Welcome to the OOC of the Punk NRP! Here will basically be where we hash out the nitty gritty stuff of the RP. Relations between nations, who is too OP and who could use a boost, and who is going to be wiped out (kidding of course)! But seriously, this game is about relations, not just war and conquest. I know that steampunk tends to lend itself to an imperialistic theme, but let us try and keep our expansionist desires to some level of civility. Economics, espionage, diplomacy, trade, these are what the RP should really be about. War would preferably be later on the resort list.
Simply rehashing the rules and regulations on weaponry.
Airships: The most iconic of any Steampunk vehicle, the airship in many regards the lord of a Steampunk world. However, even a king has its limits. Airships, in this RP, can remain the classic battleship in the sky. They can be highly armored, and seem to totally defy any actual physics. HOWEVER, these ships are limited in the amount of cargo they can carry, maneuverability, and they MUST have some form of lighter-than-air gas inside within specialized gas holders. These gas tanks don't have to be exposed in balloons, however, and can be hidden within the hull and protected by armor. Also, due to floating, when firing their "big guns," it results in a huge amount of shifting within the air, which can be detrimental to the machine and the crew. Also, in terms of cargo, an airship will hold much less weight than a normal naval ship of the same size/class. Also, small, hot air balloons can also be utilized as more commercial and personal transportation.
Airplanes: My biggest pet peeve of any Steampunk RP. PLANES CANNOT UTILIZE STEAM! They are too small, and the physics behind them requires too much speed for the power release provided by steam to get any lift. However, I do know that in many Steampunk worlds, there are some type of plane-esque flying device. I, personally, believe these are ornithopters. These are flying devices that use flapping wings, rotors, or both, to fly. However, these are examples of a clockwork punk vehicle. For these to be utilized, the engine must be wound up to tighten the spring, which will then get the gears turning to achieve flight. This flight will most likely be very short and limited, and limits the flight range and weight capacity of all these vehicles. There can be special docking and winding stations throughout your nation run by larger steam engines to wind the vehicles to give them a more powerful tightening, but that still does not make them a truly effective form of travel. The ornithopoters can cause issues for large airships, but it would take a highly concentrated and coordinated effort to achieve.
Tanks: Simply put, tanks would be extremely ineffective in this world. Yes, they can be the size of a train engine, but like all things steam powered, they would be extremely slow. Making a blitzkrieg tactic impossible. Also, factoring the massive armor such slow moving vehicles would need, the tanks would be moving even slower. In truth, landships would be far more effective weapons, though I shall not say 'no' to tanks outright.
Landships: Landships are massive monsters of iron and fire. They are highly armored, slow moving, and packing a shitton of punch. However, they are very vulnerable to air strikes, and to raids by smaller parties (like cavalry strikes), if they attack from one of the many blind spots on such machines.
Cars & Trucks: Truthfully, there can be a steam powered car if you would like, but it would be a huge, slow moving car, that would only have a true purpose of flaunting wealth and status. Most cars and trucks instead, would be clock work based, and thus have to be cranked to start. The smaller ones have towing limits, while the steam powered ones, while able to tow and move heavy loads, are extremely expensive for the normal person to own, and utilize a lot of materials.
Naval Vessels: Basically the ships of this era are the same as the real world ones. They aren't fast, but they can carry the greatest load out of anything on the planet, and provide the safest and most reliable form of travel. I will allow naval vessels to look like WW1 vessels, but they will still remain steam powered. Naval vessels advantages over their flying brethren are better cargo capacity, higher safety, and a more reliable firing base. Naval vessels, if spotting an airship fleet quick enough, can hold their own. However, if an airship were to get on top of a naval ship, the bombs would most likely swiftly sink the ship. Naval vessels can also move at a swifter speed than airships.
Weapons: Since automatic and semi-automatic guns, as well as artillery, are based on mechanical (i.e. clockwork) structures, we can have rifles similar to the level now.
Overall, the rules of this RP are the same as all others you've probably been in. Respect each other, be civil, respect my decisions, as I am the GM, and if you have an issue with any of my rulings feel free to respectfully disagree and explain your viewpoint, remain involve, and most importantly, have fun!!
General Race Description:
Description of Race's Perks and Nerfs:
Nation Size (Based on territory): (Small, Medium, Large)
Population Scale: (Maxes out at 45 million)
Nation's History: ****
Major Imports: (No nation is self sufficient)
Major Exports: (No nation is self sufficient)
Military: (No greater than 3% of population, detail in this area is very helpful)
**** As this is a semi-modern NRP, most of the nation's, if not all, would have had contact with each other in one form or another. As such, I would like to have all the histories have some sort of collaboration and correlation between each nation. Whether it be wars, trade agreements, or a mutual agreement to leave each other alone, there will still some form of contact that shaped your history and current relation. Please try to include some of this within your history account.
