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Hidden 10 yrs ago 10 yrs ago Post by Voltus_Ventus
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The Great (and not so great) Nations of Osetia:


The Tsardom of Ventium

The Sultanate of Tin

The Heavenly Empire of Yllendthyr

The Imperial Realm of Yamatai

The Sun Kingdom of Tiqsimuyu

The Hambrian Republic

The Hegemony of Eisenkries

The People's Republic Kataylabinsk

The Greater Republic of Avalia

The Republic Empire of Dong Wei.

The Unified Kingdoms of Umbraisis

The United People of KalMea
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Nation's Name:

The Tsardom of Ventium

Nation's History:

Ventium is one of the oldest nations on the planet, staking it's claim on her land well before the common era. Ventium started out as a mass of rival tribes at eachothers throats, constant wars and skirmishes holding them back from advancement. However in the course of 10 years the 87 tribes were united under one flag, the flag of Ventium. The first Tsar, Darius Ventus, had united the tribes in many wars of conquest and royal marriages to form a stable base to expand and grow, in both territory and intellect. And they did grow, expanding eastwards from their western home, annexing tribes and small nations that spurred their territorial renaissance, giving them large swaths of fertile farm land and mineral rich earth. But after a glorious era under the rule of the first Tsar he passed away of old age in his bed, leaving the people of the tribe to choose his successor from his children, this ushered in the era of Tsarina Veronik Ventus. Her goal was no longer conquest, Ventium was large enough in her eyes, she wished to cultivate it, and through her guidance the country sides were turned into lush farms where cereal flowed like rain and vegetables grew faster then people could eat them. The rivers and oceans had been tamed and their fish farmed with care as to not upset the natural order, the people conscious of the world around them and not wanting it to fall into ruination. After the Tsarina's passing came the age of many other Tsars and Tsarinas that propelled Ventium skywards, building elegant yet functional cities and towns and raising good, grateful, patriotic folk that wanted to maintain the peace and tranquilty that their nation had given them. However the age was shut from the gaze of the rest of the world, Ventium had entered a long period of isolationism as new countries popped up and started looking at the old nation hungrily, wanting to destroy the balance and peace it had forged for itself, so they locked themselves from the world to protect their unity and locked they remained. 

Religion: Vera, the religion that the vast majority of the nation practice. The religion forms the basis of the nation, it is fairly conservative and where the well mannered, difficult to excite manner of the Ventian culture come along. It is based around the belief of a single deity, 'The Savior in Heaven' and the creation of the world and all in it by his hands alone. The religion preaches tolerance and respect, however that does not mean it will tolerate being pushed around by other faiths and this prompted the Ventian government to ban missionaries from there faiths coming into the country, as it would be blasphemy to allow them in. However that does not mean that people in the country, practicing a different religion are treated differently, they are not judged by their faith and tend to live cooperatively with the rest of the people.

Race:

Humans, mostly people of brown and black hair, skin tone depending on where they live within the nation, though all van be described as Caucasian. The most common eye color is a soft, blue-gray. They are a soft spoken people with pleasant accents and modest, controlled mannerisms.

Form of Government:

The government of Ventium is an Elected Monarchy, meaning that the people of Ventium choose the Tsar or Tsarina from the offspring of the previous Tsar or Tsarina. However when choosing a sovereign there are lots of protocol and rules:

- Once the Tsar's or Tsarina's offspring have all surpassed the age of 21 the election shall commence.
- Once a new sovereign is chosen the previous Tsar or Tsarina must abdicate  the throne after 10 years and the new leader take charge.
- If the offspring of the Tsar or Tsarina do not appeal to the needs of the people they are obliged to choose one of the offspring of the current Tsar or Tsarina's siblings.
- If none of the royal offspring suit the wants of the people they must choose from the offspring of the current Tsar or Tsarina.
- If the current Tsar or Tsarina doesn't have 4 offspring or higher a niece or nephew may be chosen to fill the missing places.
- If a the newly elected Tsar or Tsarina refuse to take the throne the crown is automatically passed to the offspring with the next most votes and so on. If all refuse the offspring with the smallest proportion of the vote will become sovereign.
- Once the new Tsar or Tsarina takes up the throne, the old sovereign is obliged to act as an advisor to the Tsar or Tsarina until unable.
- If the current Tsar or Tsarina passes away before the ten year mark, his or her spouse is entitled to the throne for the remainder of the ten year duration.

Just to name a few.

Current Leader:

His Imperial Majesty, Supreme Commander, Tsar Voltus Ventus, Servant of The People.

Notable People:

- Tsarina Marie Despereaux, Wife of the Tsar, No government position (ab electione).
- Tsarette Katarinda Ventus, Daughter of the Tsar and Foreign Representative  of Ventium.
- Tsarum Leopold Ventus, Son of the Tsar and Minister of Interior.
- Tsarum Ericlis Ventus, Son of the Tsar and Captain of The Imperial Winter and Summer Guard. 
- Tsarette Felicity Ventus, Daughter of the Tsar and Ministerette of Commerce and Finance.
- Tsarum Ampov Ventus, Son of the Tsar, No government position (ab electione).
- His Excellency Kergov Ventus, Nephew of the Tsar and Minister of Science and Technology.
- His Excellency Alexandra Ventus, Neice of the Tsar and Ministerette of Agriculture, Mariculture, Livestock.

Total Population:

82,950,000

Nation Location:

http://i.imgur.com/RRNc8Pu.png

Nation Geography:

The nation consists of mainly grasslands and highlands, most of the grasslands have been converted to farm land and used as pastures for live stock. The highlands however tend to be where most of the cities and centers are located because of their easily defendable positions and visibility over the low lying grasslands. To the south west are the more mountainous regions, here is the capital, built high in the rocky mountain for again, defensive purposes. 

Economy: 

The Ventian economy is generally an inwardly based economy running off trade that happens within the country, however with the opening of the eastern bordercrossing, trade internationally has increased, Ventium off loading excess agricultural and artisan crafted goods like food, clothes and furniture. In terms of industrialized economies Ventium is by no means a major player, with industry counting only towards 5% of their GNP, the rest is agriculture and primary recourse acquisition. Other then food and timber as primary recourses Ventium has a large mining sector, mainly based in the northern tundras and some of the unoccupied highlands, the three things Ventium is rich in is Iron ore, elektrum ore and Tanzanite, Iron is exports for obvious reasons, elektrum because of international demand for it's flexibility, maluablity and electric conductivity and Tanzanite because of it's beauty, through it is mostly exported in the form of jewelry. the two ores are often alloyed together with smaller portions of other metals to make Elektrum Steel, a Ventian trade secret that gives it's army an edge.

Technological Overview:

After half a millennia of isolationism when Ventium peaked across their borders they found that they were severly behind in technology, people had developed electricity while they were using steam and waterpower, people were sending messages across continents using telegraph cables while Ventium still relied on long distance couriers, and a multitude of other things. Spurred on by the prospect of falling behind even further they had an emense growth of technology, bringing in experts from across the world to electrify their country and train craftsman in the art of the soldering gun and the blow torch. The average person was the first to feel the impact of technological advancement, suddenly they had radios and telephones and refridgerators, a healthcare system that was over night transformed into one of the most advanced in the world. The Armed forces benefitted second, steamships were torn down and fleets of cruisers were put in their place, every soldier had a semi-automatic rifle and armor under their uniforms. Ventium even developed an airforce where there was none, they had started building computers, both analog and digital and were pioneering in it. However Ventium still has a long way to go before they consider themselves equal.

Military Overview:

Population: 2,750,000





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((Since I don't have much time at the moment and I'd like to get some feedback and see other sheets before fleshing mine out more, this is just an outline for now.))

The sheet is nearing completion.

--==-=-==--

Nation Name:


The Sultanate of Tin; sometimes informally called 'The Caliphate' or 'The Dragon's Lands'

Common Demonyms for the people of Tin: Tinite, The Tin, Tin men, The Dragon's People

Nation's History:


In the dawn of time, the vast steppes of Tin were home to countless nomadic tribes. Pastoralism and the saddle being their way of life, these steppe hordes were unrivaled horsemen and for centuries were the bane of civilization in the region: they would fight the settled folk, and permanent occupation being no choice for nomads, any city that they took would be looted and then razed. For centuries this went on, with the Ajdar Faith eventually appearing from within the depths of the Kumush Desert. Those harsh lands bred harsh men, and the tribe that believed in the Ajdar proved themselves the mightiest tribe of the steppes. Through the sword or through spreading the Ajdar Faith, that tribe brought the others to heel and culturally assimilated them. At last the Sultanate of Tin was formed, stretching from the heart of the Kumush and encompassing hill, mountain, forest, and riverland. Gone were the nomadic khanates, making way for permanent settlements and a feudal, land-based government. The nomads could now travel across a united land for months before finally reaching the Sultanate's borders.

Eventually, the Sultanate grew so large that with its primitive technology and crude lines of communication, it could neither manage nor hold on to any more lands. So Tin stagnated and remained at that size for centuries. While the Sultans could not bring more lands under their direct rule, they could bring other lands under their religion (or so they thought) and so this time period was fraught with many crusades and wars of religion, mostly to no avail. With the invention of the radio, telegraph, airplane, and so on, the world shrunk and the Tinites once again look outwards to expand. This culminated in the start of their colonization/conquest of the Zanjir Islands, with preparations for it beginning about ten years ago.







Race:


Though they might consider themselves separate from and superior to the human race, the Tinites are similar enough to mankind. Their skin is olive, their hair black in youth and silver in old age. Their eyes are either the brown of mahogany or the piercing black of vultures' eyes. The people of Tin possess a language of their own, with a few regional dialects. The cadence of this tongue of theirs is harsh and abrasive, like the rustling of blown sands. They are of a more violent and barbaric like than most other civilized people of this day, at least the ones that continue to live in the Sultanate. No doubt this is due to their Conservative government and emphasis on adhering to ancient tradition.

Government Structure:


Officially the government works as a monarchy, with the Sultan holding unlimited, undefined, and essentially absolute power over near anything that he cares to rule over. In practice, the government is more like a theocracy than a monarchy; the Sultan is still a despot with near unlimited power, yet he is seen as a demigod that bridges the gap between mortality and divinity, with many even going so far as to call him a literal god, the Firedrake incarnate. This means that they are nearly no revolts or uprisings, as to defy the Sultan would be to both defy the law of men and the will of the gods. Still, it also means that the Sultan cannot ignore the faith or its principles, as doing so would call into question the integrity of his divinity.

In terms of succession, the Sultanate is absolutely agnatic. No woman may ever hold any position of power in the government, yet that is rarely a problem. As their religion permits polygamy, rulers usually have a good selection of sons to choose an heir from. There is no such law as primogeniture guaranteeing the eldest son his father's position, and similarly there is no gavelkind guaranteeing any other sons any inheritance whatsoever. What traditionally happens is the favored son is declared heir, and then the clergy and other nobles more often than not support him and that is that. Occasionally, when several sons gather support or no son was clearly declared heir, there will be infighting. Jealousy between the several wives of important rulers can oft lead to them assassinating the others' sons in order to increase the likelihood of their own coming to power.

As a whole, the Sultanate operates under a federal system. The land is split into many small provinces that are ruled as sheikdoms. The sheikhs, as the feudal rulers of these regions are called, are hereditary nobles that in turn have the power to appoint lesser nobles to help administer even smaller subdivisions of the land. While the sheikhs can overrule their lesser nobles at will and the Sultan holds absolute power over all others, the rulers very rarely seek to undermine the authority of each other or create conflicting precedents and laws. Instead, the government operates under hazy yet still rather clear levels: the Sultan almost exclusively deals in important affairs that affect the nation as a whole such as war and diplomacy, the sheikhs write most of the laws and perform most high-level administration, and the nobles beneath the sheikhs do the more visible tasks such as leading small armies and managing the commoners and villages.

