom’ was a romantic notion to the common folk rather than a constitutional right, and each man and woman seemed to have a different idea as to what it precisely was. In this strange backwater bushland there was a town known as ‘Bakery Hill,’ and here is where the hero Bob “Bobby” Kellum was born.

Gunsmith by trade and alcoholic by passion, Bobby made quite a name for himself as the most pleasant, fun-loving drunkard around. It was said that he could forge a gun barrel perfectly, even when half-blind from rum. He was a venerable pillar of the community, happily offering to help those on hard times, and organising the infrastructure of the town itself. He was so useful that many considered him the mayor of the town, and this made the local ‘law’ somewhat mad.

The gang that ran the town was known as Shorty’s Shivs, and they didn’t much care for Bob being seen as the higher authority. Shorty herself was often put into a rage whenever Bob was brought up. Furious of the perceived ‘lack of respect,’ but unwilling to confront Bob directly, Shorty sent some of her men to demand he "pull his bloody head in." Unfortunately, Bob was utterly ****-faced, and slurred/roared a number of unpleasant things, namely that of the consanguinity of Shorty’s parents. After a brief scuffle, Bob shot one of the Shivs, and the struggle over Bakery Hill had officially begun. Shorty and her Shivs laid siege to Bob’s smithy, occasionally shooting at its barricaded windows and doors. Despite this, the sounds of Bob’s hammer could be heard ringing from within, unperturbed by the ruckus without. After three days the door swung open, and Bob stepped out. He had forged himself crude iron armour, and wielded a revolver in each hand—revolvers he proceeded to start firing at the Shivs who had forsaken their cover for more comfortable sitting positions over the past few days. In the mighty battle that ensued, not a single Shiv was killed, and while Bob’s torso and head remained unharmed, he obtained several bullet wounds in his arms and legs. After ten minutes of shooting, slowly reloading, and shooting again, Shorty called a ceasefire.

The two had a long chin-wag outside the smithy and struck a deal. Bob would be in charge of the town, and Shorty would be his second-in-command (the town would lynch her if she killed him, ‘law’ or not). With some hard working and hard drinking, Bakery Hill became a prosperous and happy little town, with the gang transitioned into ‘guards’ and ‘nightwatchmen’ rather than ‘thugs’ and ‘muggers.’ Frankly, Bob had a bloody gut-full of violent gangs, and with the people organised and happy, he deemed it high time to bring justice and peace to the rest of the bushland.

 

He formed himself an army of former outlaws and armed them with iron plate, revolvers, and grenades. Every bushland gang had two options: join up, piss off, or fetch a bullet in the gut. Most joined.

It’s been five years since the foundation of the ‘Freeholder’s Republic,’ and truth be told it’s not much to look at. But with some honest work and a bit of time, even this sorry land could be something more!
 

Unique:
 

Bobby’s Boys (Heavy Infantry)
Regiments of heavily-armoured, duel-pistol slinging, grenade-toting, hatchet-wielding soldiers. They’re armoured in thick iron “cuirasses” (or something vaguely similar), iconic bucket-like helm, and crotch-plate to protect their outlandishly large genitalia. They fight in an organised manner in the spirit of Bobby Kellum’s stand, pushing close to their enemy while blasting away with their pistols before lobbing grenades and, finally, closing in with hatchets and axes. Their armour is bulletproof, but its weight slows them down. They’re especially effective in difficult terrain, such as woods, mountains, and swamps (You’d think they’d sink in swamps, but no!).
btlbUwS.jpg

Buggerisers (Light cannons)
Triple-barrelled, revolving light cannons with a large metal shield out front to protect the gunners from small-arms fire. No-one is certain how they came to be, but it’s rumoured that Bob won the design in a drunken game of cards. Perhaps it originated from one of the many dead kingdoms that litter the lands, or the product of a mad engineer? Nevertheless, the three barrels can be fired quickly in succession, and their light weight makes them easier to carry through rough terrain. While they often use regular ammunition, they have been known to charge forward with the infantry in order to deliver devastating volleys of grapeshot directly into line infantry and fortifications.

 

Characters:


Bob “Bobby” Kellum
Founder and ‘First Citizen’ of the republic, husband of Shirley. Avid drinker and all-around good fella.

 

Shirley “Shorty” Woldendorf
‘Second Citizen,’ Chief of Police, Field Marshal, Interior Minister, wife of Bob. Terrible cook.

