This is the end and the beginning of an age. This is something far greater than the French Revolution or the Reformation and we live in it. - H.G. Wells
Yevrazha and Anyamundar, vast continents of diverse peoples, cultures, creeds, and more. A land that has seen suffering and splendor. The year is 1914 PA, the world stands at the precipice of… something. The end of an old era is at hand, and the beginning of a new. Empires, many of them host to cultures and traditions millenia old, dominate the world, and to many it seems as though this is the dawn of a true golden age; - the wonders of technology bringing about new and never before dreamed of comforts to the world. The nations of the earth are at an unprecedented stretch of relative peace, international trade flourishes, railroads connect the continents, and the world faces the new century with excitement.
Some, however, face the new age with less enthusiasm, with grim warnings and dark foreboding. Beneath the enlightenment and prosperity is a tension building - there are many great powers in the world, vast nations with ancient and proud traditions. Some say there are too many, and that the world cannot bear for much longer the intricate web of alliances and pacts that bind the powers together.
The new century can bring enlightenment and prosperity or suffering and death. War is a certainty at some point, for sure. Any little scuffle that might flare up will be over by the new year - no nation would be fool enough to sacrifice their economy in a true war. Still, at times, the pen fails and the sword must be taken up - but, when all is said and done, ‘tis a sweet and seemly thing to die for one’s country.
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In this NRP, you play as a nation of your own creation. The leaders, ministers, generals, admirals, and everyone else within. Guide your nation to the best of your abilities, avoid the inevitable war - or jump right in. We are here to explore a narrative of world war one, the horror of modern mechanized warfare where lives are but a number to be thrown into the meat grinder. This is not a map painting simulator, and if you want to conquer the world, I fully understand, but this is not EU4.
Individual nations are player created, with randomly rolled stats serving as a guideline upon which you should build your nation.
This setting is a fantasy one, but a fantasy setting wherein the arcane is a rather different entity to that of many high fantasy settings, I encourage you to read below for information on its function
This is a world with by now some well established lore from a previous RP, and I encourage you to speak to me and the other players about how your own nation fits into it!
I invite those interested to join our Discord server and get to know the players already in. Slots are somewhat limited, unfortunately, so we do not have indefinite room for new players.
Rules
Use common sense.
Don't game the rolls. I can be flexible, but I will not roll over. Their purpose is to provide some irregularity and random chance.
No godmodding, powergaming, etc. You get the point.
What the GM and Co-GMs say, goes. Please don’t push things this far. I don’t like having to put my foot down but I will.
No meme nations (why do I have to make this a rule?)
Don’t be a piece of shit.
Application
Name of Nation:
Government:
Species:
Culture:
History:
Territorial Claims:
Economy:
Natural Resources:
Technology:
Social Development:
Army:
Navy:
Air Force:
Rolls: (Rolled by GM in the Discord Server. Just ping me, and I’ll roll as soon as I’m able.)
Traits:
Foreign Relations:
Other:
Other Information
Magic, in this world, is significantly different from that of most fantasy settings. In most settings, a mage conjures a fireball in his hand from the ether and propels it at the enemy - that is not how it works here. Imagine the magic of the world as a shallow puddle with the breadth of an ocean, covering the entire world, but not ‘deep’ enough to allow much more than low level cantrips, or a telepath to communicate with others. But within this puddle there are spots that could be considered ‘low lying’ - where the magic of the world collects and concentrates, manifesting physically as a crystalline material that can be mined and processed, brimming with the magical energy of the world. These magical crystals can be used as power supplies for the magical works of those nations advanced in the arcane or possessed of a powerful god, a machine to cast bolts of lightning or launch balls of fire for those of great sophistication, or a contraption to draw water from the earth or a stone circle to communicate at great distances for the middling. A nation’s magic roll is related to the prevalence and size of these ‘hotspots’ - determined by the magical reserves roll. Just as with material resources for a nation dependent on tech, the supplies of this crystal are crucial for the war effort of a nation dependent on magic.
Magic is performed and learned of through two primary routes, through communion with an Elder god to learn of the ways of the universe through their revelations in exchange for some service, or through prayer and devotion to a Gestalt god to gain their intervention in the working of magic. As explained in the section on religions, the ways in which different peoples will use these capabilities vary widely. Those following an Elder religion rely upon what is essentially magitech, imbued with its nature through myriad means of channeling and shaping the forces of the universe, in much the same way that electronics or mechanical devices must be carefully manufactured and arranged for all of their components to function together. Those who follow a Gestalt religion will invoke the power of their god, and, provided sufficient crystal is available and the faith has the power to do so, the desired effect will be worked through the divine intervention of the deity in question.