While the Sultan's unchallenged rule lends the realm much stability, the continuation of feudalism combined with these old traditions make the government dangerously unstable and inefficient at times. Still, Tin has steadfastly resisted any revolution. The foreign ideas of 'democracy' do not lend themselves well with the mostly incompatible religious and tribal systems of Tin, and so the existing government has remained strong whereas changing society has toppled many similar regimes in other lands. While the roles of the various officials are overlapping and not very well defined, it works as a mostly effective federalism and has remained efficient enough to have not undergone any major reformation in the past century or so.

Vying for favor with and influence over the Sultan are several main groups, such as: the Temple, the Aristocrats, the Bureaucrats, the Trade Guilds, and so on.

Leadership:


Interregnum; the previous Sultan recently died and has yet to be succeeded. It seems likely that Babur, his youngest son, will be soon coronated, as the prince has already had the rest of the claimants to the throne arrested or assassinated and has been backed by several powerful nobles.

Sultan Tartu Babur Genghis Khaghan now rules, though he has only just came to power and as such the political situation is rather unstable.

Notable people include:

-Sultan Tartu Babur Genghis Khaghan: The ruler of Tin, his name and titles could be roughly translated to, "Emperor Babur the general of the generals and the son of Tartu". Before his coronation he was known as Tartu Babur Mirza.

-Tsoloman: Lord Commander of the Temple Guard (or more formally, his title is Amir of the Janissaries), a high ranking officer to be sure. He has direct command over the Temple Guard stationed in the palace and the capital, while his subordinates control the vast majority that are deployed elsewhere. He is a close friend and adviser to Babur.

-Baktu Khaghan: The second highest ranking military officer, after Sultan Babur.

-Nahku Mirza: The exiled brother of the previous Sultan, uncle to Babur. Currently he is serving as an advisor to Premier Commissar Velikaya, having been granted asylum in the PRK.

-Sanjar Khan: The highest ranking military officer in the Zanjir Islands, commander of the occupying forces and responsible for overseeing the subjugation of all remainder natives and suppression of any uprisings. He is a pragmatic and brutally effective general, not overly cruel yet at the same time more than willing to use an excess of violence or intimidation in order to gain the upper hand. He is regarded as a hero by the mainland, while the Zanjir garrison under his command view him with more ambivalence. To the natives of the Zanjir, he is seen as a demon.

-Tolon Bey: A petty noble that controls a small town and oasis in a region of the Kumush known as the Scythian Waste. While he only has perhaps a thousand men (a rather large amount of a noble of his rank, though nothing in comparison to most sheikhs) and is technically a mere petty noble, he managed to gain the trust of the previous Sultan and was appointed as a high magistrate and minister of foreign relations. As one of Tin's foremost diplomats, he wields a great deal of power. He is known for his sharp wit and craftiness.

Total Population:


The bureaucracy of Tin recognizes approximately 250,000,000 people as citizens, with a median age of 25. Of these recognized citizens, more than 99% are ethnic Tinites. This is because Tin's conservative government has always taken a rather anti-immigration stance; however the government has occasionally granted asylum to people when they perceive a benefit to doing so, and refugees that convert to the Ajdar Faith are sometimes permitted entry. Skilled laborers from other parts of the world are regularly commissioned by Tin, and occasionally these workers will successfully petition the government for citizenship. Still, these people not of Tinite race are a tiny minority in the Sultanate, but where they do exist they usually congregate into communities with others of their race, forming neighborhoods or even districts. Most large cities have at least a few small places with a notable presence of some minority.

Complicating things are the Sultanate's current occupation and colonization of the Zanjir Archipelago to the south. The islands were not uninhabited and are home to several million inhabitants, though the vast majority of these natives are recognized neither as citizens (nor even as actual people) by the government that now claims jurisdiction over their lands. Thus far these natives have been rather brutally oppressed, and in villages suspected of harboring local resistances, the Tinites have been known to go so far as to conduct massacres.

Nation Map:




Geography:


The landscape of Tin is dominated by desert and steppes, the flatlands separated by numerous large mountain chains. The northern hinterlands, near the border with Ventium, are lush riverlands that are home to the vast majority of farmlands. The western coast is densely forested by large, deciduous trees.

The largest population centers are on the coasts, with the southern peninsula being by far the most urbanized region in the country. Off of this boot is an island that is home to Saroy City, the capital of the Sultanate. Most large cities are in this region with a few notable ones within the Kumush desert, but lately the fertile (and long uninhabited) western coastline of Tin has experienced the greatest growth and urban development. Far to the south of Saroy City, across half an ocean, are the Zanjir Islands. Recently claimed and occupied by the Sultanate, several of these islands are dominated by rainforests.

Worth noting is that with their huge swathes of land and relatively slow industrialization, a far higher percentage of Tin's population live in rural regions than in most other nations. Large cities still exist, it's just that there aren't as many as one would expect for a nation of Tin's size and population.

Economy:


The great drylands of Tin have been used for ranching for several thousand years. One can find great herds of horses, cattle, goats, sheep; virtually every domesticated grazing animal in the world is reared by at least some of Tin's shepherds. To the north in what the Tin refer to as the Daryo Riverlands, there are endless fields of farmland. The small and more recently settled western coast is home to a healthy forestry industry with the far larger eastern coastline home to most of the fishing industry. Tin's lowlands are broken by many chains of great mountains, and this mineral wealth does not go untapped as coal and metal ores are Tin's largest exports.

Huge amounts of petroleum exist beneath both the deserts of Tin's heartlands and the newly colonized Zanjir Islands. While the Sultanate currently taps into almost none of these deposits, (the oil being newly discovered and the oil industry only just starting to appear) Tin has the potential to become an oil empire. Combined with their existing coal mines, they would own a huge share of the world's fossil fuels.

While they have a great deal of resources as mentioned above, for a nation of its size Tin is not very industrialized. Several of the large urban centers have manufacturing sectors, but Tin primarily produces and exports raw materials and agricultural products as compared to finished goods, luxury items, or high-tech devices.

Tin's economy has resisted traditional, free-market capitalism to some degree. Businesses can be legally opened by anybody, but doing so is difficult and costly and almost all businesses end up being owned by nobles (or a part of larger guilds that charge their members fees, with the fee money usually finding its way to nobles). Serfdom and slavery were officially abolished (albeit long after the rest of the world did so) yet there is not true capitalism; trade guilds control most of the production and employment in the country, effectively working as massive worker's unions in that they represent entire industries and are almost mandatory to join. The difference between these trade guilds and actual worker unions or socialism is that these trade guilds primarily cater to the whims of the wealthy and the aristocrats; not those of the workers that are their actual constituents.

Worth noting is that Tin claims jurisdiction over the strait into the Inner Sea, and controls most trade going in or out of the sea by boat. Usually content to grow rich by exacting a small toll from each of the countless ships passing through, Tin has previously threatened to deny access through the strait to nations that issue provocation. Doing so would likely have a severe impact on the economy of any nation embargoed like this, as several large markets would suddenly be almost entirely cut off. Still, Tin has yet to actually follow through and deny a nation through the strait.

Technological Overview:


Tin offers very little public education to its masses, and there are only a handful of universities. New ideas from philosophy and science have been known to conflict with older ideas backed by tradition and the Temple, and for this reason academics are looked upon with some disdain. Needless to say, this attitude and culture means that Tin usually lags somewhat behind other nations technologically, and it is a rare thing indeed for some sort of new invention or innovation to originate in the Sultanate. Instead, Tin relies on foreign help and labor to bring in new technologies and modernize sectors that fall too far behind.

There is some ongoing research, however. The government pours money into several research programs, though almost are for the purpose of improving the military rather than learning more about the world or improving the average citizen's life.

Large swathes of Tin's lands still lack electricity, though almost all large cities and most suburbs possess it. In many of the rural areas shepherds live almost the exact same lifestyle as their great-great grandfathers, though farmers have begun to modernize by increasingly using mechanical devices like tractors in place of work animals, consolidating small farms into much larger ones, and making use of modern pesticides and fertilizers.

As in for the urban areas, they are far more up to date in terms of technology. Especially the very large cities such as the capital, a healthy manufacturing industry keeps them modern. With only a few large cities possessing manufacturing capacity in the predominantly rural and raw-materials economy, efficiency is highly prized. This results in new technologies being sought out, and so along with military research, the constant desire to improve manufacturing efficiency is the only internal force that pushes to modernize the Sultanate. What few factories Tin possesses could be called average in terms of technology. Because of the nation's huge size, the Sultanate has invested in large radio and telegraph networks to manage its huge domain. Many radar systems are also installed to help protect Tin's large borders, especially to the north. A decent road system exists, though in many places the roads are narrow and not maintained as well as one might expect.

Good relations with a few more technologically advanced nations (most specifically Ventium) mean that while Tin is almost never the first to get their hands on new technology, they don't fall too far behind in most important areas. In general, Tin's military and factories are somewhat modern, but in most other areas the country lags between one to three decades behind.

Religion and the Ajdar Faith:


Religion plays a huge role in the Sultanate's culture and doings. Whilst religion has begun to die down and gradually lose its importance in the rest of the world as governments become secular and people turn to science for their beliefs, in Tin growing nationalism has had people cling to their religion and its ideals as tightly as they ever have.

The religion that Tin follows is referred to as the Ajdar Faith, with Ajdar being a Tinite word for 'dragon'. In short, the Faith's practitioners believe in one supreme deity, whose true name must not be spoken and is known only by the highest members of the clergy. This 'Lord of the Eternal Sky' or 'Firedrake' (as the deity is often called) takes on the form of a massive dragon, and in the earliest days of the Ajdar it is said that the skies burned red as the mighty god himself flew through the airs, his followers beneath his wings, and set fire to all those who opposed his will. In these days brave men could live forever and the ancient Tinites were godlike in their power, such was their magic. But that was not to last forever, as the Dragon finally met his match. Another group of people, with the help of their vile pagan gods, managed to wound the Firedrake and force the mighty dragon to retreat to his home in the heavens, and with his disappearance also disappeared the countless boons that he had gifted to his followers. The Lord of the Eternal Sky (and with him the blessing that he had bestowed) will not return until his followers have eradicated all the other false faiths and created a Sultanate in his name, that follows his teachings and principles.

The Sultan of Tin is also known as the Caliph of the Dragon, and is officially the head and face of the religion, though he does not hold power over the rest of the clergy. The reverse is true; the clergy holds great power over the Sultan. But in any case, the Ajdar Faith believes that all of the last great prophets have died. The Lord of the Eternal Sky has nothing more to say, for his people know what to do: they must destroy all other faiths. This has left the Caliph with little responsibilities other than to spread the Ajdar Faith (through force if necessary) and maintain the current state of things, ensuring that the Dragon's laws are continually adhered to. The Temple, as the body of clergy as referred to, is a primarily militarist organization and has close ties with the military.

From an outside standpoint it would appear that religion is crippling the Sultanate, as the Temple and Clergy resist progress both culturally and technologically, and that is not an entirely unfounded opinion. The Ajdar Faith is notoriously intolerant of other beliefs, and the both the Sultan's government itself and the Tinite people openly persecute any who would dare to question or stand up to the Ajdar. Immigrants and refugees that refuse to convert are often turned back, and the very law system of the Sultanate is based upon religious rules and ideals that have not changed in centuries. This of course means that the Ajdar Faith strains relations between Tin and the rest of the world. Most nations see the Ajdar as a force that opposes humanity, education, and progress, and viciously try to keep the Ajdar from gaining a foothold in their lands to prevent Conservative-extremist ideals taking root. In the past Tin has also vigorously fought to push its faith into other countries, and where they succeeded the converts often rebelled and served as spies for the Tin, which has only thrown fuel onto the fire in this situation.