 

Richard ‘Dicko’ Dunkin.

Science Officer, Chief Accountant, Minister of everything Bob can’t be bothered with. Has a peculiar smell.   
 

Edited by Catostrophy
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The Felsen Reich

 

File:Flag of Albania (1914–1920).svg - Wikimedia Commons

 

 

Culture 

The Felsen Reich is a nation of underdwellers. Beneath the earth, life is dark and bleak, and the poisons of the Departure have squirmed into the roots of the world, corrupting the water, and the people of the Reich.

 

Scarred by the Curse, no longer can they easily suffer the light of the sun, and the blue skies of the overworld inspire nothing within them but a restless discomfort.

 

Generations have brought them to believe in the Fundemental Truth or ‘Grundlegende Wahrheit’, that only through surviving the Curse can one find strength, and only those who can bear the burdens it imposes upon you are worthy of the bounties this world has to offer.  There was born the Church of Segel, the great religious arm of the Directorate General.

 

All who are born in Felsen are baptised in the Holy Water, and all prisoners are given a choice. Baptism, or death. Those who survive may join their dark ranks in their eternal march against the schwachlings above.

 

The schwachling’s are undeserving of the green lands which they occupy, undeserving of the bounty that this world can offer, and before this world’s end, the Felsen will have it all.

 

Almost hypocritically, the Felsen wear masks to hide their Curse in public, and many even at home. Though they express pride at their hardship, and curse those above for how easy they have it, they themselves often hide their appearance, in a vain attempt to make others forget the horros beneath.

 

 

History: 

Though their origins have been lost to time, they are the remnants of old bunkers whose doors may have collapses, or who were trapped underground by seismic shifts. Generations survived and began to adapt to the darkness, as the poisons of the Departure began to mutate them little by little.

 

As bunkers began to tunnel and connect with each other to survive the lingering horrors above, the darkness became their ally, and the sun was nothing short of blinding.

 

In time, they could no longer even suffer it, and only in darkness did they find a reprieve from the eternal suffering inflicted upon them by the pain of their mutated existence.

 

They organized, united and waged wars in the darkness until finally, Bunker XVIII, under Helmut Von Felsen, toppled the final dregs of resistance and unified their once disunified network of scattered cities into a whole, Das Felsen Reich, which now expands beneath the surface… Unseen until the ground trembles, the drills burst forth and their black-cloaked men swarm their foes above.

 

 

Characters (Up to 3):

 

Erwin Von Achten, Diktator, 38:

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The Diktator of Felsen is a cold, hard man who's wife died of heart disease and whose twin children disappeared at the age of three. He rules with an iron fist from Bunker VIII, the capital of Felsen, and has neither sympathy for those above, nor for his own people. His ambitions are conquest, the subjugation of those above, and the gathering of great hordes of slaves to fuel Felsen's ever growing tunnels.

 

He dreams of Empire, and of glory for Felsen.

 

 

Ursula 'The Beauty' Müller, 21:

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The Beauty is one of the chief Archeologists and researchers into the Outsiders. She is also a Priest of the Church of Segel, and an zealous follower of the Grundlegende Wahrheit. She is often tasked with going deep into the guts of the earth, or far from home to retrieve valuable artifacts and pieces of Outsider technology. Obsessed with her work, she is callously uncaring when it comes to the human cost of her expedition, be it of her own people, or above worlders. 

 

Her work has so degraded her hands than they are permanently bandaged ruins of blackened and leaking flesh with cause her constant pain. A constant cough brings up flecks of blood and she herself expects to live little longer than to the age of thirty at this rate. But certain things are more important than life, and uncovering the secrets of the Outsiders is just that.

 

 

Tyler 'One' Steinkamp, 25:

Tyler1 Photographic Prints | Redbubble

He's a bit of a problem. He also is an elite member of the Underguard, is 6ft5 250lbs and bench press a Kriegbohren.

 

 

Location (Pick 3 Provinces):

 

image.png.ea52b8da6ae442d2abb3def2abea848f.png

 

Unique Units:

Kriegbohren: 

 A large drill bit stands before a cylindrical body capable of holding up to 500 men within its body. The Kriegbohren can travel up to [redacted] hexes away from the [redacted]. Able to burst out of the ground and offload its troops very quickly. Also has a mechanisms at its rear to pull itself back into the ground. Well armored, slow and heavy.