For example - to draw water from an underground aquifer:
An Elder worshipping people possessing the relevant knowledge will construct a device reminiscent of a pump, perhaps covered in various runes to focus and channel the power of the arcane, which when supplied with crystal, performs the work of a pump and mechanically pulls water from underground through a hole drilled through the rock.
A Gestalt worshipping people will, provided sufficient crystal is available to power the ritual and the faith is capable of the task, assign a priest to call upon the intervention of the god. The god will then act, and the water in the aquifer may be transported into an awaiting reservoir, cast into the sky to fall as rain, or so on.
Those learned in the ways of magic’s use are known as mages - almost anybody can become a mage, as the use of magic is for the most part a matter of learning and applied technique, rather than any inborn attributes.
There are other means of supplying magic in the field, but these are costly. The sacrifice of living beings, for instance, - dozens or hundreds - can create enough energy with the turmoil of death to supply magical devices for a limited time. This method is widely abhorred in much of the world, and those seeking to use such means with any frequency will find themselves similarly shunned.
Magic’s use, however, comes with a darker side - one that can and has spelled doom for many civilizations and empires before. Excessive extraction of magical crystal can lead to depletion of the magical field in the area - ‘dry’ spots can occur, and should action not be taken to dramatically lessen or outright halt crystal extraction, calamity can occur. There is always ample forewarning - magically sensitive individuals will experience splitting headaches and full body pain, for instance. A basic (and somewhat silly) visual guide can be seen here.
Should such a calamity occur, it will become immediately obvious. At the point wherein the depletion reaches a critical point, the very landscape will begin to change. Earthquakes, volcanic eruptions, vast lightning storms, and all manner of natural disasters are likely to occur, greater than any recorded on earth in living memory. The land itself will turn fallow, life becomes twisted, corrupted, a shadow of its former nature as universal forces unknown to the living crash into the mundane world. Such land is tainted, and for the first centuries at least the land will be unlike anything of the natural world. Warped abominations will prowl through toxic streams, plants and animals molded into new, perverted mockeries of life, unable to live outside of the hostile, abnormal conditions that gave rise to them. The only mercy is that those who created such conditions rarely live to see the worst of them. To survive, let alone remain sane and uncorrupted within such land is all but impossible, and it can take a millennium or more for the area to truly heal.
Magic is a flexible system - but it is far from omnipotent; and with great power comes great responsibility. While there is room for a significant array of arcane involvement in your nation, it is greatly preferred that it be a combination of magic and technology and most, as I am not looking for a battle of wizards against tanks. Technology rules the day, magic is a potent augmentation to such. The specific nature of which I leave up to you, but I will intervene if I deem it necessary.
And now, a brief explanation of the rolls and other aspects of the sheets.
Your rolls are a guideline for your nation, and they serve as an upper limit. If your roll is large, but you wish to go smaller, you are welcome to. With your rolls, you can subtract a total of ten points from wherever you wish and redistribute them elsewhere. Additionally, you can choose any two stats within a roll to swap - changing fertility with land area, for instance. However, to increase a stat from 19 to 20 will require the use of two points, in order to prevent minmaxing and to reflect the significant jump in capabilities from 19 to 20. Likewise, decreasing a stat from 20-19 will yield two points.
Stats can be increased in game. Players wishing to increase their stats must make a post describing in at least some moderate detail the events and efforts of their nation to begin this process.
Your Land Area: This roll determines the amount of land you have under your sway. It covers how much of the map under your control, and is one of the primary determining factors in your potential population. Territory is somewhat flexible - a nation with a lower roll can claim a somewhat larger expanse of land if said expanse is harsh and will not easily support a large population. Real world examples: Siberia, Australia, Canada.
Your Land Fertility: This roll dictates the suitability of your land for your people. A low roll may be host to a harsh climate (natural or artificial) difficult to inhabit, it may have soils that yield small crops or those inedible to your people. Conversely, a high roll will have rich, fertile soil and a climate that lends itself to habitation by your people.
Your Natural Resources: This reflects the quantity and quality of natural resources your nation is capable of extracting from the lands under your control. A nation with a low score may have depleted the available resources in their area, the resources available may be difficult to acquire, or perhaps other reasons. A nation with a high score is more insulated from effects upon the global supply chain and is more able to rely upon itself for industrial production.
Your Technological Development: This roll covers the level of technological prowess your nation possesses. A nation with a high roll will be able to field more advanced weaponry, and as the war progresses, more and more advanced material will become available. This roll is also a significant determining factor in your population size, as a more advanced nation is capable of supporting a larger population.
Your Societal Development: Societal Development represents the sophistication and development of your nation’s culture, civilization, governmental structure, infrastructure, tax systems, social programs, and more. It is essentially the difference between a highly developed and well organized society of bustling metropolises and efficient governance, and a collection of thatch roof villages loosely controlled by a reigning warlord.