And that's really it! Hope you all enjoy creating your nations!! And I hope you all enjoy the Story when it comes time to play!
Last edited by DEMoGorgon47; 10-29-2013 at 05:15 PM.
Last edited by Keia Vewyx; 10-31-2013 at 08:03 PM.
Keia Vewyx, mystery man,
Stalks his name whenever he can,
Appears with no warning, away with no sound,
I still quite wonder how his name is so easily found.
At least by himself, since he stalks it so.
If you say it in some thread, Wisp! He is on the go.
To stalk his own name through wind and through rain,
Beware of the Keia; He isn't quite sane.
He will torture your mind with oh, so odd words,
Like; Jee, thy no likeness, upon these ponderous birds!
So why am I rhyming, about a mystery man?
Because I simply wanted, and just because I can.
Who says you cannot have your toast and eat it too
Ill give this a go demo... so long as there are no avarians ....
---WIP--- Nation Name: Azland, Northland Flag:
Nation's Location: Northern continent (arctic one.) Southern boundries of it. Demonym: Azlanders, Northlanders Race: Northmen, Human General Race Description: A very rugged, hearty race inhabiting the north most parts of the world. The men generally stand around 7ft while the women range from 5'5 to 6'0. They are a fair and genuine people but their demeanor and way of life often portray them as brutish and violent. Description of Race's Perks and Nerfs: Perks- Survivalists; The harsh conditions that exist in most parts of their nation. They are excellent marksman and farmers as well as trackers and pathfinders. -Expert Sailors; As the selection of plant and animal life on the continent lacks diversity (to say the least) they have had timeless experience fishing and by that, boating. -Strong and durable materials; The few things available are always shaped to be the highest quality. The materials are constantly upgraded and repaired with no expense spared. Nerfs- -Technologically lacking; Their harsh lands are always forcing them to focus on survival. Few have had time to sit and think of ways to advance their lands. Modern improvements such as better heating and farming has yielded more time for thinkers to think and inventors to invent but they are still decades behind. -Removed from the world; Being so far north and having no significant relations to the outside world has created a somewhat standoffish and untrusting race. Nation Size (Based on territory): Large Population Scale: 37 million, last year estimate National Geography:Northlands is a harsh climate. The summer lasts about one month out of the year and would be more akin to late fall for most races. Blizzards and ice rain are common alongside strong, sometimes hurricane force winds. The southern most portions see a little calmer temperatures and weather but are still extreme compared to most of the world. Settlements:
The massive capital of Northland is built into a mountain and through generations, has grown into a huge metropolis.
Nation's History: ****
Major Imports: Food, Machinery, Domestic goods (Furniture, trinkets etc.)
Major Exports: Fish products, sturdy boats, Domestic goods, rifles and cannons.
Army, The army is a highly mobile force but lacks a few advanced weapons systems that other nations can afford to use. Some of it is just lack of technology but others is just impracticality. heavier wheeled vehicles like tanks and armored cars never really see use in the north due to the fact they lose traction in the deep snow and or sink. Large airships and balloons are blown around by the high winds to the point where they cannot fire weapons with any decent accuracy or navigate through the thick snowfall or clouds.
The Axe may be cliché when referring to the north people but this iconic weapon is more so a tool to the north rather than a weapon of war. These are used for hunting by either throwing or directly hitting but also chopping wood to make fires or many other uses. These are standard issue with all northerners.
The hunting rifle is jokingly referred to as the "man hunting rifle" as it is far more than enough for most game that exists in the northlands. This weapon was actually designed for shooting fast snow rabbits that were extremely erratic in their movements. An idea to have a semi automatic rifle rather than a straight bolt action was deemed better as the rate of fire was necessary.
The Big game rifle comes in many shapes and sizes but the model shown in the most common. Firing a high caliber round at high speed was the initial response to giant mammoths that roam the tundra regions. It has sense been used for piercing metal when needed.
Some snowy predators have found a niche within the northern nation as domesticated predators. Big snowy tigers are the most common in existence. They will haul the rider and usually chase down the prey for the rider to shoot or in some cases when spear or bow hunting, the tiger will chase the prey on its own. These beasts are well suited for the snow and have adapted to having riders through multiple generations. To the beasts, its almost like there isn't anyone weighing them down anymore.
The drift runner is the premier ornithoptor for the northland people. The idea arose from watching native snow birds of prey, large winged birds that could fly at incredible altitude but preferred to skim just over the land itself. These craft are very fast and surprisingly armored considering their size. They were originally used exclusively for mapping, scouting, and fish spotters but after seeing the immense rise of airships, these have become heavily armed. Current ones operate two heavy machineguns and four 'Javelins'. The Javelin is technically an repurposed harpoon. These weapons were originally used for whale hunting and what better to hunt giant air whales then giant air harpoons. They are meant to pierce and then explode into the target craft. Compared to the rest of the northlanders technology, this single aircraft and weapon are quite ahead of their time.