The Ajdar is also a great strength for Tin, though. It unites the people and creates nationalism the likes of which is rarely seen. Because the Sultan of Tin is also proclaimed the Caliph of the Dragon and instated as the head of religion, the Ajdar ensures stability within the realm and mass instability elsewhere (as foreigners who believe in the Ajdar sometimes end up becoming more loyal to Tin than to their actual homeland). The Temple also works closely with the nobility and military, and are especially helpful for placating the commoners and maintaining the status quo of feudalism and laws.

Military:

Tin boasts a large military force, with a versatile navy and impressive army; however, its air force is small and lacking. Aware of this deficiency and loathing others' air superiority, the Sultanate has invested an astronomical amount of research and funding into anti-air weaponry.

Between the navy and army Tin has approximately 15 million soldiers in the standing army. This number has recently been raised so high due to the occupation of the Zanjir Islands and the rising threat of the PRK.

Large armories exist and Tin could raise several million more soldiers if they conscripted their citizens, though these men would be inferior to the better equipped and extensively trained standing forces. This would be a last resort though, as conscripting a large amount of citizens would bring the economy to a grinding halt and have negative effects that would be felt for years.

Tin's highest ranking military officers are the khaghans, the khans of khans. Foremost of the khaghans is the ruling sultan.


Hidden 10 yrs ago 9 yrs ago Post by Willy Vereb
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Heavenly Empire of Yllendthyr




Nation Name: Menel Ndor en' Yllendthyr (Heavenly Empire of Yllendthyr)

Holdings:



TBA

Nation's History:
TBA

Demographics:
According to the latest census, the Heavenly Empire of Yllendthyr has the population of 142,650,202 people. 18% of the population are elves while the majority (70%) are human citizens then the remainder 12% are other races. Elves stereotypically view anyone else besides of them inferior and a few hundreds of years ago they pretty much treated humans like slaves. But since then elves steadily grew less numerous and they were forced to make compromises. Nowadays humans enjoy their rights as "secondary citizen" and make up the lion's share of Yllendthyr's working class. As their role in the Empire's society grew so did their influence and since the last century they're even represented in the politics. Interbreeding between the two races is also on the rise, albeit still relatively rare. The existence of half-elves is almost a taboo topic and the yearly census always list them as either human or elf, depending on their social status. It's possible for half-elves earn the nobles' favor and honorably declared an elf like them. As the elven race is steadily becoming a minority in their own empire this practice also became much more common. Albeit it worths noting that the highest rank of nobles fearfully guard their "purity" and vehemently refuse marriage with "foul-blooded elves".
Aside from the mainland, Yllendthyr also has many colonies with the estimated total population of 17 million. The demographic of these colonies are predominantly human.



Religion: Arvandor
Elves refer to the planet as "Arda" which (along with the universe) was created by Eru Illuvatar and its chorus of Ainur. The head of the religion are the ruling dynasty of the Empire and the organization is otherwise mostly reminiscent to Roman Catholicism. Yllendthyr's religious leadership is nowadays rather tolerant to other faiths. By using the excuse that Eru Illuvatar created Arda with the assistance of uncountable number of Ainurs they acknowledge the existence of all the other "gods". This effectively gives near-complete religious freedom within Yllendthyr. In spite of that 89% of the elves and in total over 70% of the population are following the Arvandor faith. As the head of religion within Yllendthyr the emperor also has complete authority to decide matters related to any faith. Albeit to avoid conflicts all emperors practiced this right with great care and only used it as the last resort.

Government: Federal Constitutional Monarchy

Yllendthyr is an empire split into 27 states, formally ruled by the Ymherodr (Emperor)
Each state has its own ruler and possess a degree of autonomy.
The representatives of each state and people elected by other titles come together on each week in the Chymanfa (Parlaiment). Governors assigned over colonies are generally not required to attend but during special circumstances they are often invited.
The emperor directs the Parlaiment and in many circumstances has the right to veto any suggestion. Otherwise the emperor's authority is limited by the constitution and his/her duties are divided to various Wleidyddion (ministers).



Economy:
Yllendthyr has decent economic power supported by trade, colonies and their abundant land. On the other hand physical money is still technically the chief currency in the Empire. Elen are small coins made of mithril, they are the smallest currency. Ithil are made of silver and worth 10 Elen. Anar are made of gold and as the most expensive coin they're worth 10 Ithil. Yet effectively coins are almost never used and instead they rely on banknotes which signify a prescribed amount. The biggest is currently the 100 Anar note. Signature of the current emperor and various alchemical procedures are employed to make these banknotes almost impossible to copy.

Technology:
The status of technological development in Yllendthyr is somewhat unique, to say. Elves live long and there are large gaps between generations. Any change in their society is slow compared to other nations. For example Yllendthyr haven't officially adopted firearms until 1728. Although with the increased involvement of humans since the uprising in 1648, this trend is on the decline. Given the radical changes which occoured in the last few centuries, if weren't for the humans Yllendthyr may had already lost its status within the world's leading powers. This is something accepted by even the most snobbish elf, if only begrudgingly so.

Aside from technologies borrowed from others the elves of Yllendthyr also developed their own unique creations. As it turned out the elven physiology gave them great talents as engineers. Nobody could understand motion and work with precision machinery better than an elf. This combined with their longevity meant elven scientists could work on their inventions for even hundreds of years. Elven clocks and watches are expensive and sought-after novelty item by nobles worldwide. Their experience in aviation is a well-known fact and recently they became pioneers in rocket engineering. They are also made various breakthroughs in electronics, especially in batteries and electric motors. Yet when people mention Yllendthyr's unique technology they usually think of two terms. Alchemy and Mithril. Unlike most nations, Yllendthyr officially acknowledged alchemy and uses it as an integral part of their industry. Mithril is the most well-known product of alchemy. It's almost comparable to steel yet weighs less than a third of that. Foreign nations attempting to reproduce mithril got disappointing results. As such outside of the borders of Yllendthyr, mithril is rarely used. On the other hand Yllendthyr have mithril replace almost any use of steel.


Military:
Yllendthyr military is nowadays a mixture of many different organizations. Each state and province is allowed to possess their own defense force referred as Drefgiad (Home Guard). Their numbers are limited by law and varies per state. Colonial Drefgiad are generally less numerous while influential states sport the largest armies. These soldiers are mostly a show of prestige among states although their training and fighting prowess should not be underestimated. Regardless when the situation turns dire they can request aid from other states or get support from the Brascad (Common Army). The common army is Yllendthyr's main fighting unit under the Cyngorgad's (War Council) direct control who answer to the Emperor, the Ministry of Warfare and the Parlaiment. Brascad makes up the majority of Yllendthyr's military and they're armed by the Empire. Lastly, nobles are mandated to participate in battle and allowed to field their own small armies colloquially referred as Aramegyr (Noble Sword Wielders). These are typically pure-elven fighting forces and unless sufficiently large they focus on only one kind of combat. The quality of noble armies can vary widely but they often build up a reputation as elite units.



Due to the uniqueness of Yllendthyr's history and technological development, their equipment is also different. Chief notion goes for mithril's properties and elven engineering. Mithril is less stiff than steel and can only bear lower chamber pressures without temporarily deforming thus impacting accuracy. On the other hand mithril is considerably lighter, resulting in lighter weapons and faster bullets. Mithril also allows many soldiers to wear armor without it encumbering them too much.


Infantry:




Artillery:



Ground Vehicles:





Air Force:




Naval Forces:


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National Name:
Yamatihai Bokura no Hastuni (Imperial Realm of Yamatai.)



National History:

WIP

Race:

Tall and well-built, the people of Yamatai range from fair skin to slightly tanned. The most common hair color is black and other darker shades of brown and grey with streaks of dark violet, navy blue or crimson also being common. Black and brown eyes are common with violet, while uncommon, is not unheard of. They often mess up foreign languages but are a fairly reserved and modest culture although can become very aggressive and war-like if riled up sufficiently, which at the current time they are.

Government

The government is headed by a Emperor who the eldest child in the Imperial Family, who claims a lineage starting with the gods. This results in girls occasionally taking the throne. The Emperor's word is final in most cases with hims having the ultimate authority. However, the Emperor is not always "on duty" thus most of the time domestic cases are handled by the Imperial Court which consists of officials from the various "domains" of the Realm.

The biggest policies of the current government is isolationism, industrialism, nationalism that stress the conduct of Ancient Yamatai, having even changed the national anthem to reflect that. Propoganda is a very common thing, almost as common as breathing in some cases, however it works as Yamatai is a homogenous population, mostly consisting of humans who are 98% of the population. With Yamatai starting to become more aggressive, it seems that isolationism will soon break away and turn into expansionism and nationalism will become jingoism.

Notable Peoples

Leader: Emperor Shitatsu Shou the Rightous

Minister of Domestic Affairs - Princess Shitatsu Habari
Minister of Culture & Media - Princess Shitatsu Otome
Minister of Research - Crown Prince Shitastsu Isayu
Minister of Education - Prince Shitatsu Naroi
Minister of Intelligence - Prince Shitatsu Juniko
Minister of Industry - Tashinawa Ojinbo
Minister of Military - Ariska Tajima
Minister of Wealth - Taiga Bosani
Minister of Justice - Naomi Nagimashira

Population

Total Pop: 79.3 Million
Humans - 98%
Elves - .9%
Dwarves - .7%
Other - .4%

Religion

Inshingu is the main religion of Yamatai and it is based on the idea that various gods created the world and will appear in front of mortal from time to time based on what that person has done and will receive treatment equal to that. Good people will be blessed with good fortune, bad people be cursed with back fortune, that kind of thing. The Imperial Family claims direct decedent from the King of the Inshingu Gods "Amaburi" with some nobles claiming blood ties to lesser gods. Otherwise, the faith is very close to that of Shintoism.

Economy

Of recent, Yamatai effectively isolated itself from the outside with very little outside trade. It keeps everyone fed and supplied through a strict rationing system. The idea of currency is not heavily embraced because of this but the nation uses coins heavily as currency called "Jin", coming in 10, 50, 100, 500, 1000, 5000, and 10,000 pieces. Less valuable pieces are made of poor quality steel that did not pass the grade required for military standard while more valuable pieces are made of silver and gold. To an outsider, it may seem that Yamatai is in heavy inflation, with things often costing in the hundreds or thousands. This is not the case, Yamatai simply uses large marks for a reason that translates to something like "because we can."

Also due to the push to rapidly develop their military, civilian goods that are not part of the rationing system are often in short supply, with most civilian and light industry converted into heavy, military industry. Same thing goes with research, things that can be directly used in the military are pushed while other research tends to be pushed aside. Both research and industry which is found to be "useful" is subsidized with other, unsubsidized industries told to go and make money.

Tariffs on foreign goods are incredibly high. as part of Yamatai's isolationism. Forgien business are shunned away from trying to set up shop in Yamatai even though it has cheap labor. Refineries, mines, mills and foundries are the most common type of industry, having to pay less taxes and recive more subsideis than other industries.

Rare Resource

Sakurite - A heavy, dense mineral with pink complexion and a very explosive tendency with it often exploding if hit with a pickaxe or something at high velocity, having to be mined with things like chisels or even having to shave it. There are many ways and grade of refining it, some making it more stable, but less useful since it doesn't explode as easily, and other make it even more dangerous, having to be transported in thick-armored trucks.. It is heavily used as an explosive component in things like shells and larger explosive. While it can generate huge amounts of power, it requires a process similar to nuclear fusion, but since that technology hasn't been really researched, Sakurite is still only used as an explosive. People say it also works well as seasoning.