Your Total Economic Strength: Your Economy is a representation of the wealth of your nation. It stands for the money your people hold, the amount you import and export, and to some extent how advanced your nation is. A nation with a high economy is able to fund and finance more expensive works, and can maintain a modern war for considerably longer periods of time without sacrificing quality of life at home.
Your Industrial Production: This roll represents your total domestic industrial and productive capacity and is also a factor in the potential population of your nation - a low production does not inherently mean that a large naval or army roll is negated, but rather that the supporting infrastructure is minimized in comparison with a stronger roll, and there is less of that industry to turn towards the war effort should it be required. Conversely, a high production roll means your industrial engine is strong and prolific, and should war break out you have that many more factories ready to go to turn to the war effort.
Your Land Power: This roll dictates the size of your nation’s land forces, and the level of training and sophistication of your land forces. A nation with a large army roll is likely capable of raising powerful forces, numerous, well trained, and well equipped.
Your Naval Power: This roll dictates the size of your naval forces and the size of your merchant marine capacity. In addition, it represents the sophistication, extent, and other facets of your marine infrastructure - dockyards, drydocks, ports, and so on. This roll does not solely determine the quality of your warships or ability to field advanced designs.
Your Airforce Size: The size and readiness of your nation’s aerial forces. This roll does not solely govern the sophistication of your aircraft as your technological development is likewise crucial in this regard.
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Traits - The Traits of a nation are miscellaneous additions outside the base rolls and tech tree system. A nation can have up to five different traits. Traits must carry a trade off past the first one, or be countered by another trait with negative effects. Traits can confer a number of effects, such as bonuses or other effects upon your militaries, populations, climates, or other elements of your nation not touched on by other mechanics.
Your traits can carry some flexibility with your rolls, but nonetheless they are still constrained - for instance, a nation with a fertility score of one may not have a trait that describes their land as being a bountiful nation of plenty. An example trait, for instance, may reference an age old warrior culture and boost the morale of their armies, ensuring that flight is only a possibility in truly dire circumstances.
Battles will be decided in two ways. Battles between player nations, where the two players have agreed upon the story they wish to tell require no GM involvement, and can be written in whatever style chosen. Battles between a player and an NPC nation, or between players who disagree on the outcome of the battle, will be decided by rolling. Players will describe the actions they wish to take, and dice will be rolled to see if that action succeeds or fails, with bonuses being applied based on relevant stats. The exact details of the battle will then be written according to the players’ desires, in line with the results of the rolling. This is for multiple reasons - to ensure a way to break stalemates while remaining fair and impartial, to prevent immediate steamrolling of NPCs, and because the element of uncertainty and randomness adds some excitement!
Fenice used to be part of the once might Chevroiéren Empire. With the tyranny of Chevroiére overthrown and the empire fragmented, Fenice came to prominence. They formed the Fenician League which absorbed its neighbors in a series of crusades. The revolutions of the 19th century overthrew the clergy, exiled the Archpriestess and established true republic. With the nation completely reformed the Fenisians bravely look forward to the new century. Fenice is a lively country with lots of history.
Land Area: 11 Land Fertility: 19 (imported) Natural Resources: 14 Social Development: 15 Technological Development: 19 (switched, 15+4) Industrial Development: 13 (18-5) Total Economic Strength: 9 (5+4) Land Power: 14 (12+2) Naval Power: 10 (switched) Air Power: 2 (-5)
Territory
The Chevroiéren Plains are a fertile land between the tropical and continental climate belts. Compared to the anomaly which is Voldoyouki this might not seem special but these bountiful lands empowered a number of empires throughout history. Diverse flora and fauna lives in this region and it's known for their exotic flowers and timber. When it comes to raw materials though their chief source is in the Montelanse region at the southern borders. Fénisian iron is well-known for its remarkable quality and some rare elements are chiefly found here. Yet overall the amount of raw materials Fénise could mine aren't sufficient for their growth and require considerable imports. In comparison Fénise is known to be unusually rich in magic crystals and they even have a type unique to this region called Solarite. This material is the basis of many Fenisian magitech.