Disclaimer. All photos are not exacts. Just a general shape of the object they are representing. Some items aren't as steam punk looking in the photo as they are to be in the RP. Once more, it is just the general shape.
Last edited by TolarianDrake; 10-20-2013 at 01:16 AM.
“I am a citizen of the state. From this day onwards, I am a citizen before being a man. I am a citizen before being a king. I am a citizen before a servant to god. As a citizen I shall live honorably, faithfully, humbly, loyally, and aware of my responsibility as a citizen to my society and state, for I shall respect my place among my state, defend my state, and work to ensure its prosperity. I shall put the needs of the many before the needs of the few, the needs of the state before my own, so that I may receive the protection and benefits of the state and may pass security and prosperity on to generations to follow.”
-State Citizen’s oath, as written in the Kollective Manifesto of Citizen's Rights and Duties.
Nation Name: The Kollective Mitra States
Demonym: Mitrans. "Kommies"
General Race Description: A feline-like humanoid species with a mix of variants. Pure-blood's are like bipedal animals, while half-breeds with humans are human-like with some animal traits. (tail, ears, claws, slight traces of fur) On average they stand around six feet tall with slender builds.
Description of Race's Perks and Nerfs:
* Sharpshooters- The Mitra have had a history of superb archers and markswomen with quick reflexes and sharp vision, and the advance of technology has only served to bolster the abilities of the infamous rifle corps and snipers of the State.
* Industrial Revolution- the Mitra have adapted to the industrial revolution to a massive extent, with the middle class industrialists rapidly laying down railroads and heavy industry to exploit a booming economy and make major industrial complexes while skilled workers apply themselves to industrialism.
* Time of Heroes- The State has begun to see the meteoric rise of some truly talented individuals working to advance the state and its society.
* Don't like heights- The Mitra simply lag behind in aeronautical development and experience compared to other states due to racial disinclination towards air-power. This has led to a small and average-skilled air force mostly limited to scouting and air-support as a subdivision of the army rather than its own branch.
* Physically weak- Besides the lion-Mitra, most citizens of the state don't have as much physical strength compared to humans without major exercise regimes, prompting mechanization to make up for a lack of raw muscle, and more expensive alternatives to endurance-based activities.
* Time of Villains- The State faces great threats from within as several legendary figures seek to reshape the state into their own designs. From the fallen General Drakon "The Traitor Warlord" to ex-colonel Lethe "the chessmistress", the State now has to fight its own.
Nation Size (Based on territory): Medium
Population Scale: 25 million
Nation's History: (WIP, want to talk to others about having some previous wars.)
Nation's Economy: In a nutshell: booming. The Kollective State economy has only grown stronger since the industrial revolution, with the establishment of corporations such as Daumau Steel-and-Rail and Keffu Agricombine becoming vanguards of industrial progress. The economy is fundamentally rooted in agriculture and mining, with rich veins of ore in the mountains and large forests for timber. The primary difficulty lies in transporting goods from point A to point B in a timely manner, due to frontier roads and a railway network only covering half the country despite major industrial drives. Manufacturing is becoming a major aspect of the nation's economy, with factories voraciously consuming labor and resources with nonstop work to fuel both the army and a growing economy.
However a booming economy is not without its faults. A few rich tycoons control major industries and strategic resources, and a lack of anti-monopoly laws mean aggressive corporate tactics are common, if not outright war between major corporations and cartels. There is also a serious wealth divide between the rich and the poor, and there is little to stop an ambitious tycoon except his fellow tycoons. So long as the businesses do not interfere in military or government activities and pay their due taxes, the government lets them play their power-economic games. This also attracts foreign businesses and corporations that seek to evade restrictive business laws. However the average worker does make a decent living wage due to both a shortage of labor and because of some unwritten moral standards even the Tycoons hold themselves to. (In part because they don't want to lose good workers)
Major Imports: Labor, iron, coal, ideas, rare minerals.
Major Exports: Timber, industrial goods, culture, high provender food
500,000 standing army soldiers.
The People's Militia
The State Guard- The bulk of the army is made of the SG, a mix of volunteers and conscripts depending on the needs of the state. The Guard are issued a combat ax and a bolt-action rifle, with squad-level rifle-grenadiers and mortar teams mixed in as organic fire support. Service in the Guard is often a prerequisite to joining any other division of the army.
The Trencher Corps- Originally a dumping ground for the most insubordinate and hard-headed recruits, the trenchers have a reputation of being the most hard-ass and tough as nails division of the State military due to harsh conditioning and training. Armed with bolt-action rifles, clockwork chainguns, and protected by little more than hastily dug trenches and sandbags, they are the first on a battlefield ahead of the main army, and the last to leave the trenches they dig. It is a given that they will take heavy casualties in every battle, but they will hold the line.