Creates unstable, non-permanent tunnels behind it. Moving more than 5000 troops behind one risks causing collapse.

 

FLX64il.jpg

 

 

Angriffstruppe:

Grenadiers for the Felsen Heer, Angriffstruppe are more armored than the typical soldier, and carry a large complement of grenades, along with their preferred assortment of melee weapons and a revolver. They have dark lenses for daylight fighting and are clad in heavy black leather tailcoats over their breastplates and bracers along with a blank black mask over their faces. 

 

The Angriffstruppe excel in CQC and have high morale. They are zealous fighters, who believe both in their own superiority over the weak greenlanders, and in death in combat over death by curse.

 

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The Kawahara Shogunate

川原

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Culture:

While the Empire to the south, the Yashida Bakufu, may have only started their reformation, the Kawahara reformed much earlier. Caused by necessity, and influenced by their more 'germanic’ neighbours, the Kawahara Shogunate is a Federal Republic, with a Shogun as a head of state. The laws of the land are debated by a modern parliament, with similar governorship and state senators wielding devolved power. The Shogun himself is head of state, with any citizen that can claim Kawahara blood eligible for the position. While this may seem like a small section, a revolt forced the government to accept blood relations through women and illegitimate children. Therefore a wide slice of society is eligible for the position, regardless if the power they wield actually comes from them.

 

The people of the land are set into strict ‘horizontal’ strata, with children selected for apprenticeships in different professions and defined by their job from then on. While instituted with good intentions, apprenticeship acquisition has easily become corrupt in places, with the effectiveness of this scheme remaining in place in question. The separation of these classes can be broken by two things, summonings to work for the federal government or military service.

 

Due to the more dangerous locale and violent surroundings, the Kawahara Shogunate retains the militaristic and Jingoistic history of their ancestors. 


 

History:

Disillusioned with the light of the Emperor, the Kawahara left the Shogunate three centuries before. The reasoning for this is still murky to this day, some say the Kawahara enacted a great dishonour to the Imperial light and thus was banished. Some, especially within the Kawahara Shogunate, claim they saw the light of god himself, and thus the backwards Yashida must be left behind to seek progress. Regardless of the reason the Kawahara travelled by sea west and north, before travelling up a river system to settle their new lands.

 

Surrounded by strange cultures, the Kawahara expanded out of necessity, embracing the local tribes in an act that would redefine them from their parent state. Diplomacy is a tool to be used. Regardless, the clan expanded their holdings over the first century and a half until the non-nobility, those not samurai, revolted. Giving the government an ultimatum, the fact that many Kawahara relatives lived through all the classes of the Shogunate, any that could claim the line is eligible for the shogunate where all citizens have a vote (well the right citizens).

 

This supercharged the nation, giving a new sense of purpose as more and more people were inducted into the nation. As the ideas of the Republic grew, and the land control increased, the Shogun enacted a great Policy change. The Federal Shogunate of Kawahara had entered the modern age.

 

Characters (Up to 3):

 

Unique Units:

Unique 1- Kawahara Gishi - Combat Engineers, trained to ease supply line building, analyse defences to speed sieges, and to build public works.

 

Unique 2- Kawahara Tanegashima - Heavy Infantry who could shoot and fight, warriors trained like the samurai of old wielding muskets.

 

Spoiler

Discord: Given

 

Location (Pick 3 Provinces):

E22, E23, F34




 

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[hoping to join if thats ok! will post my app once i make it my discord is Adamc2kbro#8222 please contact me!]

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[Will post my application as soon as I am able to]

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56f166ee0fbe0294c8ec7e5dc910fd70.png

 

Eidgenossenschaft Middenland

Confederation of the Three Middle States

 


Culture:

The Confederation of the Three States is organized under a directorial federal parliament in which all States are guaranteed shared supreme authority of the nation in all matters within a bicameral government of the Council of States, and the Federal Assemble of Stately Communes. The common citizenry vote for independent representatives within the Federal Assemble (political parties having been outlawed by the Constitution), while the Council of States maintain hereditary succession - a tradition passed along by its medieval customs. Unlike some democratic neighbours, the Confederation maintains no traditional parties systems, rather, officials are independently elected to represent the communes they are based out ofThe Confederation’s seat of government is situated within the progenitor state of the nation, the Principality of Suden, its Capital, Mittleheim, having expanded its existence upon the shores of the Sude River - with the city being adjoined with the Capital of the Westmark Republic, where the two metropolises are conjoined upon an ancient bridge. 

