Welcome to In Flanders Fields! This is a fantasy world set in the early 1900s, predating the years of World War 1. There are nations of varying power -- as decided by dice roll, which can be generated by using 'rp!roll' in the Discord server. The nations of Narrev do not know the horror of a Narrevian war yet, nor do they know the horrors of an industrialized war. Your job, then, is to expand your empire's power via political machinations. And should it come down to it, military machinations. The game will be separated into turns, with each turn a month will pass.
Rules
Use common sense.
Don't game the rolls, you get two attempts.
No godmodding, powergaming, etc. You get the point.
What the GM says, goes.
Try to keep your empires close together, with the homelands all on one continent.
Map (Mark your territory on this map)
Orange = Kaiserreich Blue = Aquarians Purple = Sacred Kingdom Dark Purple = Tezzarice Red = Volanth Light Green = Mersahba Blue = CSC
Application
Name of Nation:
Government:
Species:
Culture:
Territory Claims:
Economy:
Technology:
Army:
Navy:
Air Force:
Rolls: (Can be generated by using 'rp!roll' in the Discord server.)
Government:Democratic (Inoffensive Centrist Democracy). There are four government positions to acheive: mayor(like congress, but headed by the mayor of the capital), the President, the Vice (Similar to the President in power, but deal in different areas of the government), and the General, which is the true leader of the country (the Vice and President are advisors to the General). Elections are held every 2 years for Mayor, 4 years for President, 4 years for Vice, and 6 years for General. Yes, they vote on who the General is. Currently, in the capital, the Mayor is Seth Reynolds, a corrupt figure that will do nearly anything for money. The President is Kenny Miles, who was always involved in government for his father, Maxon Miles, was the previous General, and Kenny hopes to rise to that position one day. Dallas Fiton, the current General, was just elected last week, and has yet to prove himself, and he can be a ruthless man at times. The Vice, who actually has the same amount of power as the President, is Nix Fiton, the wife of Dallas.
Species:Human
Culture: Enjoys war, but doesn't rush into any problem or solution without looking at all other options first, and choosing the best. The most popular... music... is rock. Literally. They bang rocks together rhythmically for "music". Agriculture is, despite hating the countryside, one of the most popular past-times, and is considered a sport. Environmental experimentation is... accepted widely. They are known for cautious/passive aggression, and for attempting to build ties with stronger nations. There is freedom of religion as well, and people are allowed to worship anything they choose. Cultural view of other countries is influenced partially from The Kingdom just across the sea. Ulgyrikan food also frequents many people's home.
Territory Claims: Basically, They don't like cities, and they don't like the country. Suburban life is for them. Just enough space to have privacy but to not be alone. The population of 40 million is comfortable with their lives. Their empire maybe limited in space but that doesn't stop the industrial revolution starting within it's borders. The country, just this year, has vowed to expand it's borders. One way or another.
Economy: Economy is one of the biggest problems here. It's stable, but one screw up will cause everything to crash and burn. They need a war to pick the economy up to it's feet again. They are preparing for a country to make just too much noise... And then they will strike. The Aquarians are aiming to ally or make amends with the strongest nations in their world just to gain an upper hand, and of course back up when things go to crap. Ulgyrikan trade will help boost the economy of the Aquarians, and is an overall advantage.
Technology: In this day and age, their tech is slightly advanced, if only a few months. Their tech basically consists of faster ships, planes that don't blow up extremely easily, and weapons that are "safer to handle". Scientists invest most of their time in advancing weapons and technology, while getting distracted here and there with health issues. The Kingdom has asked for some help developing better ships and other technology, which the Aquarian government decided to go along with.
Army:Who says that every 4 out of 50 people join the military means small? Not when whole families join and are trained together to make better tactical decisions. All be it, some people will die for their family, so that's sometimes a problem. Otherwise, its a great set up. Don't underestimate their power, or death will come. It takes roughly two months to mobilize, unless motivated heavily. The army consisting of 4 million soldiers is ready for war, and are itching for the chance to fire off their polished rifles. Some of the weapons are shipped out to The Kingdom, along with ammunition and other assets.