Technology

Yamatai's technology is sort of a very rapidly moderninzing and attempting to surpass other nation's, almost like a Great Leap Forward that works. People are encouraged to work in the industrial feilds or go straight to military. Anything military related can be considered advanced but civilian industries lag behind, being realtively poorer and less sucessful than heavy industry.

Attempting to learn from past mistakes, the government carefully assigns the best educated people into posistion where they thinkg their scinetific knowledge will be best used. Foreign advisors are often hired to further advance their cause. Science was once a feared and hated occupation, but now it seems to be reserved, science only second to military.

Summary: Yamatai's military industry is booming as is their military science but their civilian and light industry suffers due to lack of support.

Military

The Yamatai Military heavily stresses honor and loyalty with its troops, heavily indoctrinating them so they will fight to the death saying "death is only feared by the weak". The branches of the military are the Imperial Yamatai Army (IYA) consisting of all ground forces and the Imperial Yamatai Navy (IYN); the air force is divided between the two of them but for official purposes is called the Imperial Yamatai Air Control (IYAC).

Yamatai's military excels at machine guns/AA guns and shells, having it been a huge focus after a humiliating defeat by the hands of the Yllendthyr Air Force. Overall, many weapons are well balanced with a focus on easy creation and cleaning but are also multi-use, able to take many role should the need arise. Yamatai's artillery, mortar and naval shells are unique in that they utilize naturally explosive Sakurite instead of gunpowder or other explosives. Depending on how it is refined/packed, it can have anywhere between a 30% to 60% larger blast than conventional explosives.

Standard troops will have six months of normal training and indoctrination plus that and additional two months of specialized training should they choose to pick a specialized role. It should be noted that they are given the choice to do so three month into their training so the last three months of normal training blends standard stuff with the basics of the role they picked.

Elite Infantry go through anywhere between a year to a year and a half of brutal training in the harshest locations. JSOIF units are heavily guarded in shadows with very little ever brought to light, even their training is kept a secret from all but the top brass.

Officers are hand picked from normal troops which show good aptitude of tactical sense and troop management who have served for at least year. From that they undergo five months of tactics and strategy with another three months of logistic and army management.

Yamatai infantry is meant to be versatile, able to take on many roles and are trained as such. However, just because a sniper can use a machine gun doesn't mean that he'll use it as well as a trained machine gunner. Armor wise has a similar notation of multi-use, namely in the lighter armored vehicles, while heavier vehicles are more in the "shock and awe" label. Yamatai doesn't use any larger airships or blimps of the sort, using only aircraft that are fast and maneuverable. This means that they tend to be light on armor and heavier aircraft have touchy engines.









Aircraft



Naval Ships

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Sun Kingdom of Tiqsimuyu






Nation's Name:
Sun Kingdom of Tiqsimuyu (Mostly called Tiqsimuyu Kingdom)

Nation's History:

A old kingdom that long ago considered themselfs as the most powerful kingdom in the region until the western showed their superiority and with it the weakness of Tiqsimiyu ,with this Tiqsimuyu saw the necesity to modernize in order to keep their kingdom alive and in the 80 recent years Tiqsimuyu has only seen reforms and modernization in all its forms , what the western call progress for them is necesity , their land is rich and it helped them a lot in the modernization , Tiqsimuyu is a new power reaching their position in global affairs and they want to show their new potentital in the years to come and be reckoned by all mayor powers.





Race:
The most common characteristics of the citizens of Tiqsimuyu is the brown skin and the small eyes , their eyes have a yellow color or a green one the people that have yellow eyes are in greater numbers than the people whose eye is green, the average height is 169 cm and the hair is normally black or brown , the population in the mountains tend to be more athletic than the normal population of the plains because of the high altitudes and the hard work in the quarries and mines, this makes them the preferred choice of the army recruiters.In Tiqsimuyu only exist two ethnicities: Quokt and Lakot , The Quokt are native from the mountains and the Lakot are the natives from the plains .

Form of Government: Constitutional Monarchy

Organized in order of power

King>First Minister>People=Nobility

Current Leader:

Sapa Yalpay Jatha Hanan

Notable People: Auqui= Prince

Auqui Puñunaq Hanan
Auqui Chunyaq Hanan
Princess Nuna Hanan
Princess Llaslla Hanan
Religious leader Katrichay
Military Chief Chunyaq
Steward Muyuy
First Minister Walkakuq

Total Population:

186,547,467

Nation Location:



Nation Geography:

Most of the land of plain and good for agriculture thanks to the various rivers and lakes , the mountainous regions are the centers of the population and are well supplied of minerals , this mountainous regions are also cultivable in some places thanks to the Anden (a way to win terrain to cultivate being this like stairs in a mountain)

Religion:

Since old times ,thats because none remembers the exact year when this started, the people of the region has believed in only one god and they call it "Inti" the sun in their language, The inti has put only 3 rules for the population , that is the base of the religion , it has a jerarchy of priest and designated areas where this priest can act and give offerings to the Inti , the supreme priest is selected between all the priest in the world technically but only the Tiqsimuyu Kingdom have a largue of population of believers and is where the Supreme priest is located

Rules of Inti:

-Dont Be Lazy
-Dont Lie
-Dont Thief

Economy:

The Tiqsimuyu Kingdom have a industrial economy based on the production of metals , oil and gas , this is because the largue reserves of oil and gas plus the rich mountains of Tiqsimuyu ,the agriculture and food production is good enought to supply all the country but other industries are still growing , recently the parlament has saw the monopolies as a danger and are trying to make reforms to eliminate that from the kingdom but that is the one of the few interventions of the state in the economics , because the country economy runs in a laissez faire system , the trade is mainly made by zeppelin or largue caravans in land but the sea trade is low .The coin is called Antai and is made of copper and iron , with no cents the base is 1000 Antai and the paper money starts at 10000 and ends in 200000.10000 Antai , 20000 Antai , 50000 Antai . 100000 Antai , 200000 Antai

Recent History:The military industry is growing very fast thanks to the metals and oil but they are private industries

High Exports: Steel , Oil , Gas
Exportations: Iron , Coal , Copper , Aluminum
Imports: Technology
Low Imports: Luxury products , Elf made products

Unique Materials:


Technological Overview:

Tiqsimuyu is actually behind in technology compared to the powers of its same size and is in process to become a modern nation , because of this they need to import a lot of technology , but one thing that is already comparable to other nations is the creation of the steel and the refination of oil , the steel they made if of high quality and can be produced in largue amounts with the great workforce of the country and the refination of oil has become a very cheap process , this is how they can afford all the importations from other nations and still be an important exporter in the world.

Military speaking the Tiqsimuyu kingdom can match with a lot of nations , thanks to their new invention "the walker" and their airships that are one of the best airfleets in the world . they use normally oil engines or gas engines and most of their armored force is well supplied.
Military
Men in the army :3,796,424

2,350,000 in the land army
1,145,000 in the airforce
671,424 in the navy

Companies making weapons for the state

Allinyachiy : Walkers
Laray Enterprise : Land Equipment
Khullu Air Company : All kind of planes

Fact: The Navy ships are build by the nation itself because the rich dont see an oportunity to make money making military ships





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Hambrian Republic


Nation's Name:

Hambrian Republic

Nation's History:

The Republic of Hambria started off as a single tribe on Isla Ocena. On theThe tribe of Hambre were mainly peaceful
defending themselves only when attacked by a more aggressive tribe, Malita. Eventually they became fed up with the
Malitans and decided to attack them back. The Hambrians, smarter than their Malitan brethren, sent in a spy to
infiltrate the enemy. Their intel revealed the date of their next attack so the Hambrians set up traps and guerilla
attacks. The Malitans fell into the attack perfectly and then they quickly counter attacked the closest village of
Malitans. With ease they took the village. This made the Malitans think twice before attacking again, however this
time the attack hid the kidnapping of the Cheiftans daughter. Angry with, well anger, the Chief gathered all
warriors together to take raze another village. In response the Malitans tried to fight back but the voraciousness
of the attack left the Malitans down. Village by village they systematically took down the Malitan "empire" and
subujugated their people. The island was theirs for the few hundred years.

During the years 753 C.E. to 1536 C.E. the Tribe of Hambria began to consolidate their power. First on the island
they established order and began to build the infrastructure of the islands. Building roads, forts, and towns Isla
Ocena became a veritable fortress. The king at that time, Dante Alegero, grew bored in his safe city walls and
longed for adventure and war. The fledging country looked north to the vanguards of Southern Barbaria. Here the
warriors were thought of godlike and immortal, Dante felt he was looking in the right place. The civilization began
to build their ships of war and shape the beginning of the expansionest period.

The war for Barbaria was a long one it lasted a total of seven years and it left the victors, Hambria, a slowly
growing nation. But to get there they had to cross the Strait of Ocena which was full of rocks, broken ships, and
the legend of the Sea Serpent. Approximately ten percent of the ships that crossed were lost to the strait. They
landed on the southern most point, which is now Angita y Dieto, then it was a sleepy fishing village and the first
strike in the attack of Barbaria. They slowly moved up the eastern coast and taking village after village. The
Vanguards were notified and began marching to a mid sized named Brutue where the Hambrians were stationed. The
first real challenge was presented here and both sides fought to a stale mate before a detachment moved to the rear
and hamstringed the Vanguard. From here the Hambrians began to move to capital, done with playing around a full
scale troop movement to a northern most city, the capital, which took a year in itself. The initial attack was a
failure and forced the Army to go into a siege mode. After another full year the siege was broken when the
Barbarians surrendered. However the warriors of the Hambria came in and lopped the head off of the King and
ransacked the castle, taking numerous treasures back with them.

To the south lay Soutica, a rural land mass near a growing Tiqsimuyu kingdom and farther south were a barbaric fair haired folk with a lilting tone. It was three hundred years since the last expansion into foreign lands and the distant relative of Dante, King Artemis Tonelli, grew bored much like his distant uncle and looked around to fight somebody. The wild folks to the south seem ripe for the pickings and they launched a full scale invasion to decimate they small budding civilization.

Far above the small Souticans and the Hambrians was the Kataylabinsk Imperium. The expansionist empire looked to their south and saw a country with only their reserves left waiting to be called to battle. They mobilized their troops and began an attack on the empty Hambria. Their attacks with mounted elephants and warriors was quick and the Barbarian Peninsula was taken in no time. They crossed the strait and took the small Ocena after a few months. They went down to Soutica and cleaned up behind the Hambrian Army. The Nation of Hambria was under the Imperium's rule now, forced to join or die.

With the Hambrian army decimated they had no choice as their own country of conquest was dissolved. As the years went by the Hambrian people slowly began to become fed up with their overlords, however they knew the waiting game had to be played. During this expanse of the years the Hambrian Revolt began to gain support from all over the old country and some even from farther north. In 1623 the first attack of the Revolt happened after many months of protest. In Ocena the old palace was taken back after a sneak attack by trained soldiers and this brave attack encouraged more revolts across the entire Imperium.

Flash forward two years and the entire Island of Ocena and the less fortified region of Soutica was taken back as well as coastal areas of Barbaria. Closer to the capital lay corruption and scandal as the country was tearing itself apart, slowly approaching a civil war the Kataylabinsk Imperium sent down the full force of their Army. Pulling back a tactic of the past they entrenched themselves and fought back with guerrilla warfare and after two more years of fighting the war weary Kataylabinskian Army withdrew themselves to deal with themselves. In 1676 the Armistice was signed and the two nations were separated once again.

In the next 250 odd years the nation focused more on its industry, tourism, and mining as they slowly rebuilt their precious metal backed economy.



Race:

Humans, in the north (San Barbarbia)and on the island (Isla Ocena) the people generally have naturally tanned skins and dark hair. In the South (Soutica) the people are fair skinned and have lighter hair. However through out time other races with love have gravitated in.