 

The Confederation is composed mostly of citizenry whose ancestry does not originate from Middentenland, but rather from surrounding nations, which they have either fled or emigrated from - most notable being Westerveld, Vyacheslav, Kawahara and Westmark. It’s native population, the Sudenistch of the Suden Principality have long been reduced to a minority within the Confederation as a result of its citizenship being easily given to those of any gender, nationality and race. Where nations of conservative leanings would scorn such a laissez-faire approach to societal standards, the Confederation has embraced this culture of liberty for all, having become a cesspit of a multitude of peoples as it lays in the center of the continent.

 

The Constitution, in its creation 300 years ago, laid the foundations for the basis that all individuals were created equal and free from any inherent traditional values. The influence of religion was barred from secular affairs, taxed like any other business would be, while the female half of the population enjoyed the same privileges its counterparts had, unlike the rest of the continent. Having spent the last few centuries focused entirely on its own perfection, the citizenry have developed a hardy culture of loyalty to not just the ‘State’ but the communities that make up the composition of that ‘State’, valuing the diversity presented in the communes. And though it may not appear immediately on the surface, the peoples of Middenland are fiercely dedicated to the protection of their country, such militaristic traditions having been passed along by the Principality during its tumultuous emergence onto the world stage centuries prior. 

 

History:

 

The Confederation of the Three States begins with the Principality of Suden, who were originally a sub-group of the Westerveld peoples to the south of the continent. When the Great Departure occurred, the land devolved itself into a more simple way of life, wherein great civilizations were reduced to tribes that squabbled with each other for just the bare necessities. It was within one of these minor conflicts that the Suden peoples were bested by their superior neighbours within the Westerveld and forced northward in flight where they settled in a valley in which their current borders are now situated.

 

Despite having fled the hardships of the south, more conflicts would inevitably come with the advent of the medieval era. Due to its location at the center of the continent, the crossroad of the known world of the time, the Tribe of Seden was a source of many conflicts as regional powers vyed for the region. However, combinations of tactful alliances, mostly with the proto-states of the Westmark Republic, and effective military competencies warded off many of the attempts. Upon the conclusion of a final invasion Seden faced during the medieval era, the Chief was elevated to the title of Prince by the Church, now leading the Principality of Seden into the early modern period.

 

As the centuries passed and waned, the Principality surged in population as near continuous waves of refugees settled into the valley. Rather than turn away those downtrodden, the Principality instead opted to shed its previous image as a monolithic culture, now adopting the various multitude of beliefs and practises, a conversion of which that was spurred on by their once tribal way of life where they would be of assistance to their countrymen whenever needed. This welcoming nature served to further assimilate these cultures into one amalgamation, rather than divide further and breed hostility - assistance was received, and passed along, creating a perpetual cycle of inhabited growth and trust.

 

With newfound growth came the foundations of new polities within the adjoined territories of the Principality. Arnau was first to emerge, already tied at birth to Seden through loose sets of mutual aid agreements, with the State of Sudveld following last. During this emergence of the proto-confederation, some settlers attempted a westward push into the lands now known as the Bandit Woods, but were instead churned out by the local Abo wildlife. Rather than continuing with these outward expansion, these States instead focused on themselves, establishing lucrative trade routes as they controlled the center of the continent’s trading network, while furthering the bonds of allegiance to one another. 

 

As the years continued their unceasing advance, the Articles of Confederation were leveraged by the Principality, who took inspiration from the modern nation of Westerveld and the Maritime Commonwealth during this new age of centralized unity - though where they went further with absolutism, the Confederation remained decentralized, with the new Constitution only accepted if all States agreed that supreme authority was equally shared. But with recent development throughout the Broken Coast upsetting the natural order of the world, the Confederation is forced to stir from its slumber, looking outwards to acquire further resources, and expand its influence.

 

Characters (Up to 3): 

 

Chancellor Michael, Prince of Suden

 

President Anna, Chancellor of the State of Arnau

 

Marshal Siegfrid, Defense General of the Confederation

 

Location (Pick 3 Provinces):


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Top: Arnau

Middle (capital): Suden

Bottom: Sudveld

 

Unique Units:

 

The Sudenistch Foreign Corp [Medium Infantry]

With the coming of so many foreigners immigrating into Suden, the Principality required a method to sort out the new citizenry. Prior to the forming of the Confederation, a route for foreigners to become citizens was to serve a term in the military of the Principality, and to distinguish native soldiers from that of foreigners, the S.F.C was established. The Sudenistch Foreign Corp still maintains that tradition of foreign enlistment, taking in only the most dedicated and loyal soldiers seeking to prove themselves above all other units in the Grand Armee of the Confederation.