Navy:The navy is massive for it's time, and it was mostly used for transport recently, but they are all still equipped to fight. They are itching to fire some rounds off. The ships are kept in tip top working order, and always are shining under the sun. Warships(Battleships): 20 Transporters:60 Escorts:20 Convoys: 50 Make-Shift Carriers: 10 Suicide-Bomber Ships:2 Torpedo Boats: 18 Trade Ships (Government funded merchants): 40 Total:220
Air Force: Despite the huge navy, the Aquarians have a decent supply of planes, both in reserve and in commission, but not excessive- or in the best working order. Most Pilot's use the kamikaze attack technique. Planes are in constant need of repairs as well. They are currently getting taught how to fire the guns on the plane and not just ram the opponent's plane.
Rolls: (Can be generated by using 'rp!roll' in the Discord server.) Roll ID: 315313683947454466 12 - Territory - Your nation is somewhat average, with perhaps a little extra. It can hold a decent population and has plenty of space to go around. 19 - Tech - Your nation is effectively fully modern, and innovative to boot. It is likely the trendsetter in multiple categories. 14 - Army Size - Your army is well-sized, and maintained on a year-round basis. 8 - Economy - Your economy is weak, but is relatively stable. 5 - Production - Your nation is somewhat agrarian, with okay natural resource exploitation. 19 - Navy Size - You’re a top competitor for the largest navy, in both merchants and military. 15 - Airforce Size - You have some biplanes. 11 - Mobilization Ability - It takes two months to mobilize. TrueParanormal - Today at 10:40 PM
Other: He is going out of office due to call for complete impeachment. Dallas and Nix run the country, and yet stay away from the darkness of corruption. People are looking to their Mayors for help with the economy, but they all report to Seth, who sweeps it under the rug. Secretly, Seth is a spy for another nation, and that will start to cause problems. Sooner rather than later. Will the Aquarian government survivor, or will it fall victim to the jaws of another's power? - - - - On a completely separate topic, here are my national holidays: The festival of Love (commonly known as LoveFest, population tends to increase on this day) is every year on May, 23rd Patriot's Day (Political Involvment/Awareness rises after this day until the next holiday) is every August, 5th National Compassion Day (Christmas, Overall Happiness of the population rises on this day) is every year on December, 20th (I know that Christmas is the 25th) ScareFest (Fearlessness and determination rises on this day temporarily) is every October, 12th. War Awareness Day (Only after a war has been completed/started) is *insert when war started* Nights of Pacifism (People in my country refuse to fight unless forced on the 4 nights of Pacifism) is April, 10th - April, 14th.
Here be an ugly lil' NS, idk about how much time I can commit so this might just end up being an NPC nation or something idk. Might work on it later on too.
Overview
Kharadron is not a city built by the hands of men, but in fact those of dwarves. For generations, the dwarves of the Hargonath Mountains had dug their way into the earth and built a massive city from the very stone itself, carving into cliff faces and ravines. Their brilliance and engineering where decades ahead of its time and none could boast better abilities in design and construction than the dwarves of Kharadron, or as they called it “Zar Ekrund”. They tunneled deep into the earth and had a civilization so grand that few empires could rival the massive underground city-state. However, their golden age was not to last.
Famine and plague swept through the halls of the city as the most horrific plague the world had ever seen arose from the depths. It seemed the dwarves had finally dug too deep and in a selfless act of sacrifice, they shut and sealed their doors to contain a pestilence so vile and deadly, it would have wiped out life on the planet.
Decades later, human refugees from a crumbling nation stumbled upon the ruins of a might gate in the mountains during their exodus. Breaking open the mountain tomb, they found the lost dwarves hold, the plague it once contained seemingly dissipated. Since then, they have “colonized” the old ruins but there are many halls and keeps within that are still empty, a testament to just how populous and great the creators of it where. They have managed to create farms outside to feed themselves and much of their technology comes form studying old dwarves blueprints and have such have a very unique style to them compared to other human nations. In the honor of those who built it, the humans who now live in have named the city of Zar Ekrund as “Kharadron” meaning “Great Dwarven City” in their native tongue.