Form of Government:

The Hambrian Republic is aptly named due to the fact it is a republic. That means the government official are elected by the people for the people by process of voting. Popular sovereignty is the principle that the authority of the government is created and sustained by the consent of its people, through their elected representatives, who are the source of all political power. This belief is taken very seriously by the people who make it clear who runs the nation.

-Four Branches, Presidential, Senate, Military, Congress
-Members of the senate have a 10 year term
-President has a 10 year term
-Members of Congress serve till death

Current Leader:

President Roman Salvatore

Notable People:

Mario Berziogni- Head of Military Branch
Danilo Gallineri - Head of Agricultural Decisions
Rodrigo Verde - Head of Science and Knowledge
Raefiel Gidare - Head of International Affairs
Tim Puzo - Head of Domestic Affairs

Total Population:

50,000,001

Nation Location:



Nation Geography:

In San Barbaria the ground is hot and humid, but it home to a rainforest in the center and a reserve of oil that should last to the early 2000's if the population growth isn't exponential. Isla Ocena is home to a dormant volcano and it is full of tropical and other wise exotic fruits. In the south, Soutica is home to plains of wheat and corn as well as coal and precious metal mines to the north and south.

Economy:

The Hambrian Republic has a mixed economy which means there are both privately and publically owned businesses. They seek to keep economic growth high while keeping inflation and unemployment down. Their main exports are Exotic fruits, iron, Copper, Coal, fish and Assassino Fegeto, a strong liquor distilled from the Beri Beri Berry. Trading keeps the Nation of Hambria afloat economically while they sustain themselves agriculturally and industrially almost flawlessly. However they need to import Elektrum Steel for military reasons. The economy relies on bills or Lyres, which are offered in 1 5 10 20 25 50 Lyre variants. Coins are offered in Half Lyre, Quarter Lyre, and Tenths. Lyres are backed by Tugnernis, which is an incredibly hard and rare substance.

Rare Materials:

Tugneris, a extremely hard and strong metal with low malleability.

Technological Overview:

The technology is on par with the rest of the world seeing as it has no need for a major technological sector. Radios were invented by a scientist from Hambria thus allowing radios to be common place in many home. Other technology common throughout homes ranges from refrigerators to cars. The navy of the Hambrian Republic is quite advanced due to the need to hold the bottle neck to the northern ocean. The air force is sadly sub par and only has 25 Airships. The Army is average and contains the carbines as well as a 5 squadrons of tanks per region(Ocean, Barbaria, Soutica,). Radar Towers are implemented on the coast lines and to the north near Kataylabinsk.

Interesting Facts:

Has a cult called the Cult of Dad. The cult leader's name is Dad Dad, when others say, "Hello Mr. Dad?" Then, he says,
"Mr. Dad is my father call me Dad Dad."

Military Overview:

Currently the entire military contains 2,000,001 men total.







Population:

Isla Ocena - 4,000,001
San Barbaria - 16 million
Soutica - 30 million
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People's Republic of Kataylabinsk




Nation Name and Basic Facts:

Proletarii Respublika iz Kataylabinsk (People's Republic of Kataylabinsk or PRK)

Demonym (describing an individual of or something belonging to the nation): Kataylan

Capital: Volodyna

National Motto: "No freedom without equality, and no equality without freedom"

Leader:
Premier Commissar Yekaterina Velikaya, Leader of the Working People, Hero of the Revolution and Empress of the Former Imperium

Nation History:

For about 1500 years, the Kataylabinsk Imperium stood as one of the proudest and most powerful nations of the West. However, in the century leading up to present, following the loss of their Hambrian colonies, the Imperium decayed politically and economically, unable to adjust to modern life. In its decayed state, the Kataylabinsk Imperium was an feudal monarchy in which the Emperor was merely a figurehead and the interests of petty nobles and a rising capitalist class took precedence. While the Imperium made great technological advances thanks to this partnership of state and industry, keeping pace with the rest of the world, and indeed surpassing it in areas such as chemical development, it was unable to function as an effective polity. Despite this progress, the workers of the Kataylabinsk Imperium became increasingly disillusioned with the state of affairs as their hours grew longer and safety regulations virtually disappeared. Very little would likely have happened, however, without the interference of the new Empress, crowned sixteen years ago, who quickly built up support among both the peasantry and the industrial workers for her sympathy towards their plight. With a great deal of diplomatic intrigue, she effectively performed a coup to end the feudal system and remove all capitalist influence from the government.

Having been secretly exposed to the books of Kalyrnan (the premier socialist activist in Kataylabinsk) by her uncle, the Empress became a dedicated socialist and upon achieving her coup announced the dissolution of the Imperium and the formation of a People's Republic, believing it better for the people to not have a monarchy at all. However, this decision firmly cemented her popularity and in a marvelous manipulation of events, she was elected the first Executive Commissar of the PRK. She has since then increased her nation's military forces to a significantly greater size, began an extensive spy network to support worker's revolutionary movements in other countries, and opened her nation's borders to refugees and dissenters from across the world as a refuge, bolstering Kataylabinsk's low population to reasonable numbers.

Race:

The People's Republic of Kataylabinsk is majority human, but it contains large minorities of various different races, including elves, Lindai, Khoren, Silme, Navari, and small numbers of Tinites. Ethnic or species discrimination is banned and heavily enforced, but there is some underlying racial tension.

Form of Government:

Socialist Republic. The foremost leader is the Premier Commissar or Premier, and there is a Supreme Worker's Council made up of an upper house of the following:

Agricultural Commissar: Vasiliy Filatov
Industrial Commissar: Vyacheslav Starovolkov
Welfare Commissar: Angela Garanina
Energy Commissar: Leonid Marinkin
Political Commissar: Anton Chepurin
Foreign Commissar: Miroslav Yerkhov
Justice Commissar: Tatiana Mashir
Intelligence Commissar: Anjelika Adraneda
Treasury Commissar: Adam Aleyev
War Commissar: Vladimir Emin
Transportation Commissar: Daria Trufanova
Health Commissar: Irina Kilesso
Education Commissar: Aleksei Sadykov

All of these positions are elected by the people working in the various industries, namely teachers for education, soldiers for war, farmers for agriculture, in order to represent their interests to the upper house. The terms for these and for the lower house are five years each. The lower house is represented proportionally by population, and functions similarly to the government of the United Kingdom by which different parties or factions are elected to different proportions of the house. Parties which are labeled "anti-socialist" are not allowed to compete for office. Laws and decisions must pass with a majority vote through both houses, and must be approved by the Executive Commissar unless they have an overriding majority of 80%. This allows the Premier Commissar almost complete control over the final decisions.

Total Population:

92,110,000 (56,360,000 humans)

Nation Location:



Foreign Relations:



Nation Geography:

The lands of Kataylabinsk are predominantly flat tundra, with some grasslands and hills near to the bottom of the nation where most of its agriculture is based. A number of small mountain ranges separate it from its southern neighbors. In the northern tundra lies significant reserves of oil, which mostly goes into making petrochemicals and plastic.

Economic Overview:

The economic system of the PRK is a market socialist economy (http://en.wikipedia.org/wiki/Market_socialism) in which farms, factories, and industries are owned cooperatively by the workers that work in them, electing managers democratically. The Agricultural, Industrial, Energy, and Transportation Commissars make up a Central Planning Board that helps to coordinate these cooperatives towards the best interests of the nation, though the primary economic power is held by the workers. Certain of the highest-level industries, mostly those dealing with weapons manufacture, are handled exclusively by the state.

The People's Republic of Kataylabinsk is heavily industrialized, but its economy is primarily centered around chemical manufacture and processing and electronics rather than machinery or manufactured goods, being a prime exporter of plastic, helium, artificial fertilizer, various types of fuels, radios and other simple electronics.

Technological Overview:

The People's Republic has very developed chemical and electrical industries, but their mechanical industry still remains overwhelmingly coal-based and there are no cars on its streets. Kataylabinsk is, however, still crisscrossed by an extensive railroad network which performs most of the required transportation. Electronics such as radio, lights, and even simple household devices such as heaters, toasters and dishwashers are fairly commonplace, with a reliable if dirty coal-fired electric grid. The University of Volodyna in the capital is one of the world's foremost chemistry research institutions, attracting chemists from all over the world.

Special Material: Fyrurock


Military Overview:

Army Overview:

The PRK, due to its notable lack of mechanized warfare technology, mainly utilizes other methods of remaining competitive on the ground. Most notable among these are their MPRPs (Man-Portable Rocket Projectiles) which are carried in small numbers by most infantry regiments for use if they come into contact with enemy armored formations. These help Kataylan ground forces achieve military parity with armor-supplemented forces.

A second unique aspect of the Kataylan military forces is that they utilize war-trained elephants, armored and outfitted with a small 40mm cannon that fires thermite rounds to disable enemy tanks. These elephants are resistant to machine-gun bullets up to .45 caliber, but tank rounds will quickly kill them, so their effectiveness relies on being able to shoot first.

Their ground forces mostly utilize rifles supplemented by submachine guns and the occasional light machine gun, which is carried by two people. They usually carry two of each of fragmentation grenades, thermite grenades, and Fyrurock grenades. There are a few remaining normal cavalry regiments, but they no longer play a vital role in the Kataylan ground forces.

The PRK primarily utilizes Katalusha rocket artillery for the ground support role, which is slightly less accurate but significantly more deadly thanks to the Fyrurock warheads each salvo contains. The other main drawback of these artillery is the long reload time between launches.

Active-Duty Military: 2,500,000 (25 main army groups of 100,000 each, split into ten regiments each of 10,000)
Reserve Military: 2,750,000

Navy Overview:

The Kataylan navy is the pride of the People's Republic, widely considered to be one of the strongest in the world. Though all of its ships are coal-fueled, they boast considerable power and speed, and are equipped with the latest in composite alloy armor. Every ship has installed radar and relatively recent sonar systems for detecting submarines. Though it is not listed here, the PRK navy also maintains a sizable amount of amphibious landing boats for deploying their land military to other continents.

115 Lysacek-class destroyers

Length: 112.8 m
Speed: 40 mph
Armament: 4 130mm guns, 2 75mm AA guns, 2 45mm AA guns, two heavy machine guns, 6 torpedo tubes, 25 depth charges.

The Lysacek-class destroyer is the workhorse of the PRK fleet, performing its primary anti-air and anti-submarine functions while still carrying reasonable anti-ship armament.

40 Eyrosya-class submarines

Length: 97.65 m
Speed: 22 mph surface, 12 mph submerged
Armament: 6 forward torpedo tubes, 2 aft torpedo tubes, 2 100mm guns, 2 45mm guns.

The Eyrosya-class destroyer is primarily used offensively, to take out enemy submarines and warships from underwater. However, it can also defend itself in surface combat.

65 Aurora-class cruisers

Length: 140.13 m
Speed: 27 mph
Armament: 4 234mm guns, 8 190mm guns, 16 75mm guns, 4 45mm AA guns, 3 430mm torpedo tubes

The Aurora-class cruiser is the primary heavy firepower of the Kataylan fleet, and one of the main contributors to its naval superiority, dealing heavy blows to other enemy ships regardless of size.

12 Kyrnovet-class battleships

Length: 181.2 m
Speed: 22 mph
Armament: 12 305mm guns, 16 120mm guns, 2 75mm AA guns, 4 450mm torpedo tubes.

The Kyrnovet-class battleship, while with imposing statistics, is gradually becoming a more outdated ship in the Kataylan navy in comparison to more maneuverable and less expensive firepower such as the Aurora.

3 Katayla-class airship carriers

Length: 273 m
Speed: 22 mph
Armament: 4 75mm AA guns, two strategic Komyra Fyrurock missiles

The Katayla-class airship carrier is unique ship in the PRK's navy as opposed to other world navies in that is a sea-based carrier which fields airships, not aircraft. A single Katayla can serve to base two Tyrnovus or four Volodynas, allowing the PRK to project air support far away from its borders. Experimentally, these airship carriers have been retrofitted with tubes from which to launch strategic Komyra missiles which are capable of reaching up to 100 miles inland (although with only enough accuracy to hit a specific city).