* 1st Trencher Company "1st and Only"
* 15th Trencher Company "The Black Hand Gang"
* 21st Trencher Company "Ragnar's Roughnecks"
* 95th Trencher Company "Trench Hounds": Even among Trenchers, the members of the 95th Trencher Company are notably legendary for their determination and skill. Led by Colonel Garwe, erstwise known as the most hard-ass and toughest Mitra in the world for leading the fight from the trenches, the 95th are hardened urban fighters paired with some of the best hardware available to Trenchers. Tales of Colonel Garwe's exploits have inspired thousands of young recruits to apply for the Trenchers in hopes of fighting beside him.
The Rifle Corps- The infamous Kollective Rifle Corps history dates back to the time of the bow and arrow, where legendary archers fought to expand the borders of ancient kingdoms. With the dawn of the musket, and then the bolt-action rifle, the rifle corps has expanded from not just expert "widowmaker" sniper teams, but to training squad marksmen for the State Guard, and even equipping entire platoons of soldiers with revolver long-guns for mass long-range rifle fire.
Landship Corps- Receiving the lions share of attention and funding, the landship corps are predominantly made of tread-based mobile fortresses, supported by a lighter tanks for mobile support. At its core are the seven mobile fortresses that first founded the corps and have been continuously overhauled and upgraded as time and technology move on. The Original Seven
* Dauntless Knight- "The First and Only"
* Astarte Venture- "The Knight"
* Bright Dawn- "The Thundercloud"
* Valkyrian Tempest- "The Elite"
* Ravens Nest- "The Haven"
* Ironclad Fury- "The Berserker"
* Guardian Mechanum- "The Aegis"
The Iron Kollective Navy serves as the naval support arm for the army, often playing second string with less funding and glory than their land based counterparts. Most of its capital-grade ships are landship landing craft, capable of hauling the behemoth land-fortresses across the seas. The bulk of the navy is made of cruisers for general patrolling and anti-piracy ops with some submarines for scouting and raiding. With the enemies of the State forming their own powerful modern navies, a "Steel Fleet" modernization plan has been pressed forward by the newly appointed Admiral Kol to upgun cruisers with heavy batteries and lay down battleship hulls, as well as a chain of cheap cargo ships to bolster supply lines. So far progress is limited but still ongoing as naval power is becoming recognized as a major battlefield for the conflicts to come.
WIP Nation Name: The Tsardom of Alta. Nation's Location:
Demonym: Altans. Race: Wargs. Political System: Constitutional Tsardom - The Great Batukhan Chodek is currently Tsar and ruler over all of Alta. Although he has control over minor issues and the day-to-day running of the nation, he must remain within the guidelines of the Altan Constitution. Any major decision, such as declarations of war or similar, must be put through the Senate, and gain majority vote. The citizens of Alta have almost no control over the decision making process in running the nation. Current Regime Personalities:
Tsar - Batukhan Chotek.
Minister of Defence - Norbu Sükh.
Commander of the Horde - Odval Tinley.
Commander of the Shield - Naranbataar Wangchuk.
Commander of the Air Service - Tenzin Chuluun.
Commander of the Hand - Bayarmaa Khongordzol.
Minister of Foreign Affairs - Thekchen Sonam.
Minister of the Economy - Narantsetseg Tashi.
Minister of Internal Affairs - Sangye Yama.
Head Treasurer - Chesa Brosay.
Minister of the Diplomat Corps - Dache Ketan.
Minister of Health/Education - Hariti Ekadzati.
Minister of Land Management/Environment - Ketu Lha-mi. General Race Description: Wolf-like bipedal humanoids. Wargs are on average slightly shorter and less heavily built than humans. They are covered in a thick fur that can range in colour from black through grey to white. Their feet are paws, however their hands are more human. Description of Race's Perks and Nerfs:
Riders - Wargs are superb riders and horsemen.
Scouts - Wargs are very good at scouting and hunting.
Head for heights - Wargs have excellent air-sense and enjoy flying.
Poor swimmers - Wargs are very poor at swimming and try to avoid it where possible.
Mechanics - Wargs were slow to take to using steam and metalwork, and there are few Warg mechanics.
Heat - With their thick fur, Wargs prefer colder temperatures, and are far more susceptible to heatstroke than other beings.