Government
The halls of Kharadron go down so deep and so wide that the city-state is almost a vertical nation unto itself and is divided into administrative zones known as “Wards”. Areas outside of the city but under the control of Kharadron such as outposts and farms are still called Wards. Each Ward is lead by a Magos which is an inherited title although there is usually some sort of proving ritual to ensure some level of competency. At the top of all of all of it is the Arch Magos and the Collegia who acts as the council and top level beaucracy. The Arch Magos serves for life and upon death, the other lesser Magos convene and elect a new Arch Magos amongst themselves. As more levels of the ruins are rebuilt and settled, more and more Wards are being added. Currently there 37 Wards officially listed and the Arch Magos is Karthis Hjarlborn.
Culture
The humans of Kharadron take heavily after what remains the dwarves ruins, based purely on what they can gather and what few traditions their refugee ancestors took with them. There’s a heavy sense of manifest destiny based inwards as people feel the need to colonize and reclaim the massive ancient hold, especially as the lower levels have been taken over by dreadful vile beasts. As such, large families are the norm especially in the heavily urbanized main city where colonization missions and purging forces are regularly organized to retake the lower levels even though no one knows how deep the hold actually goes.
The Kharadrons’ religion is a mix of the monotheistic religion of their old homeland and that of the dwarves pantheon they have discovered. They have a deity known as Azyr which they brought from their homeland and who now acts as the head god of the bastardized dwarves pantheon the humans now worship.
Economy
Mining is the largest industry within Kharadron to no one’s surprise; jewelry and manufacturing come in a close second. The populace have managed to dig up every kind of imaginable metal and gem and mineral from the earth thanks to the detailed mining maps and technology of the dwarves. However, as of late the mine are running dry and a string of recent colonization and purging failures have crippled the economic backbone of the city-state, forcing it to explore other options or face collapse.
Technology
For a long time, the people of Kharadron doggedly held to whatever the Dwarves had made, a very steampunk sort of vibe. However, they do realize the need for improvements. It just that, like the dwarves, they prefer to use tried and true methods. What good is a new fangled trinket if it keeps breaking and the old one works just as well? They’re stubborn folk and any new creation takes a long time to gain widespread acceptance. In theory, they were one of the first nations to “modernize” but because of how their cultural traditions work, they’ve developed at such a slow pace, even nations who started later than them have more to show than they do.
Army
Defending the under-city, tunnels and lost halls as well as mounting missions into the lost ruins, the Kharadron Iron Guard is perhaps the most experience army in the world due to the fact they fight a never ending war against the beasts below, terrifying bipedal rat men who swarm in the hundreds of thousands and have taken over the hold. The Iron Guard as such have become expert tunnel fighters and sappers due to their war underground and are competent combat engineers from studying dwarven manuscripts. The Iron Guard favors the use of tried and true single shot rifles akin to the real world Martini-Henry and break action shotguns with flamethrowers in support as all of these work wonderfully in the conditions they often find themselves in.
Navy
Instead of a traditional waterborne fleet, Kharadron boasts a Sky Fleet of airships used to transport their goods to other place across the world. They are strictly merchant ships however with very few weapons as most traditional naval cannons are too large and heavy for the Sky Fleet to use who arms their ships with small caliber weapons and swivel cannons instead.
Air Force
Supplementing the Sky Fleet, the Wind Riders defend the great floating ships of Kharadron. Essentially old dwarves glider designs powered by engines and modified for proper flight, the Kharadron Gyroflyer is the world’s oldest aircraft by technicality but definitely the first fixed wing mono-wing plane, carrying and underslung repeating gun as to not hit the propellers which power it.
Roll ID: 211684699028848641 7 - Territory - Your nation is somewhat small, with room for perhaps a city or two and some farmland. 6 - Tech - Your nation is rather antiquated, but it is on the cusp of beginning a modernization effort. 17 - Army Size - The size of your army is formidable, and is maintained year-round. 7 - Economy - Your economy is weak, and is teetering on a recession. 14 - Production - Your nation is somewhat majority industrial, with decent resource exploitation. 7 - Navy Size - You have an okay navy, it is still largely merchant vessels however. 7 - Airforce Size - You have a few biplanes. 17 - Mobilization Ability - It takes a month to mobilize.
Government: Absolute Monarchy. Representatives from every district of the Empire form a Council that advises the Emperor, but final decision rests with him and those he designates with that power in certain matters.