History
TBA
Government
Fenisian governance has little to no parallel across the whole world. They chose a form of federal republician direct democracy which might hardly even make sense for an outsider. The so-called "citoyen" are the official citizenship of Fenice but can be considered a social elite. They are the upper class who agree to pay huge taxes in order to exert the right to participate in politics. They participate in votes and can pursue political career. This is a huge responsibility which Fenicians don't take lightly. As such the citoyen are tested annually to prove their knowledge and overall ability to make correct judgement in these matters. The Fenician philosophy sneers at the idea of universal suffrage and considers it being lead by fools. Instead they want only those with both the commitment and abilities to actually make calls. Given how every citoyen/citizen has direct influence in political decisions in their eyes this method truly conveys the will of the nation. Of course aside from votes from citizens there are various offices, representatives and other institutions. As a federal state ruled from Fenice the other regions can only influence decisions through their representatives in the Senate. Another interesting facet of Fenisian politics is that direct democratic institutions aren't exclusive to the capital and federal central of Fenice alone. Every region has its own capital city where the "citoden" (cityfolk) could exert their direct democratic power. In the Divine Republic of Fénise you have to earn your voting rights. Yet this doesn't bother the ordinary folk. Commoners who don't have citizenship can live their lives in peace and don't suffer much if any social consequences for lacking the ability to vote. Unless they want to participate in politics this doesn't impact them negatively at all. A number of commoners started up their own enterprises, although after a certain point you might still want to acquire citizenship given the prestige and ability to influence politics.
Fenisian state religion which is uncertain whether it's Gestalt or Elder in nature. As its name states Fenice views the Sun as their god. It has numerous branches with some taking this literally while others consider it in the philosophical/metaphorical sense. They celebrate the Sun and view it as the source of all goodness in life. Archodionists are the "old guard" who believe in the origin myths surrounding the Sun while Neodionist faiths approach the Sun as a concept and consider it a core of their philosophy. Dionism teaches enlightenment, joy and fills believers with a certain "inner fire". A Dionist lives for the present and values experiences over calm everyday life. Many of them want to live like fire, short yet blazing. Dionism's teachings are the most likely source of the stereotype which associates Fenisians with energetic positivity but also shortsightedness. The Fenisian national creature is the phoenix which is the central figure of Fenisian creation myths and often shows up in myths as divine messenger. The Phoenix was said to be effectively immortal. Short-lived yet constantly reborn. This creature is also the namesake of the city of Fenice.
Demographics
According to the last census Fénise has 75 million souls. Among them about 33 million are Elavis (deertaur), 20 million Nain (gnomes), 10 million humans, 2.5 million Volyudki, 2 million centaurs and the rest being a mix of other races. Fenisians don't discriminate on race, although they have a hard time tolerating other faiths. 98% of the population are believing in some type of Dionism. Gnomes in particular are somewhat unique in the fact that they historically have been slaves or indentured servants to centaurs/deertaurs. As a consequence even though slavery is no longer tolerated in Fénise the gnomes usually find job working as servants and assistance to deertaurs.
Official Name: Elafer (male), Elafé (female), Elavis (group name) Common Name: Deertaurs Average Dimensions: height: 176cm, length: 142cm Average Weight: 90kg (runner), 140kg (worker), 220kg (warrior) Maximum Lifespan: 200 years
Small yet very agile type of centaurid found chiefly in the western portion of Yevrazha. Before we delve into this race let's fix some misconceptions about centaurids. First off, they aren't human-horse hybrids. There aren't two bodies sewn together but a large body with its own unique anatomy. The chest of a centaurid holds two giant hearts pumping blood at a rate which might seem insane. This fills the centaurid with energy but also speeds up their metabolism, requiring more food. The abdominal portion of the upper body also has the first stomach, out of the three in total. The lower body has the lungs and intestines. Just as the hearts, this place holds almost every organ in twins or having a duplicate. Even if one pair of the organs fail the centaurid will not be hindered, though their vital functions will decrease.
Elavis are an unique part of the Centauridae family. They are light and small in stature by centaurid standards. Their lower body resembles a mix between deers and goats, inheriting advantages of both. Compared to the more robust centaurs the Elavis are very nimble. They could could climb trees, scale cliffs and do tasks you normally wouldn't associate with centaurids. Thanks to their superpowered hearts the Elavis has powerful arm muscles, although the chief portion of their strength is held in their lower body. Elavis are fast runners, capable of reaching between 40-70km/h and their stamina allows them to maintain this for surprisingly long.
Elavis has 3 breeds: runner, worker and warrior. A runner breed centaur is slender and are the best at traversing great distances. They are comparatively weak but still fairly large overall. Worker-breed are made stout-bodied with shorter legs. They adapted to carry heavy weights for long distances but they quite slow compared to the other deertaurs. Warrior-breeds are the largest and most rare. They approach the size of ponies and maximize strength while also have very decent speed. As their name implies they used to compromise the elite of the army and most of them still do.