 

Arnau Jaegers [Skirmishers]

Born out of the constant border conflict with the neighbouring Freeholders, these Regiments originally adopted the Westmark model of skirmishing, but later applied their own techniques and understanding to create a mostly unique organization of infantry. Foremost, the Jaegers are an unconventional fighting force, forgoing the notion of lined combat, instead opting to solely maintain the discipline of sharpshooting. New inventions in the field glass making have led to the creation of retrofitted magnifying scopes that can be attached to a Jaeger’s long-rifle, granting them, so far, unparalleled range and control in their engagements.

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Nation Name: Ulchek Khanate 

Flag: 

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History:

 

The culture of the Khanate is built up of 3 different pillars, the Old traditions, the New traditions and Faith. Several centuries ago the lands of the Ulchek Khanate were part of Klandestan. These lands were divided amongst 3 tribes, the Ulcheks, the Ilnaks and the Naideks. These tribes were mostly nomadic, with small trading settlements for outsiders. Relying mainly on cattle and raiding for subsistence, either raiding other tribes or raiding foreign settlements. However, this changed with the arrival of a Missionary known as The Silent One, for he spoke few words. Yet the words that were spoken reverberated strongly. 

The three tribes were impressed by the charisma and faith of the missionary, thus adopting his belief and allowing the Church to enter their lands. As well as gaining a greater intolerance of the Accursed. This caused a schism with Klandistan, which resulted in the three tribes becoming independent and forming a confederacy. Over time this confederacy got dominated by the Ulcheks who began to centralize power. At some point this led to the formation of the khanate, a monarchic state following agnatic-cognatic inheritance. Where the eldest child of the Khan inherits, unless a younger child is male.  

 

Now, roughly 5 centuries after secesession the Khanate is radically different. It still holds many of it's ancestral traditions yet is a more modern state with urban cities and a central monarchy. 

 

Culture:

The culture of the Khanate is built up of 3 different pillars, the Old traditions, the New traditions and Faith. The Old Traditions are the shamanistic and Nomadic roots of the Khanate. These extend to things like guest rights, the value of cattle, the importance of rituals dependent on various moments in nature etc. These are the parts of the culture which are near-indistinguishable from it's neighbor, except for the fact that the protection of the Accursed is not granted. 

 

The New Traditions are those that have been created due to the greater urbanization of the territories. The value of currency, the importance of having a specific trade, the need to build a home for your family etc. These are the traditions of the city-dwellers. One disturbing part of them is the increased individuality. How more emphasis is put on how more importance is given to one's immediate relatives, whilst the greater clan is given less importance. Which has made the conservatives members of the Khanate weary.

 

The final pillar is Faith. This is dominated by the church and those adherents of it. Whilst this branch is slightly different in terms of holy days and specific ritual importance of nature, it still clearly adheres to the official hierachy. A significant amount of the population are die-hard believers. Going to church daily, and believing themselves of having a holy mission to bring the light of the Church to their cousins in the East. 

 

Characters (Up to 3):

 

Kujek Khan. 

 

Odval, eldest daughter of the Khan and is learning to manage the lands of the Khanate. A hard task to do for a woman, in a society which still highly values martial skills and more traditional gender roles.

 

Uklek, a prominent general of the Khanate. Who wishes to bring civilization and the one true faith to all, regardless of their wishes.

 

Unique Units:

 

Khurdan Buu's:

These are essentially just light guns, but with their light aspects even further emphasized. These guns are designed to be as light and maneuverable as possible whilst still retaining most advantages of it's somewhat lighter cousins. These guns are ideal for fast re-deployment and on campaign.

 

Teregnii:

The Teregnii emphasize the nature of the Khanate, a fusion of the old and the new. The Teregnii is a simple unit of chariots. The chariot has one rider and one gunner. This gives the advantage of the gunner being able to use a heavier gun than it's carbine-using brethren, as well as not having to stop to reload. The disadvantage of these chariots however, is that on anything except plains they will prove ineffective.

 

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