Species: The Volanth Empire is made up of hundreds of different species, in varying degrees of populous and influence, from all across the world. It is a safe haven to all. That being said, there are four major species:
Humans: The most fertile of the races, humans are everywhere, able to be seen in great numbers all across the holdings of the Empire, in every conceivable position the Empire has.
Orcs:The original holders of much of the colonies claimed by the Empire, the Orc tribes have long since become accustomed to the rule of the Empire. Averaging at six feet and with an inborn strength, they're drawn to the factories and military of the Empire. The white tattoos on their skin denote tribe, status, and great victories in their lifetimes.
Dragonkin: The original creators of the Volanth Empire, the Dragonkin were once an almighty race, forging their empire with magic and blood. However, since the last dragon died a thousand years ago, they have lost much of their power. Still formidable, they tower at an average of eight feet tall with razor sharp claws. They are largely gathered in the homeland, and make up most of the airforce (in every aspect) of the Empire.
Minotaurs: The Minotaurs are the first race, to have witnessed the power of the original Dragon Gods. As such, they're as feverent as the Dragonkin in their belief in the power of the Dragon Gods, even after death. Almost as tall as the Dragonkin at an average of seven feet tall (counting horns), they are like the humans in terms of location. Spread out amongst all holdings and all professions of the Empire.
Homeland Population: 150 Million
Colonial population: 250 Million
Culture: The Empire's culture varies based on what area you're in. In the Homeland you will find holidays and worship dedicated to the spirits of the Dragon Gods. In the colonies populated by Orcs you will find shrines to Mother Nature to soothe her moods. In the islands you will find offerings to the sea, so that the island may stay above water another hundred years. So on so forth. The Volanth Empire recognizes strength in diversity, and has only pressed two ideals upon it's citizens; Discipline and loyalty. The citizens of the Empire highly value discipline, whether it be in the heat of combat or when working at a factory. People who are seen as having none are often looked down upon. Likewise, those whose loyalty to the Emperor, chosen of the Dragon, is questionable are outcast and suspected.
Territory Claims:
The Empire's holdings are in red.
Economy: While no where near as strong as the Kaiserreich, the economy of the Empire is strong and stable. A mixture of socialist and capitalist, the economy encourages competition while the government regulates and oversees what is deemed as necessities.
Technology: The Empire relies on it's allies and neighbors to give it their newest designs and innovations. While it can certainly produce thousands of copies very quickly, and even thousands more of variations in record time, the Empire itself has only kept up with the changing times, never leading the charge.
Army:
The Empire keeps a decent sized army of 6,000,000 (1,000,000 as the home guard with 5,000,000 colonials) standing military at all times, to protect it's borders and holdings. These soldiers of the Empire epitomize the values of discipline and loyalty even more than the average citizen, more than willing to hold any position needed of them, even at the cost of their own lives. This is especially seen in the unofficial motto. "The only time the enemy shall see our backs is when we are dead."
If push comes to shove and the Empire is called to a true war, it can call a conscription and swell it's armies to even greater size. The very discipline that makes this possible without a drop in the Empire's skill at production makes this process slow, however. It would take the better part of a year for the conscription to be considered complete.
The army of the Empire is equipped with the Dragon's Vengeance (DV) Model 1889 (Based off of the IRL Mosin-Nagant). The bolt-action five round rifle was created in response to the aggressive expansion of the Ulgyrikinan Kingdom, which resulted in several Empire colonies being taken, and was pivotal in reclaiming lost territory. Due to the Empire's skill in production, and the capitalist nature of the companies making the weapons, dozens of variations have been made and are in service, from the long barreled sniper rifle, to the short and efficient carbine for cavalry, and almost everything in between. While not the deadliest or newest rifle on the market, the DVM1889 is extremely reliable, almost never failing in the field. This, above all else, is what Empire's military values.
Designed along similar lines, the Vengeance Model 1890 (Based off of the IRL Nagant Model 1895) is a seven shot pistol that every soldier of the Imperial Legions carry, reliable and rugged.