Official Name: Nain Common Name: Gnome Average Height: 120cm Weight: 25kg Maximum Lifespan: 150 years
Gnomes are a race bound to centaurid service for over a millennia. Their weakness and small stature made them an easy conquest after which the gnomes became the attendants of centaurids, helping them in many ways. Gnomes are distant relatives of dwarves and their hardiness can be perhaps attributed to this. They have oversized heads and limbs which makes them appear a bit child-like. They are socially in an odd place right now. Many of them still consider themselves servants to centaurids but a growing minority promotes complete independence. Gnomes are respected for their assistance but looked down upon when they try to do something outside their stereotype. This produces a growing discontent which could erupt as yet another gnome uprising like the ones lead to their (formal) emancipation.
Technology/Industry
Fénise is a developed country with decent industry yet they aren't anywhere groundbreaking. Fénise is mostly known for their agriculture and light industry and their production capacity is limited. Fenisian artistry and craftsmanship is known worldwide yet during the age of factories the skill of artisans are of lesser concern. Fénise does have a very specific expertise in their own brand of magitech, though. They chiefly use Solarite, a type of magic crystal attuned to their own spells. This is chiefly useful at producing heat and light, the main aspects of the Sun. Although Fénisian magic is the best known for healing. Filling the recipient with inner fire they speed up metabolism and otherwise accelerate healing. The Circle of Fire is an international organization of healers chiefly established to support war-torn places. To flip things over the Fenisians also have reputation for gunmaking. Obsessed with fire they fully embraced firearms and the region has numerous ancestral workshops dedicated to guns. Of course we are in the industrial age and compared to the old times Fenisians lag behind in processes to make the most powerful guns. Yet their reputation is virtually untarnished when it comes to small arms. The Volcanic Arms Factory is known worldwide for supplying pistols and other small arms to civilian markets. Lastly it's known that Fenisians and their spiritual practices managed to communicate with the element of fire itself. Thanks to this they can command fire elementals and use them in various applications. Most famously Fenisian furnances and powerplants often include a fire elemental within them. Thanks to this Fenisian heat machines tend to be more compact but they are also quite temperamental in nature.
Vibrant gemstone in the color of flames. Solarite is an unique type of magic crystal transformed by the subconscious Gestalt energies of Dionism. For this reason Solarite can only be mined in Fenise and it has specific interaction with the arts of Dionist spellsmiths. Solarite has the attribute of the Sun which makes it more effective at casting heat and light based spells. It's also the primary medium of Fenisian healers to treat wounds and various ailment alongside the fruits of modern medicine. Solarite also finds common use in any technology related to light or heat. Solarite crystals at the end of lightbulb filaments create clean and efficient light. Solarite crystals can power enchantments in steam turbines to improve efficiency. Solarite also finds its way in firearms technology. Fenisian gunpowders use specks of grounded solarite to improve their guns. They can also have a "Solarization Device" attached to imbue projectiles with explosive solar energies. Yet the most famous use of Solarite is to power the Fenisian "star blades" also known as Estoiler.
Starblades are unique melee weapons and the product of centuries of spellsmithing knowledge. They are seemingly nothing but enchanted hilts using Solarite core as their focus. When activated the starblade ignites in the air, forming a blade of plasma like a miniature sun. Yet that's just partially the truth. In effect this shining blade concentrates all its energy around the edges, leaving the sides much colder. Touching the side of the blade might be akin to a boiling kettle, painful but not immediately dangerous. Yet the edge is so intense it can effortlessly cut through people. Starblades of course can't cut through everything. For example they have ten times more trouble to cleave non-combustible materials. They could slice through certain tree hunks with ease yet they can barely scratch a lamppost. The exact reasons for why are unknown but as a consequence even plate armor provides a degree of defense against these. Of course some of the heat passes through and also repeated strikes cult melt the thin pieces of steel but it's better than nothing. Starblades used to be a mark of prestige and many bear elaborate decorations still. Yet heavily simplified versions with lower output nowadays see widespread use in the Fenisian military.
Starblades are very quick to use and deadly, although they can be also immensely dangerous to the untrained user. The blade is weighless and provides no feedback to the user so you have to operate it with your eyes and general experience, otherwise you might lose the position of your blade in the heat of battle. Shorter starblades like those put on as bayonets are less powerful and chiefly focus on thrusting. As such they are much easier to handle by the average soldier. This is called the bayonet-estoiler which has a modestly powerful cutting edge and a fairly strong point for thrusts. They are also considerably shorter, with blades usually being 35-55cm long.
Military
Fenisian military traditions run deep while it's no longer as mighty as it used to be they are still formidable on their own right. Elafer mercenaries were well-known across the continent and the adventurous youth can be still charmed by free companies which then offer their services to various foreign militaries. As living cavalry the Elavis fighting style embraces maneuvering and sheer speed. They are highly drilled soldiers with great coordination. Companies often have a certain family-like feel. Yet of course this also got some dark sides. Fenisian military borderline refuse to accept non-deertaur soldiers, only taking in a smaller amount of auxiliary and specialist troops. As a consequence the Fenisian military, also called Force Fédérale du Fényx (Federal Phoenix Force), is struggling to maintain adequate number of soldiers. Even then the Fenisian army is formidable and they are decently equipped. It's just that Fenisian perception of their military power is certainly inflated which may cause problems in the future.