Nation Size (Based on territory): Large. Population Scale: 42 million. National Geography: Alta is characterised by its wide open grassy steppes. There is also many mountains throughout Alta, as well as many large forests, particularly to the north. Stretching across Alta is the Külüng River, a huge mass of water, believed to be the widest river in the world. Settlements: Capital: Neislegül. Nation's History: The history of Alta is not a particularly interesting one. The nation was formed out of hundreds of separate Warg tribes, that came together to form a coalition after the signing of the Treaty of Keretai. This coalition government led Alta for hundreds of years, successfully ending the infighting between tribes. However, it was mostly interested in internal affairs, and rarely dealt with other nations. As a result, Alta lagged severely behind the rest of the world, economically and socially. This changed a mere 47 years ago, when a warg named Temujin Khasar led a revolution against the coalition government and, after a bloody two year civil war known as the Orcilang War, successfully tore down the government and became the first Tsar of Alta. Under Khasar, Alta was ruthlessly forced into the modern age, with machines, steam engines, and economic reforms. Although the economic benefits were huge, the common wargs suffered under an authoritarian regime. After Khasar's death, protests began to prevent his son Guyuk Khasar from taking the throne. The protests were ruthlessly oppressed, and threatened to spark another civil war, until Guyuk Khasar was assassinated. A new Tsar, Jelme Chotek, took control under promises that he would decrease the amount of control in the hands of the Tsar. In this way, the Altan Senate was formed, and the Chotek family became the Tsars of Alta. Nation's Economy: The economy of Alta is still mostly agricultural, particularly cattle, sheep, deer, and horses. The nation's industrial sector is still rather small, however it is expanding rapidly. Mining also makes up a large part of the economy, particularly for iron, stone, and gold. Finally, the forestry section is also important in the Altan economy. Major Imports: Machinery, technology, coal. Major Exports: Horses, foodstuff, lumber, iron. Military: The Military of Alta numbers 1,200,000, slightly below 3% of the total population. It is split into a number of sections:
-The Altan Land Army, more commonly known as The Horde, is very heavily dominated by cavalry units. Horsemen of the Horde fight in small divisions and are armed with rifles, sabres, lances, small machine guns, and explosives. Their usual tactics are quick darting raids and encirclements.
-Although there are few machines in the Altan Military, the exception is for The Shield. This is the only non-cavalry section of the Horde, and exists to form a last-resort defensive line against enemy attacks, should the main part of the Horde be defeated.
-The Altan Air Service is the pride of the Altan Military. There are huge numbers of airships in service, ranging from small lightly armed cruisers to huge heavily armed and armoured leviathans. The tasks of the Air Service ranges from aerial combat, to attacking ground targets, to mass bombings, to scouting, and even supplies or troop movements. In a war, the first step for the Altan Military is to try and gain air superiority over the opponent. There are also some ornithopters in service, as well as some specially designed carrier zeppelins for them, however they are mostly used for scouting and flares.
Leviathan - These are the heaviest class. They are huge, heavily armed, and heavily armoured, but also rather slow. There are currently 12 in service.
Dreadnaught - Third heaviest class, behind the Kondor (see below). They have fewer guns and less armour than Leviathans, but are faster and cheaper. There are 73 in service.
Cruiser - Most common class. They are smaller versions of the Dreadnaught. There are 151 in service.
Hunter-Killer - These are small, lightly armed and lightly armoured. They serve only to combat other airships. There are 90 in service.
Kondor - Second heaviest class. These have no deck guns, only machine guns, but have a large storage capacity. These are used as bombers, as well as supply ships and troop transport. They are also used in the merchant fleet. There are 74 in service with the Altan Military, as well as hundreds more in the merchant fleet.
-The Hand, although under the jurisdiction of the Altan Military, performs mostly non-combat roles. The Hand encompasses both land and air units, and performs essential tasks such as medics, supply lines, communications, battlefield clean-up, fire fighting, and other roles.
Nation Name: United Kingdom of Allion and Temaria/ Empire of Allion.
General Race Description: The people of Allion are fair skinned and are generally brown haired.
Description of Race's Perks and Nerfs: Human.
Population Scale: 45 million
National Geography: The islands of Allion are generally very hilly and the northern areas of the island are very cold so snowfall is common. areas of the islands are covered in pine forests although the majority of these great forests are swiftly being cut down to satisfy Allion's ever growing industry.
Settlements:The capital and largest city in the United Kingdom is Allion, the center of the city is composed of grand gothic spires and architecture that has been preserved since medieval times. The outskirts of the city though are comprised of hastily built housing estates built for the workers of the massive factory complexes that are on the edges of the city, these factories complexes pump out smog that generally settles over the outskirts of the city. Allion is also a major trading port and people and ships from all over the world can be found in it's dock district.
Alchester is the second largest city in the country and has the distinction of being the home to the largest continent of the Royal Navy.
Nation's History: Initially divided into several warring Kingdoms, over the course of the medieval era the Island became split between two powerful kingdoms, the Kingdom of Allion and the Kingdom of Temaria.
Many wars were fought between the two but eventually their Royal families intermarried until eventually the King of Allion inherited Temaria, thus the United Kingdom was born.
Since the dawn of the industrial age the United Kingdom has grown into a bustling and prosperous economy and it jas ambitions to spread it's influence further afield.
Nation's Economy: The nation's economy is booming, Allion is sometimes referred to as the workshop of the world it makes everything from tanks to lamps. This massive industrialization is not without drawbacks however massive smog clouds cover parts of the major industrial cities of Allion.
Major Imports: Foodstuffs and exitoic furits.