Having learned from the sudden invasion of the Ulgyrikinan Kingdom, the Empire has since garnered designs for machine guns from the Kaiserreich, and has begun mass producing them. Specifically the Dragon's Breath Model 1895 has come into great popularity for their accuracy and reliability (Based off of the IRL Colt Browning M1895) These deadly weapons are a part of every facet of the Empire's military, especially in the colonies. They are key to the Empire's defense against any sudden attack.
1,000 of the best troops the Empire has to offer are recruited into the Dragon's Claws, the personal bodyguards of the Emperor and his direct influence on the outside world. They are the best of the Empire's military. Utterly loyal, they only answer to the Emperor himself.
Legion: 100,000 troops, or two Corps.
Corp: 50,000 troops, or two Divisions.
Division: 25,000 troops, or two Regiments.
Regiment: 12,500 troops, or two Battalions.
Battalion: 6,250 troops, or four Companies.
Company: 1,500 troops, or two Platoons.
Platoon: 750 troops, or fifteen Sections.
Section: 50 troops, or ten Squads.
Squad: 5 troops.
Despite all this, the Empire generally prefers to influence wars and such from the background, using their strong economical and production influence to lend considerable aid to the side of their choice. To further this end, the Empire has agents in every nation. Their positioning and usefulness varies considerably from nation to nation, but they are there nonetheless.
Navy: The Empire keeps a decent amount of merchant vessels in active service, with a small amount of actual military vessels, but prefers to rely on allies for true naval warfare. Air Force: The Empire is one of the nations at the head of the air race, having one of the largest aerial fleets. As a nation founded on the wings of dragons, it knows all to well the power controlling the skies can bring it. It is constantly seeking new designs from allies and neighbors, to further refine and increase its fleet.
Currently, the Imperial Dragons boasts an air force of 30,000 planes (10,000 bombers and 20,000 planes) and 5,000 airships, with more in production.
Rolls:
Roll ID: 309720899051847690 18 - Territory - Your nation is magnificently sized, a premiere empire of the day. There is plenty of land to go around. 14 - Tech - Your nation is decently modern, with an effective grasp of technology. It is by no means a trend setter, but it stays up. 12 - Army Size - Your army is decently sized, and is maintained year-round. 18 - Economy - Your economy is well-off, and a majority of what needs to be funded is. 20 - Production - Your nation is at the top of its class, and a large portion of the world’s goods are produced here. 10 - Navy Size - You have an okay navy, it is still largely merchant vessels however. 19 - Airforce Size - You have a decent amount of biplanes. 4 - Mobilization Ability - It takes the good part of a year to mobilize.
Other:
Imperial Leaders of Note
The current Emperor, Jakon epitomizes wisdom and patience. He has been ruling for forty years now, starting at the age of 18 when the last Emperor died.
Ulmoth is the heir to the throne, chosen by the Dragon Gods in 1889 as he reclaimed territory for the Empire.
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National Relationships
The Kaiserreich: The Empire has a strong and close alliance with the Kaiserreich, each nation using it's strengths to cover the other's weaknesses.
The Sacred Kingdom: The Empire is on icy terms with the Kingdom. Only ten years ago did the war between them end, and the Kingdom still holds onto territory the Empire sees as rightfully its. Things have not gone so far as to completely cut off the selling of Imperial goods, however.
Government: Democratic Technocracy The Technocracy of Tezzarice, or simple called Tezzar, is ruled by a council and the Great Inventor. The council is elected by the five technician Guilds within the nation, each one focused on different aspects of research in order to improve upon the life of those who live within. Similarly, the Great Inventor is chosen by the thirteen members of the Council every five years from the members of the Guilds. Generally, the Inventor who is elected to this position has proven their worth and obtained a high rank in their Guild through deep research and creation of new ideas.
Species:
The Tezzaricine are humanoids but certainly not humans. They are smaller than you average human by about six inches and weigh less than them by around twenty to thirty pounds. They have three sets of bug like wings, though they are no longer able to use them, and are generally a bit more colorful than humans. Some Tezzaricine seem to glow green, blue, or sometimes pink though this is actually only caused by the traces of said pigments in their skin combined with being paler than humans.