Army Overview
The Fenisian army is a staunch member to the "cult of offensive" who believe any defensive measure can be overwhelmed by adequate offense. Their army is all about the speed of their action and generally the best prepared to face enemies on the open field. They view fortresses as staging points and defense is only required until relief forces arrive. Combined with cultural reasons it isn't surprising that Fenise is reluctant to accept non-centaurid soldiers. These troops are trained for long marches and could traverse up to 100 miles within a day. This is deemed necessary as the Fénise-Volsrtanlyudkovka border is massive and any attempts at invasion should be thwarted fast.
- Chapuis M98 Rifle: Lever action rifle firing 9.2x42mm cartridges. The buttstock is also a helical magazine holding 24 rounds which can be loaded by 8-round stripper clips from the top feed. The rifle is fairly accurate and the 9mm tubular bullets can achieve close to 1000m/s. In contrast these bullets have mixed reputation in terms of firepower, struggling to penetrate tree hunks or sandbags. Similarly some question the lethality of tubular bullets but in practice it's more down to personal experiences.
- M99 Plasma Bayonet: A much cheaper variant of the traditional starblades, allowing them to be issued to the common soldier. Plasma bayonets have a shorter, usually 45cm long plasma blade which has less cutting power but comparable strength at the thrust. It cannot burn through tree hunks or cut people cleanly in half but the edge can still cut deep and in general this compromise worked out in the soldiers' favor.
- Leclair M03 Pistol: Standard sidearm of the Federal Phoenix Force. It uses special 8x24mm cartridges with tubular bullets to achieve phenomenal velocities. The bullet only weighs about 2.4 grams but has the muzzle velocity of 640m/s. To achieve this the Leclair has an unique "bullpup" feed and long recoil mechanism, giving it exactly 300mm in barrel length. The original trial in 1901 was sabotaged by the Chasseur Corps because they wanted a long ranged sidearm that can effectively supplement their shotguns. Uncharacteristically to many other pistols the Leclair M03 has a double-stack magazine holding 19 cartridges, something again motivated by the Chasseur Corps' demands. Thanks to its long barrel and muzzle velocity the pistol can theoretically shoot up to 200m but in practice it's used like every other military sidearm. Other pistols like the Bergeux M01 and M05 also circulate in the army, not to mention the M88 Revolvers which are rechambered for 8x24mm now.
- M88 Pattern Starsaber: Typical armament of Fenisian military officers this is the mass produced variant of the famed starblades wielded by the legendary knights of Fenise. It has a set of focusing prongs and twin set of focus rings providing better control while also functioning as guards. The blade length is adjustable between 80 to 120cm and same could be said for other characteristics to fit the wielder's style. Since it's merely a hilt it only weighs 300 grams, lighter than a military knive. As such starsabers are remarkably fast which could make them terrifying in combat. Contrary to legends a starblade doesn't need mythical skills, divine blessing, nor it could slash through armor with ease. Most officers who wield starsabers also like to wear special gauntlets made to resist plasma cuts just for safety.
- Benelin Auto-19 Shotgun: Shotgun adopted by the Chasseur Corps as their combat weapon of choice (aside from their standard rifles). It fires 19mmm shells standard in Fenisian use and has a long recoil mechanism allowing semi-automatic fire. It has a tubular magazine capable of holding 8-10 shells depending on their size and has a pump-action as backup in case the mechanism fails to load the next round. These shotguns can fire slugs with effective range up to 125m, various shots&flechette ammos and even smoke and high-explosive shells meant for special purposes. Chasseurs are aggressive and this weapon is perfect for their style.
- Chapuis M08 Auto Rifle: One of the newest rifles designed by Chapuis Arsenal for civilian markets. It's a semi-automatic rifle using medium cartridge and a simple blowback mechanism, feeding from detachable magazines between the capacity of 8 to 25 rounds. It uses a 9.8 x 29.4 mm cartridge (also called the 10mm SL) and it's popular with hunters. In terms of military use their compact size and high capacity makes them a good competitor with the Chapuis M98 Carbine variant.