Major Exports: Weapons, Coal and metals household items.
Last edited by ArtoriasLion; 10-20-2013 at 01:26 PM.
"Next to a battle lost, the greatest misery is a battle gained".
Duke of Wellington
I'm still working on Gesture Sovereign, Military-wise. History, Economy description. Buncha stuff.
Nation Name: Confederate Republic of Gesture Sovereign or Just as Gesture Sovereign.
Nation's Location: Light Blue
Demonym:Ouizatten (As a people) Sovereign (As the Countries People)
General Race Description:
Humanoid fish. who have adapted to land, with the ability to breath with lungs and gills. Webbed hands and feet are common. The average lifespan of a Ouizatten is 90 Human years. They come in a variety of colors and styles. With mainly four major houses:
Fou; Leader: Bonseil Neon
A species of calm, peaceful Ouizatte. The are commonly adorned with lights on their bodies and ribbon-like fins they shape into hair. Wester; Leader: Jacki Bo
The dying clan, the most primitive of the four they are very sensitive to natural light and need purified air to breath in. Coming in colors of brown, grey and black. They are seen as the lowest class of Ouizattens Larriette; Leader: Mataero King
The more carnivorous and ravage group of Ouizattens. They are predators and have bodies adapted to hunt. For instance, Sharp teeth, claws, sharp scales or other natural hunting mechanisms that can be totally unique to that Larriette Paom; Leader: Lues Catch
The most evolved of the four, resembling humans almost to a "T". The only posses special eyes, skin and gills to breathe under water. Paomen are the most socially accepted and powerful in the Confederacy. But due to their more evolved status they cannot live underwater like their three counterparts.
~ Armada of Gesture Sovereign: Ouizatten's are supreme in naval combat, with possibly one of the best Navies in the world. Adding to the fact they can breathe and live underwater
~ Physically strong: Since they are excellent swimmers their bodies are strong.
~ Good traders: They have access to unique trinkets and minerals not found above ground, making them one of the popular Nations in the trading business.
~Defense: They have an excellent Naval defense with a near wall of tanks guarding their land entry.
~ Weak Lungs: Most of the Ouizattens have weak lungs. Because of this they cannot travel into the air where oxygen grows thin. Though some Larriette and Paom can travel into the air, they are weak. For this reason they also hire Mercenaries to work in their military. (Ouizattens cannot run long distances so they hire others who can)
~ Political Turmoil: Gesture Sovereign is composed of the Four Ouizatten clans and each leader holds political power over Gesture Sovereign. (details in Nation history) As a result of the Confederacy, each House has a different view on how the Nation should be run. Resulting in gridlock.
~ Crime: Because the Nation frequently tightens its defenses in fear, local security runs low, giving way to various crimes
Nation Size: Medium
Population Scale: 31 Million
National Geography: Aside from their Land Settlements, Gesture Sovereign also has cities in the ocean.
Capital: Mother Prime; located in the waters offshore of the Nations land. It is a city that is built both above ground and below it.
Daughter 1: The only Daughter city on land and the youngest of the four.
Gesture Sovereign started out many, many years ago as the small Alliance of the Four greatest Houses. After evolving from primitive fish, to intelligent life forms their ways of waging war on each other changed. Diplomacy soon came in and one after another put down their weapons and signed it, to become the First Ouizatten Confederacy. To stop anymore wars the Confederacy soon formed a Republic to be known as the Confederate Republic of Gesture Sovereign
For generations the Confederate Republic has lived on, slowly growing more friendly, opening trade routes, sharing their Ocean paths with others. though still skittish they wage war on anyone who over-steps their boundaries. Having several major wars in the past.
(Waiting for more Nations so I can make a detailed background)
Because Gesture Sovereign is laid across two different terrains, Water and Land, each have its own working body. Ocean cities are mainly Mining colonies for Ocean minerals and its Mainland counterpart is big on Production of Non-essential goods. (For exapmle; Clothing, Jewelry, etc.) Since it has a wide array of materials to use from both Land and Ocean regions
Major Imports: Hired hands (Mercenaries), Lumber, Metals, Food, Gasses (for their small airforce)
Major Exports: Non-essential goods, Armada Security, Ocean minerals, Fish
Gesture Sovereign Unique goods:]
Coral: different species of Coral represent different brands of product.
Punk Solid: The anniversary of the Ouizatten Confederations birth.
A Confederate Republic.
The Confederate Republic of Gesture Sovereign is headed by two main political powers, The Head of The Confederacy, Gile Isabel, who heads the four Houses of Ouizatten Confederacy and Head of Government, Prime Minister Lues Catch.
Confederate Republic of Gesture Sovereign (GCFS):
Head of the Confederacy: President Lugus Isabel
Elected every Seven Years
Head of Administration: Prime Minister, Lues Catch
Appointed by the President of the Confederacy.