Culture: The people of Tezzar were once slaves to other races, being weaker and smaller than them made them the perfect targets for such attacks. Yet, they were a smart people whose drive to be free was only equally matched by their drive to have something of theirs withstand the test of time. As such, they consider innovation to be their greatest asset and those who create new ideas or perform research into technology are the pinnacle of their society. Few, if any, could match a Tezzaricine in any game requiring the use of their mind, especially not their inventors who are famed for being able to create new tools faster than anybody else. Those who become inventors join one of five Guilds, each with their own purpose inside Tezzar. The Naval Guild focuses on research pertaining to seafaring vessels, so on and so forth for the other Guilds. Most powerful all the Guilds is the Flight Guild, one which has gained major traction with the people of Tezzar over the years as the Grand Inventors who have come out of it have always lead the nation further into greatness, even more so than the other Grand Inventors before them. The downside of the so called democracy is that those who vote are only members of the Guilds, nobody else. Anybody who isn’t a member of the Guild isn’t considered capable enough to handle the knowledge required to make an educated vote. Well, that and that the people of Tezzar keep humans and other similar races as slaves should they be captured in battle. Though, there are some cases where humans who have proven their worth were allowed to enter a Guild with limited rights, most of these humans happened to do manual labor which many of the Inventors were unwilling to do. Even then, they were never treated as anything more than a lesser species which had formerly oppressed the Tezzaricine in ages past.
Economy: The economy of Tezzar is strong, albeit it is mostly one supported by exports and imports due to the lack of production capability to fully support the people of Tezzar and all their slaves agriculturally. Their primary exports, on the other hand, happen to be tech required to build planes and the beginning of tech to build blimps as well as scout balloons. What resources they can’t get in their homeland, they import from off-shore colonies and other Empires willing to do trade with them. That is to say that the inner workings of the economy of Tezzar keep the people happy over all.
Technology: If there is a piece of tech introduced in the world within the past few decades, it likely was a product made by the Tezzaricine Inventors. Their drive to be the leaders in the world’s technology and always maintain the upper hand as such. Though their military might is lacking, similarly so for their Naval might, they make up for it with the level of Tech by which their soldiers, ships, and planes are equipped. Most soldiers in the Tezzaricine army are equipped with the most advanced guns for the time, their planes with the strongest engines, and their ships with guns to protect them. There is even word that the Inventors are working on the creation of a device that is basically a armored car but capable of travelling over near any terrain and going into war.
Army: The Tezzar Army is well equipped and well maintained by forces who are comprised of the War Guild and a few slaves who, after years of managing in the hands of the War Guild, are submissive enough and well enough trained to do basic jobs such as dig trenches, set up barbed wire, lay down mine, and build barricades. The Army is comprised of an Engineer’s Corps and the Infantry. Each number close a million soldiers with many different companies. Detailed down below are several of the Major Figures in the Tezzar Army and which Battalions serve under them.
General Amellia Venhrandt the Fifth, leader of the Tacticians sect of the Infantry and Grand Commander of the Tezzar Army.
Commander Bernhardt Ulius, Commander of the 1st Engineer Battalion “Steel Wings”, son of the Grand Inventor.
Commander Helios Pelith, Commander of the 1st Infantry Battalion “Strikers”, Head Inventor of the War Guild.
Navy: The Navy of Tezzar is… lacking in combat potential as the majority of the boats are simply merchant ships outfitted with weapons making them capable of self defence. Any attempt at maintaining an aquatic war without support of the Flyer’s Guild would lead to the destruction of all the Naval Guild’s forces. Many of these merchant ships are made from quality steel plates and fire heavy cannons which can deal a large amount of damage, though even the largest of the merchant ships can only support three of these cannons at most with many preferring to equip around six smaller cannons. Detailed below are the important members of the Navy.
Fleet Admiral Tithus Black, Commander of the Navy of Tezzar and Second Seat of the Council.
Helena Black, Wife of Tithus and Head Inventor of the Naval Guild, former advisor to the Grand Inventor.
Air Force: The Air Force of Tezzar is the nation’s grand jewel, far exceeding the Navy and Army in pure firepower and capability in combat. Many of the biplanes of Tezzar are fitted for combat in one of two ways. Either they are made to be Bombers or they are Assault planes equipped with automatic guns. Both are equally deadly in their own right and both are equipped with hulls that are tough but light. Detailed below are the important members of the Tezzar Air Force.