Air Force Overview:

Every Kataylan airship is powered by coal-fired steam turbines, which lessens their available loads but enables them to run for a much greater period of time than similar gasoline-powered craft. Each is made with Kataylan-invented Kievar plastic-based fabric, which is highly resistant to bullets and fairly resistant to anti-aircraft flak, but not entirely.

85 Volodyna-class multirole airships

The Volodyna-class multirole airship is designed both for anti-air and light bombing capabilities. It is equipped with two rotating 75mm antiaircraft guns, one at the front and one at the rear, although these guns are also capable of firing normal shells if necessary in a ground support role. There are three rotating heavy machine gun emplacements on either side to cover the areas where the two primary AA guns cannot reach, and each airship is outfitted with a full 2000-pound load of bombs, primarily Fyrurock, but also some chlorine gas and conventional bombs. Their top speed is roughly 35 mph.

30 Tyrnovu-class heavy bomber airships

The Tyrnovu-class heavy bomber is lightly armed for the anti-air role, only carrying four rotating heavy machine gun emplacements on each of the four corners. However, it carries a massive load of 5000 pounds of bombs, with equal proportion Fyrurock and chlorine. These much slower craft only can manage a top speed of 20 mph.

20 Yakut-class reconnaissance airships

The Yakut-class recon craft is primarily intended for its namesake, boasting a top speed of 50 mph and carrying two rotating light machine gun emplacements, one each on the front and back, to at least be able to defend itself. These are not at all intended to participate in combat, however.
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The Greater Republic of Avalia


Nation's History:
The republic of the region proudly points to its origins in the native people of Avalia. During the times before the industrial revolutions, the land was filled with theocratic monarchies. Various god worshiping, human nations that all enslaved the Valkyerians, or "sky people". These Valkyerians, according to the nations of the time, claimed that they were god's gift to the humans, the universal "servants" of the land. Various interpretations of this existed, ranging from enslavement, to outright purging of "lesser peoples". Communities were periodically raided or destroyed completely. Dark times for the Valkyerians continued for centuries until enough was enough.

The Valkyerians of various lands began to flee to a rumored promise land in the center of a high mountain range. An isolated bit of rough territory that no nation set foot in. This event became known as "The Great Defiance" when many Valkyerians fled their homelands to this place of freedom. At first, this was a minor, isolated settlement. However their numbers swelled and soon they began to rival their neighbors.

When the first hints of Industrial Revolution came to be, the Valkyerian nation of "Avalia" experienced an amazing boom in technology and industry. They soon developed an incredibly advance military in comparison to their backwards thinking neighbors.

Eventually the nation of Arkil invaded and annexed its oppressive theocratic neighbors in a series of wars now known as the Liberian Wars. At the end of this conquest, the new Empire was stronger than ever, now that all the lands of Avalia had been united. The second revolution of science and industry soon swept through, leading to a break through that allows the modern airships of today. An Arkillian named Joseph Kraft was a former miner, now chemist. He took it upon himself to try to solve the main problem around creating a practical airship, lift. From simple hot air to explosive hydrogen, the airship seemed plagued with all sorts of practical problems. As a native Arkilians, member of the people of the sky, he felt his natural duty was to find a solution. And he did.

After years of experimentation, he figured out how to turn a previously useless ore, Kavuria, into a usable "lighter than air" gas. It had a much higher weight capacity than Hydrogen and was much less dangerous. However, the substance was toxic to breath and refining it into a usable form took years to perfect. But now the nation the Greater Republic of Avalia has mastered the process of mining, refining, and using Kavuria. It caused a boom for the airship industry in the Greater Republic of Avalia, such that it is now as essential as any sea going vessels to their trade. With much of their shores being sheer cliffs and incredibly rough terrain, the airships were essential in connecting Avalia's trade with the rest of the modern world. With one of the most modern airship fleets in the world, the Valkyerians of Avalia have truly entered their natural realm. What will the future hold for the people of the sky?



Form of Government:
The Greater Republic of Avalia is an indirect representative democracy, lead by the Chancellor of Avalia. The Chancellor is elected by the Avalian Senate every 5 years. The Chancellor is the head of both the government and military, and generally makes most of the major decisions of the nation. However, the Chancellor does not have the power to propose laws, only to approve of them. For that, the Chancellor must gain support of 5 or more Senate members if the Chancellor wants to push any sort of legislation through. As for the Senate, each member represents a region of the nation and holds office for 7 years and may be reelected.

Current Leaders:

Chancellor of Avalia:
Helena Vortzeria

Airborne Command:
Walt Hoffer

Avalian Army Command:
Kelfer Vankompf

Total Population
147,780,900 (roughly, but steadily increasing)

Nation's Location:
http://i.imgur.com/rw0FRar.png

Nation's Geography:
The north is seemingly trapped in a never ending winter, with the summer only marking the slight thaw of the snow and the gurgling sounds of melting streams and rivers. The weather becomes less extreme as one heads south, with the terrain turning from what was predominantly pine and fern forests to more regular north woodlands with strong redwood type trees. Near the northern coast, cold rain forests exist with towering trees and moss covered grounds. This is a major area for the lumber industry. Near the center is the fabled mountain range that shielded the Valkyerians from their enemies centuries ago. Here is were the capital is built, serving as the nation's major airship hub. To the southwest is the greater riverlands, where much of the agriculture comes from, naturally. To the direct west is another, smaller mountain range that stretches to the coast. It act as another airship hub, mainly in dry docking and construction. This is also the harshest range of coastline, with sheer cliffs being up to 200 feet. Finally at the far south, near the border with Tin, the lands become much less dramatic with the exception of the rough coastal section of sharp slate cliffs and crevices. Legend tells that these rough lands once sheltered fleeing Valkyeria as they made there way north. Today though, it is simply a heavily militarized area, much like the rest of the Tin border.

Economy:
Internally, The Empire has a Mixed Economy with various areas being either Market or Traditional economies. The Government does regulate various areas of the market, but ultimately it is a free market. The nation tries to create a "Balanced Trade" which goes by the motto "Do what you do best, buy the rest". Thus Avalian exports usually focus around the aviation industry, ranging from selling commercial airships, airship components, and most importantly, refined Kavuria. While the substance Kavuria is widespread in the world, Avalia's refining techniques have made it much cheaper to buy than attempting to produce your own, usually giving nations more options to focus on other aspects of their economy while receiving cheap Kavuria to float their airships.
Nation's Major Export:
Airships (commercial), Experienced Aviation workforce, Refined Kavuria (Grades A-F. This marks of the quality, thus efficiency of it. The higher the grade, the bigger your ship can be for less Kavuria), Aluminum Alloys, grain, and rice.
Nation's Major Imports:
Stronger Steel Alloys, Fyrurock, various refined fuel types, various food items, Furs, Jewelry, Naval goods(ranging from ships to machinery), concrete, heavy machinery, gold, copper, and exotic goods.

Technology Overview
The Greater Republic of Avalia is, obviously, an incredibly modern nation. It's main focus rests heavily on Airship technology as well as other aspects of aviation as you may expect. From all sorts of designs and companies competing for their place on top, the industry is booming. As a bi product of this, the Kavuria industry is also climbing ever higher in industrial advancements. All other industries have also benefited from this, from electrical companies, fuel companies, ect. The nation is very progressive in technology, striving to be the best at what it does.

Military Overview:
The Republic's military has a high focus on aviation and its airship fleet, but still maintains a strong, balanced ground force to support the air forces and vice versa. The military takes both men and women of the nation, and even has a female only squadron known as the "Strike Witches".
Population
6,945,710


Army Overview:
Despite the Republic's focus on aviation, the ground forces remain to be very rugged and flexible, so their equipment reflects that. The Army is handles most ground operations as well as paratrooper divisions.

Avalian Infantry
(Going from left to right)
Paratroopers:
Highly trained infantry that are dropped behind enemy lines. They use various select fire automatic rifles, marksman rifles, and pistols. They are usually equipped with sabotage gear and are dropped to either hold positions until main forces arrive or to create havoc in enemy supply lines.

Standard Infantry:
Regulars of the Empire, they usually carry semi-automatic rifles and service revolvers. They usually have one or two per squad equipped with specialized equipment such as machine guns or AT weaponry, and may be given sub-machine guns for urban fighting environments.

CQC/Special Forces:
Veteran combat units that specialize in urban warfare or remote combat operations. They usually carry their own personal equipment, ranging mainly from trench guns to single hand axes. They also wear heavier armor, yet despite this, can be surprisingly swift. Least common among the ground forces.

Avalian Armor:

E-76 Heavy Tank
This heavy tank is designed to be both a tank killer and an infantry support vehicle. Thick slopped armor and its large 90mm cannon mounted on an electric driven turret make it a terrifying behemoth. However, it's overall speed is slow and its great weight means it requires extra effort in logistics to move these large tanks around. Thus, they are not very common on the battlefield.

E-22 Medium Tank
This tank services to be the versatile backbone of the Empire's armored forces. It carries a 76mm cannon with decent armor and speed. It's flanking armor is a major issue at the moment, as it is fairly thin and easily penetrated. However, its speed and machine guns make it an excellent infantry support vehicle and it can be easily produced.

M-48 Light Tank/Tank Destroyer
This is one of the newer tank designs and it comes in two variations. One is the light tank version, with a 47mm cannon, and two heavy machine guns. It's great speed allows it to be a decent reconnaissance vehicle as well as support for infantry. The second version has a modified, high velocity 57mm anti tank round with specialized armor piercing rounds. In combination with its speed, it can be quite the terrifying hit and run tank destroyer.

Mk-4 Mobilized Armor
An odd/new edition to the Avalian tank destroyer family, this mechanical monstrosity and designed to ambush and destroy armored vehicles using its large 88mm cannon. While fairly nimble and fast, the user is very exposed and lacks majorly in armor in order to remain mobile. It also brand new, so don't expect to see these on the battlefield so much.

E-24T Armored Transport Vehicle
This armored vehicle uses a modified E-24 chassis. It was elongated and its internal components were moved about to make it into an APC for regular infantry. It is armed usually with a 20mm autocannon and a heavy machine gun, but other variations include an AA and self propelled mortar version.

C-34A Armored Car
This is a very fast armored vehicle armed with a 20mm autocannon. Its main roles are reconnaissance and infantry support, but it is very vulnerable to any sort of anti armor or high caliber weaponry due to its light armor.

Ryler's 2-22 Truck
From the "Ryler's Automotive Company", this is an example of some of the logistical support trucks used by the Republic.

Artillery:

N-6 Infantry Mortar
Standard heavy mortar used by infantry units. Crewed by three soldiers.

N-120 120mm Howitzer
This howitzer is the most common in the Republic, used both as an artillery piece, anti tank gun, and anti aircraft gun thanks to its wide variety of ammunition.

N-380 240mm Siege Gun
This heavy piece of artillery is used mainly as a siege weapon on fortresses and strong points. Not usually seen nor used in typical engagements as it often has to be specifically requested by the general in the battle.

-Navy Overview-
The navy is the branch that suffers most from neglect. While the quality of their ships is decent, their numbers are small and are mainly used to simply guard trade routes and the waters in the Greater Republic. However, the new leader of the Avalian Navy is ambitious and seeks to build the Navy into a serious naval force to be reckoned with.

Avalian Battleclass
A heavily armed and armored battleship type vessel, it is one of the more common ships. Its most notable armaments at its two 36cm cannons and four 26cm cannons. They are deadly heavy hitters, but are very vulnerable to submarines and aircraft.