Council of Ministry:
The Cabinet serves as the inner circle for the Prime Minister and is personally selected by him and only him. Prime Minister has the power to elect more members to the Ministry or terminate a current members seat.
Prime Minister, Lues Catch
Minister of War, Mataero King
Minister of the Interior, Jackie Bo
Minister of Commerce and Finance, Bonseil Neon
Minister of Foreign affairs, Lues Catch
Minister of Justice, Donson Hue
Minister of Information, Carter Masdien
Minister of Land Management, Otta Beadmech
Parliament of Gesture Sovereign.
The Parliament of Gesture Sovereign is run by a single house of Legislature.
Military: Gesture Sovereigns Armada is advanced, in the sense they do not use weapons such as Lances or heavy swords. They are equipped with guns.
2.5% of total population: 775,000 strong
The Confederate Armada of Gesture Sovereign:
GS prides itself on its Navy, making it one of the best in the world.
Under construction. Technical difficulties.
The largest ships in the fleet. Only two were ever made, Ifrit and The Phoenix. One is stationed in the First Fleet and the other in the Second. They are the power house of the Aquatic Armada.
Queen-Class Mountain Flower:
The second to strongest ship in the Armada. It goes into the fray along side the Battle-Bust as the Blade of a Fleet
Main source of long range combat. They carry weapons called Tinkerboxes. Small clockwork aircraft that are used like missiles to Kamikaze enemies. Though being unmanned they are hard to aim perfectly
The brunt force of the Armada. They hold the best defense for
The most valuable ship in the Armada, it can create the ideal ambush in Naval combat. Not only that, it also can sneak up to land easier making Beach assaults faster than with a whole Fleet. The best soldiers are kept on the Tinfish and sent into assaults until the rest of its Fleet arrives.
One of the Lightest and most numerous ships in the Armada. It's used on the front lines and for secondary firing array.
On of the smaller more numerous ships in the Armada, It is helpful in front line combat and support. But not listed as a Main ship
The most numerous ship in the Armada. It is Prime in Submarine defense and helps with main naval support. Not listed as a Main ship
A unit made of four Massive tanks that guard the land border of GS.
Roughly 200 men operate each tank and 200 more guard it. That comes to 1,600 in total
The actual Foot of God is three times this size
Confederation land Battalion:
Saying that this finishes off the military each Battalion would consist of 145,000 soldiers. But each Battalion not only contains soldiers to become mere cannon fodder. They also make up Small Guerrilla units too, including the Imported Mercenaries.
Cavalry Units and Foot Units use the same weapons
Standard Swords for soldiers are Rapiers with Parry Shields fitted to their opposite arms to deflect opposing offensive blows, because of their physical prowess they can take the heaviest of blows
Main firearm of the Confederate military.
Standard sidearm in the Military. Main arm of Cavalry, instead of Lances.
Centipede Mark III:
These serve as safe transport for soldiers and are often sent in behind tanks. When deploying soldiers they turn sideways creating a wall while soldiers pour out the other side and prepare for combat.
The toybox is another vehicle of transportation, but it also functions as heavy support. It's a massive machine. Within its hull are dozens of Clockwork military cars. It has a loading bay which winds them up. The side opens and releases them, closing to set the next wave up.
Each car is used like Cavalry, to swoop in and attack quickly with its mounted guns and hurry back to the Toybox. They can also be used like battering rams to open holes in defenses.
Last edited by BanalityPanda; 10-21-2013 at 08:38 PM.
General Race Description: Vikosei are a humanoid race, except for the fact that they have four arms instead of two - two at the shoulders and two at the waist. Every Vikosei has black hair and red eyes, instead of hair changing color, their skin does. A human redhead would be a red skinned Vikose. The colors range from red to black to white and in some cases one might get blue, purple, or even green skin. Their builds can range from thin to lanky to stocky to muscular. Height ranges from five feet to nearly eight.
Battle Hardened: Due to a history of constant civil wars, the nation has generals and soldiers that have experienced battle. They know what works and what doesn't. It makes them a much more effective fighting force.
Mineral Rich: Ansezi's lands are rich in raw materials making it cheaper for them to produce, while still making a profit from exports.
High Military Morale: Due to their reliance on their armed forces during the civil wars, both factions give their soldiers, and especially the commanders, the best of everything. The best food, living quarters, training, and even women that money can buy.
Fear of the Vast Sea: Their mythology is filled with references to disasters coming from the sea: hurricanes, tidal waves, floods. Ansezi has very few citizens in port cities and even fewer naval forces.
Internal Strife: A country being divided into two different factions that have a history of warring with each other is a recipe for disaster. It is an uneasy peace they enjoy now, each faction looking for any weakness in the other.
Unhappy Workforce: Due to unenviable working conditions, the civilian workforce has protested many times. They have been content so far, but if things get worse, Ansezi may have a rebellion brewing.