- Field Grenade No. 7: Fenisian grenade made for storming enemy lines and overcoming fortifications. In terms of construction they are both simplistic and overcomplicated. The cylindrical grenade body is constructed out of washer-like iron rings fixed by thin iron rods with the internal space filled with TNT. The top of the grenade has a large spring clock which can be set anywhere between 1 to 12 seconds by just twisting the body accordingly. The countback is mechanical and upon reaching zero it activates a tiny solarite sparker thus detonating the grenade. In addition the grenade has a long wooden stick attached to it, increasing its throwing range. Given a running start and a decent throw the No. 7 Field Grenade can be throw to over a hundred meters. Compared to models used by Volstran and Astalia these grenades are actually rather light, without the stick they are only about 250 grams. Chasseurs, assault teams and grenade-carrying specialists tend to carry these, at times over a dozen of them.
- Voltigeur: The nickname of common infantry, they are the bulk of Fénise's combat force. They are almost exclusively deertaurs which means can run like a horse and traverse surprising distances on a trot-like march. Their main armament is of course their rifle which is unique in the fact it uses lever action and has a high-capacity helical magazine. In general Fenisians are less squeemish about ammo consumption and want to make full use of their comparably larger volume of fire. Instead of volleys they perfected a sorts of "gallopping fire" when teams of Voltigeurs fire their rifles in a constant series rather than alterating between large volumes of shots. This is meant to suppress enemy positions and allow deertaurs to get closer and generally dominate via maneuver. At least that's what military theorists say. Voltigeur means "vaulter" and it's only used for centaurid soldiers. For less speedy infantry the semi-derogatory term piéton is used.
- Chasseur: Elite recon, skirmish and assault specialists troops recruited from the most capable youth. They undergo hard drills which usually have 90% of the recruits rolled back into the regular army. Those who pass these trials would become part of the famed Chasseur Corps. They are the advance forces of the Fenisian military but also their elite assault specialists. They are a "light troop" without much in the way of heavy weapons or artillery support. Yet the Chasseurs themselves are often rather densely packed as they carry various weapons, tools and twice the normal amount of necessities. Their "Battle Dolman" is seemingly a ceremonial piece yet in fact the elaborate stitching hides wood-backed steel plates that could even stop bullets. Yes, the Chasseurs wear armor at critical parts to increase their survival. It's neccessary since they are some of the hardest risk takers in the world. The bravery, fearlessness and exploits of the Chasseurs are known worldwide and at one point these people were welcome everywhere as mercenaries. Chasseurs are known for using semi-automatic shotguns in combat but they also carry the carbine versions of the M98 rifles.
- Zenteau: Special troop usually recruiting from the large-bodied centaurs. Thanks to their size they can carry considerable weights and hence they are ideal for carrying heavy equipment with more ease. While originally this category was exclusive to centaur auxiliaries who helped with logistics it currently a term used for those responsible for transporting large amounts. It typically applies to specialized weapons teams like machinegunners, grenades, rocket stands, flamethrowers or those who transport "fast artillery" (see later at the artillery section). The Zenteaux aren't exclusively centaurs anymore and they make use of specially tamed pack animals. These soldiers are responsible for fire support and allow Fénise to have an effective army while also being highly mobile.
Paladine: Though knights are rendered obsolete by modern doctrines they are far from extinct in Fénise. The Holy Dionist Church also maintains a grand militant order who are called the paladins. These modern knights are religious champions trained from youth to serve the Dionist faith and Fénise in general. They are warrior-monks of high status and blessed in the art of magic. They wear blessed plate armor which utilizes more sophisticated technologies to resist at least pistol rounds and have a chance to deflect higher caliber rounds. Paladines are also accompanied by their own retinue of devout soldiers called the Lansequet who also don armor and their duty is to support their superior in battle. The Paladines aren't the only combat magic user in Fénise but they are the best known.
- Riebel M07 Machine Gun: A standard Fenisian machinegun made to replace the old models still mounted on artillery carriages. Outwardly it's the same water-cooled machinegun as many others with typical belt feed. Yet the Riebel uses an unique rotary cylinder mechanism which divides it to 4 pseudo-chambers. It separates the feeding & chambering process into separate steps thus improving reliability. In theory this mechanism can handle insane rates of fire but calm heads prevailed and they settled on a modestly high 960RPM. As a machinegun it fires 9.2x42mm rifle rounds and can only use linked ammo.
- Col. Caseneux M13 Cavalry Machine Gun: For a long while Chasseurs lacked machinegun support. While they could carry the weapons issued for the infantry the idea of standing fire didn't endear them. Furthermore the rifle munition these machineguns use was a scarcity for Chasseurs. In 1908 a bright colonel with the name Cédric Caseneux suggested a simplified machine gun using the new 8x24mm pistol cartridges. The end result is a water-cooled "light machine gun" with fabric belt feed which only required a simple blowback mechanism. With the new service pistol 8x24mm rounds were abundant among the Chasseurs and its high velocity of 640m/s made the cartridge fit for supporting fire. The belt feed and water supply could be both placed on the backs of a warrior-type deertaur hence it provided no issue. The weapon has 1200RPM rate of fire which is fairly high but given the weak power of individual bullets it was deemed neccessary. The so-called Mitrailleur carried everything which normally needed an entire machinegun team, including over 2400 rounds of ammunition. As a weapon introduced recently and for the Chasseurs it has no presence in conventional army compositions.