Avalian Destroyerclass
This is the newest and now second most common ship design of the Avalian navy. It is a support ship that posses great anti air and anti submarine capabilities as well as very fairly swift in the water. Its dual 88mm cannons also help it its ability to engage medium naval targets

Air Force Overview
Now the Greater Republic of Avalia may have a decent ground military, but what they are truly known for is the massively impressive fleet that guards the skies above and rains hell down below. The Avalian Airborne Fleet is the main focus of the overall military, with great funding and research put into making the best airships they possibly can. Here are the current classifications of the fleet:

Typical Avalian Trade/Civilian Airship
This airship is the most commonly scene design from Arkil. They are produced to transport large amounts of cargo and sold to other nations. Speed varies based on cargo, but without all the armor and guns of military airships, they are typically much faster and more maneuverable. As they say, time is money!

Avalian Destroyer
The most numerous combat airship of the fleet, this serves as the backbone to the Airborne Fleet. These airships are commonly scene patrolling the airspace or escorting fleets. Main Armament consists of three 105mm cannons and a secondary armament of four turrets that house twin 7.7cm Flak cannons. They can reach a top speed of
150mph.

Avalian Light Cruiser
One of the older ship designs, these provide the more common "heavy muscle" in battles. Armed with six 150mm cannons and one single 38cm cannon as well as four 7.7cm Flak cannons, these ships are essentially stronger, heavier destroyers. They have a top speed of 110mph.

Avalian Battle Cruiser
Thanks to its lighter armor and more powerful engine systems, this newer addition to the fleet has mobility and heavy firepower. It carries seven turrets with twin 20cm cannons and four 7.7cm Flak cannons. With all this, they can still maintain a good 110mph.

Avalian Heavy Cruiser
An out of date ship, these used to provide the heavy firepower of the fleet They are armed with three turrets that contain twin 20cm cannons, four broadside turrets with one 8.8cm cannons, and two turrets that house quad 7.7cm Flak cannons. They can reach a top speed of 95mph. They are currently being decommissioned in favor of the newer Battle Cruiser design.

Avalian Fortress Class
Both the least common and largest airship of the fleet, it is said to carry enough ordnance to destroy entire cities. Exaggerations aside, it is still a terrifying ship. Armed with six turrets carrying twin 32cm cannons, eight turrets carrying 8.8cm cannons, and around twelve turrets carrying duel 7.7cm flak guns. It also has a bomb bay that can easily carry up to 10,000 pounds of bombs. Only two of these ships exist as they are a nightmare of logistical support. It could be even said that they serve as intimidation weapons more so than actual strategic weapons. The top speed of this ship is a breakneck 80mph.

Avalian Aircraft Carriers
As a newer ship with only four in deployment, they are multi-deck aircraft carriers that can carry a large number of fighter and bomber aircraft as well as soldiers and invasion forces. Strike Witches are also usually based out of these carriers. Top speed of around 95mph

Aircraft:

The Arkillian Strike Witch
Arkillian is the ancient term for the better land. Where the people of the sky could finally be among the clouds. The Witches are called "Arkillians" out of respect for this.
The Arkillian Strike Witches are a female only fighter squadron that use leg mounted flying machines known as "Strikers". They are an elite unit of aces, often tasked with unique machines for their qualities. They usually carry 20mm autocannons or heavy machine guns into battle, and while they are very much more exposed to AA fire, they are incredibly nimble and fast, climbing like a rocket and turning on a dime.

The AW-7 Multi Role Aircraft
This push engine aircraft is the most common strike fighter in the Empire. It is armed with four 30mm cannons and has a top speed of around 380mph at 10,000ft. It is well balanced with a great climb and dive rate as well as famed for its strength under high G maneuvers. However, it's turning speed is somewhat poor, thus pilots are trained around using "boom and zoom" tactics as opposed to conventional turn dogfights. It can also carry up to 500lbs of bombs. Launched both from Carriers and airbases.

The AT-40 Attacker Aircraft
This push engine aircraft is slow but very maneuverable. It is armed with twin 40mm cannons and can carry up to 1000lbs of bombs. It's main role is to attack ground and naval forces with its powerful cannons and heavy bombs. Thus it is vulnerable to high performance fighters as it climbs slowly and generally does better at lower altitudes. For protection it also as a rear facing turret with twin 12.7mm machine guns.

The AB-77 Heavy Bomber
The main bomber of the Arkillian Airborne Fleet, it can carry up to 2000lbs of bombs and its protected by various strategically placed turrets armed with 20mm cannons. It is a lumbering aircraft of sorts, thus it is very vulnerable to fighter aircraft, however it has been known to be a "bullet sponge" thanks to its smartly designed fuselage and inline built rudder system.
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Republic Empire of Dong Wei.


Nation's History:
Race:
Form of Government:
Religion:
Notable People(Do not include history characters):
Total Population:
Nation Location:
Nation Geography:
Economy:
Technological Overview:


Military Overview:
W.I.P
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Nation's Name: The Unified Kingdoms of Umbraisis

Nation's History

Race
The Unified Kingdoms contain a varied mix of peoples and races, the majority being that of the Khoren, a race of tribal mountain dwellers who worship spirits of the Earth and Sky, The silver-eyed Silme elves of the north, and the Fierce Navari people of the plains. There are pockets of other races, such as humans and what not, but they are the minority.







Form of Government
A representative government where there is a single ruler with most of the power, and an advising body that checks the ruler's powers, so as to keep it from becoming a dictatorship. The advising body bears representatives from all of the races and peoples, but the majorities naturally have more representatives and more political power. In terms of the one ruler, historically it has usually been usually been a Silme, given to the Khoren not caring for such matters outside of there own territory and the Navari being the minority when it comes to matters of Foreign diplomacy, as they only wish to expand and conquer.

Current Leader(s)



Ubileel Frostcutter: The Prime Minister of the Umbraisis

Notable Figures
Jogun Silvhide: A survivor of the "Lost Mountain", he is the most influential of the Khoren in matters of politics, and is a very patient individual with a great amount of anger toward their southern neighbors. They took his him from his home, and he wishes to take his revenge upon their souls.

Vaal'Naveros: A former Blood priest and at 65 years of age, he's currently the oldest living Navari that still follows their traditions by a far margin, and the oldest Navari Blood priest that has ever existed. He's a ruthless man with a shrewd mind mind and great ambition, and he's been able to translate his merciless tactics from the battlefield into the game of politics without losing any of his edge. He's the head representative of the Navari, and has kept the position against all contenders, since Navari representatives servre life terms, but anyone may come to challenge their right to life at anytime.

Celese Frostcutter

Navaea Frostcutter

Aurora Frostcutter

Silus Winddancer

Marissa

Navade

Na'daevus

Total Population
Somewhere between 20 and 40 million people

Nation's Location: A rather large section of land to the North and North-East of the Heavenly Empire

Nation's Geography:
The White Silver Tundra:

The Bloodplains of Navaras:

The Mountains of Khrunger'Kor

The Lake of Sil'tuul

Economy:
Exports:Ores, Chemical components, Metals, and some fuel source I've yet to think of.

Imports: Mainly food, as the country has problems with growing it's own food due to lack of fertile land. They have a few farms, and the Khoren have a thriving agriculture for themselves in the orm of Fungi farming, but that's not enough for the whole nation. Kauvria, cause we got some airships as well.

Technology Overview

As a whole, the nation is very progressive, but taken apart by the Races, The Silme are the most so, followed by the Khoren, then the Navari. The Silme are the most advanced, bearing all of the marvels that the world currently have to offer, but falling behind the Khoren when it comes to the the refinement and production of Alchemical and industrial technologies. The Khoren main effort is focused on that of Alchemy and industry, and anything else has fallen to the way side. This industry focus has caused them to have a good deal of modern necessities(such as indoor plumbing and refrigerators) as well, but as a whole their lives of the Khoren are simple and without anything they deem unneeded. The Navari are the most backward, forsaking anything that doesn't immediately have to do with the military on their daily lives. They stick to their traditions vigorously and are highly resistant to change and new technologies unless they are weapons, as they believe that the only progress that should ever be made is that in the way of battle and the hunt. This means that while they have firearms and vehicles, everything else is still very primitive. There have been a number of efforts to bring the Navari into the modern age as a whole, but they have ultimately been met with failure.

Military Overview
The Military is separated into three separate forces, The Khoren Spirit-Moulders, The Silme Stormwings, and The Navari Blood Legion. The Khoren Spirit-Moulders are in charge of all of the defensive measures of the cities in the Kingdoms, using the metals from their mountains to make thick walls mounted with Spirit Towers to rain down hell against any would dare to storm their shores. They also make up the heavy infantry and the bulk of artillery forces. WIP

Population
(If your nation is hardcore military, it can't be more than 7%, if not, 5%)
Army Overview
Khoren Artillery Forces

Navari Blood Legion

Navari Blood Riders
Navy Overview
Khoren Destroyer

Navari Skirmisher

Silme Waterdancers

Khoren Seadrakes

Air Force Overview

Silme Nightowls

Silme Stormwings

Silme
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National Name:


Officially titled The United People of KalMea or The U.P.K. More commonly known as simply KalMea



Kal's Big Book of History:








Race and Demographics:


Population:
130,340,000 citizens

Races:
79% KalIabis

20% Human (70% of which are of Tin origin)

1% Other

Religions:

9% Ajdar (mostly Tin-descended humans)

90% Kal

1% other


KalIabis (also called Kaliabis, more casually): KalIabis-singularly called KalIab-are squat, rough-skinned creatures standing at an average of about five feet. Disproportionately long arms hang down only a half-foot or so above the ground, alongside equally long gray hair (which is usually braided into strands). Their legs are short, and their bodies are covered in bulbous, wart-like spots of protruding bone. You'll find dark blue-to-gray skin covering those parts of their bodies which are not encased in protective bone.

Their faces are less than attractive. Unlike the rest of a KalIab's body, their heads are coated in a deep purple tone and piercing green eyes resting above short, fat noses. They grow no facial hair whatsoever, excluding eyebrows.

Government Design:


The U.P.K. is centered around a sort of Theocratic Federal Democracy

The Head of the Nation, also known as the KalSol:


KalSol is roughly translated from the KalMea language as "Kal's heart". A potential candidate for the role of KalSol is elected from among the KalMea Priesthood, and must have met the following requirements before being considered for election:

-Candidate must have spent at least five years in military service
-Candidate must spend at least ten years in the Holy Kalmea Priesthood
-Candidate must be of at least thirty-one years of age
-Candidate must be of upper-class wealth- preferably within the top one percent of wealth.
-It is not technically necessary to be a KalIab, but no individual who was not has ever even made candidacy.
-Females can technically run for the role, but, as with humanity, none have ever been elected. One female KalIab, however, did manage to garner enough support to at least reach candidacy.

After meeting the above goals, a candidate needs to have the official backing of at least three of the twelve Head Priests of Kalmea (the H.P.K). This means that up to four candidates can run at once.

Once they have been chosen for candidacy, there is a one-year "inner campaign" period in which the potential KalSol will attempt to garner support among the Priesthood. Following this, the priests will vote on two of the four potential candidates to move on to the "outer campaign"- a one year period designated for gaining public support among the people.

After the two campaigns, a Final Election will be held between the two remaining candidates: the winner must receive an absolute minimum of 51% of the common people's vote and 6/12 of the Priesthood vote.

Now that the KalSol has been elected, they are granted near-absolute political power and respect for the next ten years (after which a new KalSol will be chosen). There is, however, a weak constitution that protects the right of all KalIab and Human residences of KalMea to vote, run businesses, and be given a fair trial. There is no freedom of speech to speak of (see what I did there?), but the current KalSol has expressed an interest in securing speech rights...much to the dismay of a few members of the H.P.K. who are afraid of the danger in such things.