Nation Size (Based on territory): Medium
Population Scale: 32 million
National Geography: Mountains mixed with plains makes good defenses mixed with fertile pastures and farmland.
Karick: Ansezi's only port city, very few Ansezians live here, built solely for trade across the water. Besides this city, only minor fishing villages are on the coast.
Capital: Carrus City - Situated in, on, and around the northern most mountains in Ansezi, this monster of a city houses nearly a quarter of the Ansezi population. Some areas have been abandoned, stained in the blood of civil wars. There are two distinct factions vying for control, the Anlor and the Tarsezi. Even with the peace, the atmosphere in the city is tense, and tensions only continue to rise.
Nation's History: ****
Nation's Economy: The advent of iron and steel clad machines caused an economic boom that has yet to show signs of breaking. Such good fortune has caused corruption to become rampant. Miners are paid minimal wages to maximize profits from exports and manufacturing.
Major Imports: Lumber,
Major Exports: Iron, Steel, Coal, Gems
Military: 2.8% of the population: 665,600
In an effort to protect important strategic points, these behemoths were built to patrol on railways. There are three in service at the moment, two on the choke points leading to the peninsula and one on the mountain top on the southern border of Ansezi, ever watchful for an attack from those of the sea.
i am still working on it, but i want to claim a territory, i hope my calculation of the size of my nation's military is correct.
Nation Name: Mantanorr
General Race Description: Mannowarrians are a feline like large bipeds, with retractable claws on their hands and feet. Female Mannowarrians are up to 2.2 meters tall, while adult males ranged up to 3.0 meters. They are covered in gray-white to black fur, often with more colorful spots or stripes. They have extremely dense bone tissue, allowing them to endure greater physical trauma than beings with similar physiques. they have a lifespan of up to 79 human years. Mannowarrian value strength and honor above anything else, and defeat is considered a big disgrace. they are very loyal to their leaders and clans and will fallow them to the death. they begin training to be warriors at a young age, and can appear to be very hard on their children, but they do generally care for their children. their reason for training to be warriors are more for honor and individual betterment. They wear very medieval type clothing such as tunics and robes. both men and women always are equipped with their own personal sword wherever they go for self defense and as a symbol of themselves, a Mannowarrian's sword is as precious to him as his family, and if it breaks they will mourn it like a lost loved one. They worship war gods who they believe gave them the secret of forging swords and crafting with Mannowarrian iron.
Description of Race's Perks and Nerfs:
Pros: very strong and amazingly agile and natural ingenuity in warfare, they are also have a big sense of honor.
Cons: They are irrational when angry, prone to violence, and very stubborn, they also hate being deceived.
Nation Size: large
Population Scale: 44 million
National Geography: forests, mountains, plains and tundra
Oran: It is Mantanorr's largest port city.
Korr: It is Mantanorr's second largest city next to Oran and is south of the larger city.
Norgard: Norgard is the only city in the northern tundra, and is ten miles from the western sea.
Gorr: The city is located on the great plains of the country
Capital: Jorninir is the largest city in Mantanorr and is a walled city to defend it against invasion. It has a great castle at the center of it.
Nation's History: The country started out as a confederation of clans who warred with each other and many thousands died because of their love of war. Some prayed to their mighty war gods for a time when they would be united as one country ever since they discovered that they weren't the only intelligent race in the world. eventually a king from the most powerful clan at the time dreamed of uniting the clans, but it was at the cost of many lives in the unification wars. After many years, he succeeded in the task, but it was at the end of his reign that he finally saw his dream come true. Now after centuries, the Mannowarrians have become a great military power, trying to compete with the world's growing civilizations while holding on to their heritage. even with the inclusion of the gun into their arsenal, they still worship the sword the sword as a gift from their gods.
Nation's Economy: it has expanded greatly thanks to trading gold, silver and Mannowarrian iron.
Major Imports: food, livestock, weapons and inventions
Major Exports: fish, metal crafts, weapons, gold, silver and Mannowarrian iron.
Military: their entire force is 1,320,000 to protect their bordars and make war when the time comes. Mannowarrians use their brute force for their military strategy, and use aggressive strikes when using warships and tanks, and will charge very ferociously at their enemies, though most of their strategy depends on how well their general's orders are. they like put most of their power into a first charge to scatter their enemies and destroy them. they have guns, but most prefer to use long-swords made from Mannowarrian iron, thanks to Bordan Vo, their great reflexes allow them to be incredibly skilled swordsmen with their blades, it takes a great amount of training to master the martial art . they do not fear death and love the thrill of battle. the most skilled warriors are the Clawed Crusaders which are said to fight almost like war gods. they have a great Navy as well as incredible land forces that make them a force to be reckoned with. They wear plated armor made of Mannowarrian iron which protects them from gunfire, but it is more meant for sword combat.
The Clawed Crusaders are the elite and most powerful class of warriors in the Mannowarrian military, many say that they cannot be defeated.