Commander Willem Wright, Grand Commander of the Tezzar Air Force, First Chair in the Council, former Grand Inventor.
General Gertrude Wright, Wife of Willem and Commander of the 1st Assault Battalion “Fox Hounds”.
General Abel Ferris, Commander of the 1st Bomber Battalion “Black Wings”
Grand Inventor Harold Ulius, former head of the Flyer’s Guild and Grand Commander of all Tezzar’s military.
Territory:
Rolls:
10 - Territory - Your nation is decently sized, with room for a few cities and a decent amount of farmland. 20 - Tech - Your nation is among the premier modern empires of the day. One of the earliest adopters of industrialization, your nation is a trender setter in many of the technological fields. 10 - Army Size - Your army is decently sized, and is maintained year-round. 13 - Economy - Your economy is average, and is stable. 6 - Production - Your nation is somewhat agrarian, with okay natural resource exploitation. 6 - Navy Size - You have a tiny navy. It is largely simple merchant vessels. 18 - Airforce Size - You have a decent amount of biplanes. 7 - Mobilization Ability - It takes a few months to mobilize.
I'm going for a trade-based, naval power. The rolls I got sort of work for it too. I'll probably add more stuff to it later on.
Name of Nation: The Princely State of Mehrsaba
Government: Confederate Union of Principalities
Species: Humans
Culture: The land of Mehrsaba has long been divided into small pockets of influences ruled by princes along with a large peasant population. While border disputes had occurred at times, the principalities rarely mobilized non-professional mercenaries and, as such, much of the people do not hold any significant martial values. What the Mehrsabian peasantry lacked in war, they made up for with the expertise in the usage of the lands and the seas. Centuries of mining, farming, fishing, and animal husbandry has allowed them to survive to the present day however the new century seems to be daunting to this relic of the past.
Territory Claims:
Economy: Within recent times, global trade has given riches to the surviving dynasties by allowing them to sell their lands’ resources while exploiting the peasantry for cheap labor, earning them the nickname of “Slaverprinces” amongst the more disenfranchised population. The coffers of the ruling princes have filled themselves to brim, but the country itself is rife with economic hardship for most.
Technology: Though they’ve had communication with the outside world at times, the state had limited trade to certain seaports and border cities. Those that did not live in those cities had no clue what existed outside their borders due to strict serfdom, effectively putting the state in isolation. Only now with increased trading have the majority of the populace even realize how advanced other nations are.
Army: The princes had experienced an arms race of sorts in recent times among themselves. What few resources didn’t get sold to other countries were used to equip the mercenary armies with swords, halberds, cannons, and muskets. In theory, Mehrsaba could punch above its weight class if they needed to but good luck uniting the princes to a singular cause.
Navy: The naval capabilities of Mehrsaba are a natural extension of their princes’ ocean trade history. Being a sailor is perhaps one of the few great opportunities a peasant can enjoy due to a guaranteed meal a day. With that being said, the Mehrsabian state has attempted to buy more modern ships from more advanced nations as well.
Air Force: An innovative technology from overseas, airplanes were being bought by the princes of Mehrsaba from other countries faster than the builders could make airfields for them. Due to its complex nature, pilots are usually from the educated upper class burghers or from the royal families themselves as the peasantry will need time to adapt to it.
Rolls: Roll ID: 88825950585765888 8 - Territory - Your nation is decently sized, with room for a few cities and a decent amount of farmland. 3 - Tech - Your nation is doing poorly, extremely antiquated. Modernization is still a long ways out. 11 - Army Size - Your army is decently sized, and is maintained year-round. 4 - Economy - Your economy is in the middle of a recession and produces little. 19 - Production - Your nation is almost world-class, with excellent production all around, as well as excellent resource exploitation 13 - Navy Size - You have a decently sized navy, with a fairly militarized portion. 16 - Airforce Size - You have a decent amount of biplanes. 1 - Mobilization Ability - It takes several years to get up to full strength due to rampant deserters and draft dodging.
Other: International affairs are handled by a council with representatives chosen by each prince of the state. There are 12 princes of the state.
I won't be able to be as active, only at certain points and only for 30 minutes. I'm not going to be able to be online for the coming weekend(s). I will still try and participate as much as I can.