Notable People and Groups:


People:

Mulspan Kilb: The current KalSol of the KalMea. So far, Mulspan has strongly pushed for technological and economic gain for his people, in addition to vastly increased support for the human minorities of the land. He ascended to KalSol status after being elected with 58% of the Civilian Vote (including almost all of the human population) and 8/12 of the Priesthood Vote. His term in office is not set to expire for another 8 years, assuming he does not die.

Trek Dael: Dael is the leader of the Temple of Kal's Passion and a very, very powerful rouge-priest (meaning he is not technically part of the KalMea Priesthood, so he is preaching illegally) who has been spreading the idea of going to war with surrounding nations who refuse to accept Kal's Flame. While this is not how most KalIabs view their beliefs, he has gained enough support among extremists to pose a threat to the continued peace, should he attempt to incite a religious uprising. Mulspan once mentioned that if it were not for his support of free speech, he would have ordered Dael silenced long ago. When asked about this sensitive subject, Mulspan replied "I have no doubt that Dael is a threat to our national security, but it is not my right to silence those who will not work with me"

Lord General Wil Nalson: Nalson, the highest ranking officer in the KalMea Military and personal adviser to Mulspan, with the- admittedly somewhat dramatic- title of "Lord General." He is also the only human to have achieved such an illustrious rank in the military.

Grand Captain Pyasan Kaas: Top-notch leader of the Navy, and another adviser to the KalSol.

Lord Air General Mult Kiva: KalMea barely has any airforce at all, but this woman leads what there is. She is, you guessed it, an adviser to KalSol Mulspan.

Other important folks will be added as we go along.

Groups:

Ajdar of KalMea: A moderately powerful activism group of Ajdar followers and, to an extent, KalMea-Tinites. (work in progress, more on these people after I have updated my history with Tin)

The Temple of Kal's Passion: KalMea's largest extremist group, composed almost entirely of wealthy KalIabis. They follow Trek Dael's message of war and strong action against humans. According to T.K.P., humans of Tin origin do not deserve to be afforded the right to vote or own established businesses, as their people refuse to accept Kal's flame in favour of a heathen god. They also preach against the generally held idea that any group or nation that has not converted to Kal's Flame can be a "People of Kal" and thus should not be treated with any respect or care by any who truly love Kal. They oppose Mulspan's ideals.

Roughly ten years ago, the T.K.P. came close to being legally shut down after the Mik Town Incident: A female KalIAb wearing a clay mask with a flame etched into it's forehead and black apparel approached the town square of Mik- a small KalMea village inhabited most entirely by humans- carrying a Colt M1911 pistol. She raised the pistol into the air and shouted "Kal's passion is all consuming! Our temple will conquer!" Before firing upon the unsuspecting crowd, injuring twelve humans and killing three before firing her final bullet into her own skull, which killed her instantly. Ironically, two of the three humans she killed were members of the Kal's Flame religion.

Her body was identified as belonging to Mi Xula, a prominent member of the Temple of Kal's Passion. Trek Dael stepped forward to argue that her actions were her own, and the temple neither encouraged nor supported her terrorism. After a long legal battle, in which several victims and members of the temple testified, T.K.P. was freed of all responsibilities. It's reputation, however, has been sullied.

Voice of Freedom: A mostly conservative group that support the currently used Laissez Faire economic governing system. They are extraordinarily capitalist, and look in horror at the Socialism present in Kataylabinsk and the Fascism of Eisenkries. They don't have much to do or protest against, however, since the vast majority of KalMea politicians support the current economic system unwaveringly.

KalMea Socialist Party: The anti-thesis of Voice of Freedom: K.S.P. despises the current economic system as being unfair to the working class. They believe in abolishing capitalism, accepting all religions, and instilling a universal minimum wage. Unfortunately for them, they possess little support and have been entirely ignored by the government. Not a single question asked, letter sent, petition signed, or protest held has been answered or acknowledged by even the lowliest politician out there. They do not seem deterred.

Location and Geography:


Location:


Geography:
Separating KalMea from Tin are the great Dragon Mountains-or, as they are known to others, the Narida Mountains. Most of the sizable mountain range lye on the North-east side of the Tin-KalMea border, making most larger mountains just out of legal reach for the KalIab, with the exception of a few small peaks and rolling foothills. These hills quickly give way to open, rolling plains populated with peaceful farms and small villages. It is here that most of KalMea's rikta-a sweet, vine-growing fruit native to the area- is cultivated alongside fields of corn, sugarcane, and wheat.

Further south you'll discover large, windy beaches and dense inland forests broken only by sprawling cities just now experimenting with skyscrapers.

The forest once again gives way to calm, temperate agricultural plains by the time we loop around to Yamatai. There are a few storms every now and then, but nothing that can't be handled.

The Religion of Kal:




Beliefs:

The Kal- also known as Kal's Flame or the Flame of Strength- is the primary belief system of all KalIabis. It is centered around a monotheistic god named Kal, who is depicted as a great, all-consuming flame of passion and strength. Kal's Priests preach that Kal was the first thought- the first burst of miraculous energy- that created all the universe and allowed life to inter into existence; before Him, there was nothing.

Kal burns as a great flame in the heart of all that there is. He gives the gifts of emotion, passion, strength, drive, and spirit to all that has breath and sheds light on the spiritual darkness of non-believers at the moment of conversion. Kal's greatest desire is for the whole world to be consumed with energy once again so that all of his follower's may ascend to the Next World- the world of peace.

Kal's worshipers believe strongly that passion and ambition are the most sacred of values, and that any who lack these should be looked on as nothing more than animals. If one shows significant ambition and morals (morals as they are defined by the KalIab, that is), however, they are accepted as a Keral- an equal in the eyes of Kal- by the KalIab even if they haven't converted officially.

The KalIab hold a very, very strict moral code of behavior. There is no official set of laws explaining their beliefs, but it is generally accepted that anger and ambition are virtually the same and both are a gift, their is no such thing as morally gray- there is wrong and there is right; no in-between, and the world is made entirely of truths and lies, dark and light, bad and good. Kal will burn all lies, falsehoods, evil, and darkness away in the end before the Next World.

This religion obviously has some major impacts on KalMea's relations with other nations. For one thing, KalMea is rarely on any sort of shaky ground with another country. Due to their belief that all is either right or wrong, they view all foreigners as either a "Lost People" that should be treated as complete and total enemies or a "People of Kal" that should be treated with unwavering alliance and mutual respect (whether or not those people actually embrace Kal's teachings). There is no in-between.

Worship:

Unlike the savage, primitive Spiritualism that had hold of this land before the Unification of KalMea, Kal does not demand sacrifice. Instead, he demands passion, ambition, love, and worship through creation:

Passion:
What this means is that all of Kal's followers, at the age of maturity (sixteen, that is), must take an oath (called a KalOath) to choose one thing to devote their lives and their souls to. Whatever they choose- be it a profession, an idea, a hope, a goal, or even another person- it will not only define who they are in the eyes of Kal forever, but also in the eyes of society. It is common practice to ask someone what their KalOath is, and some Kallabis have even tattooed their's on their arms or foreheads. It is believed that at the moment of the oath-taking, their soul is forever intertwined with their choice. It as a sacrosanct decision of the most value to all of Kal's People.

Ambition:
Laziness is a disgusting, horrid sin in the eyes of Kal. Any who show this most heinous of traits are to have their flesh forever marked with a hot branding iron (in the same manner cows are branded with) to warn anyone approaching them of their status. The mark is usually placed on the criminal's forehead, and is in the shape of a traditional KalIab gravestone- to represent that if one is lazy they are not truly alive at all. If learning of this punishment aspires horror in you, then have no fear! The mark is only given to those slothful souls who have not held any job in three years.

Love:
Love thy neighbor as thyself. Do no unneeded harm to another of Kal's Flame. Always treat other Kal-worshippers with the utmost respect and compassion, and do not turn away a stranger asking for food or a place to rest, if he is of Kal. Give monthly to the Temple, and show the utmost respect to priests.

Worship Through Creation:

Any given Altar of Kal is less an altar and more of a workstation. Every altar must serve some function as a place to create a visible, physical product. Either a desk for writing, a workbench for the fine art of carpentry, a furnace for smithing, or any other place where work may be done. One butcher even turned his Altar of Kal into a station for chopping and preparing meat.

The reason behind this seemingly strange addition to these otherwise boorish altars is simple: Kal is most pleased in seeing his creations labor in fierce inspiration to make creations of their own, as he did at the dawn of all existence. Without the workplace addition to an Altar of Kal, it is only a blank, gray stone slab with an engraved flame covering the entirety of it's top.

Economy:


Domestic Economy:
KalMea is centered around a Laissez Faire form of economic governing in which the State makes little to no impression on the free market and bans next to no goods, drugs, or weaponry. There is, for example, no underground "black market" in KalMea; there would be nothing for it to sell. Needless to say, this system has it's ups and downs:

On the good hand, KalMea Citizens enjoy a strong, deep-rooted sense of freedom in their businesses and sales tax is extraordinarily low on all goods. Furthermore, without governmental restrictions the various businesses, both small and majorly corporate, have been flourishing and growing at a truly astonishing rate for some time now. Business is booming.

On the more negative hand, when almost no product is illegal someone is bound to take advantage of it. Drug dealers and drug addictions are abound, and center themselves mainly around one peculiar substance titled MeaSluj- meaning "Flame Juice." It is a clear liquid with highly addictive but only mildly hallucinogenic properties. People drinking MeaSluj experience extreme euphoria and feelings of bliss for short periods of time, but the physical withdraw symptoms (if one is desperate or stupid enough to attempt quieting after they've started) are agonizing and, more shockingly, life-long. The mental withdraws are no better.

Foreign Economic Connections (trade, etc.):

Perhaps in response to the disorder inherit in KalMea's domestic affairs, the current and, indeed, the previous four KalSols have all made large pushes in securing profitable trade relations with other nations.

The arguably most important trade deal that currently stands is with the Tin men. Tin is in the good fortune to have many natural resources, and KalMea was among the first nations to industrialize. The obvious agreement was that Tin mines the raw ores from their deserts and the Dragon Mountains before sending them to KalMea, which will refine the metal into various goods and resell them to the Tin for a reasonable profit. Those metals which are left over are either kept by KalMea or sold off to any nation that makes an offer.

Furthermore, a very large percentage of KalMea's currency comes from lucrative deals with individual manufacturers. A very large portion of the worlds cars, televisions, weapons and much more all originate from the metal refined in KalMea's many factories. This has made KalMea a wealthy nation in the eyes of many neighbors, but the KalIabis are still willing to sell to any who will buy.

Foreign Views:




Technological advancements


Modern KalMea has little in the way of invention. Most KalIabis, when searching for pride over their nation's scientific contributions, must settle for the invention of gunpowder two-hundred year prior, and some recent experimentation with plastic explosives. Unfortunately, most of these are in the experimental stage and will continue to be for some time. Scientist has never been an entirely disrespected profession among KalMea, but it has certainly never been hailed with laurels and honor.

That being said, do not make the mistake of underestimating the vast manufacturing capabilities of the KalIabs. While perhaps not as skilled with the creation of gears and machinery as Elves, the people of KalMea seem to have a strong, determined spirit of industrialism. They are a manufacturer of refined metals, vehicles, and, yes, especially weapons on a global scale. As Kal's Flame is mostly about proving yourself, rather than amassing hordes of wealth, it can be rather profitable for prudent foreign businessmen to out-source their manufacturing work to KalMea for comparatively inexpensive wages.

Furthermore, KalMea has managed to shrink down the size of complex mechanical systems, thus allowing the average factory to produce much, much more than before.

All in all: the KalIabis are very logical thinkers, and possess a natural skill with machines that more than evens-out their scientific lag.
Military


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