- Darche-Vallée 1903 Monster Gun: Massive lever action rifle meant for hunting huge creatures, especially monsters created through magic anomalies. These are civilian weapons meant for hunters but the military also bought thousands of these in case they need to face an onslaught of wild monsters. It uses a propertiary 27x81mm cartridge with a tubular bullet weighing around 72 grams and muzzle velocity of 850m/s. This is a massive projectile designed to fragment into pieces after impact, making it shockingly effective at stopping dire beasts with only a single shot. Yet Leonard Vallée wanted to make sure, hence it has a 3-round detachable magazine and a sturdy lever action to reload the weapon. Obviously this gun is cumbersome and very much an overkill against human targets.
- M99 Rocket Stand: Modernized and compact variant used as special artillery. It's the modernized variant of the old M77 rocket stands made sturdier to reliably use modern rockets that use smokeless powder propellants. Called M92 it's a 55mm rocket with steel body and enough payload to rain fire and shrapnel on the enemy. Thanks to its De Larval nozzle and smokeless powder propellant these rockets could traverse surprisingly far, up to 7km. On the other hand they aren't very accurate thus usually a group of twelve stands are used together for greater effect. Given the size of the rockets and its innate poor accuracy these rockets aren't the most effective but they are very portable hence part of the Fenisian military. Towed pieces mounting 24 tubes are also known, although they are getting slowly phased out.
- M11 "Starlight" Flamethrower: Fenisians are obsessed with fire and they utilized flamethrowers since the middle ages yet this particular variant is rather unique. It uses Solarite ignition which evaporates portion of the fuel and serves as motive force for the flamethrower's stream. This means the fuel stream is always ignited and it spreads in a turbulent spiral. Fenisian flamethrower jets are often described as being "alive" and performing odd feats. While a lot of these are tall tales the innate enchantment of the M07 Starlight might also explain some.
Fénise is a country of deertaurs and as such vehicular development has a large competition in the populance's innate mobility. For the average deertaur traversing a hundred miles is something they can already do on their own. In addition the large deertaur body makes developing efficient cars troublesome. Inventions like rubber tired rollerblade shoes did make road traveling convenient and there are many unique deertaur contraptions made for them. Militarily this issue is compounded further by the fact that most automobiles can't traverse rough terrain like a deertaur and their pack animals. As such while Federal Phoenix Force is interested in mechanization it didn't get very far yet.
- Creauset Mle. 1911 Autochenille: Halftrack transport truck developed with explicit military demand. It has increased size and more powerful engine compared to older models while remaining cheap. These are chiefly used to ferry supplies but can also function as tractors. Of course compared to significance of railways or pack animals their presence is somewhat negligible.
- Mogamber de chenillé Mle. 1903: Mogamber is a type of motorized 3 to 5-wheel platform which replaces motorbikes in Fénise. They are a mix between a scooter and skeleton of a car with the frontal trike wheel tasked with the purpose of steering. In spite of their skeletal appearances these vehicles are remarkably stable and could compete with contemporary vehicles. Yet this vehicle is a step further from bikes, adopting caterpillar tracks for anything but the front wheel. This and the large 20kW engine makes it a versatile scout and utility vehicle with the top speed of 45km/h. The single deertaur rider places their legs in special rests while picking up the collapsible steering bar which is directly connected to the steering wheel. The engine is started with a solarite spark plug and the front leg rests also have a pair of brake pedals connected to each side of the tracks. Also called as the MCh 03 these are used by logistics personnel to transport goods or even tow anything up to 3 tonnes of weight.
- Sollac Autoblindé 1912 "Triens": The "armored car" of Fénise, some may call it a very early form of tank. Though the idea of armored cars circle around since the turn of the century, the Fenisian military experts weren't too impressed by any of these. As such they pursued the idea of high-speed armored tractors. The Sollac Steel Works company finally came up with the Triens, a small armored tractor with 3 individual caterpillar tracks. It is powered by a Celestial-made 60kW rotary engine which provides road speeds up to 30km/h. It has the crew of two deertaurs and a pair of gnome assistants and its only armament is a turret mounted machinegun. Its sheet metal 5mm armor is sufficient to resist rifles. The vehicle was accepted in 1912 and since then they are produced at a slow rate.
Artillery Overview
Fénise has a decent industry and famous for gunmaking. Through this focus their forges have a great lead in developing artillery. In spite of the fact they build a good portion of the battleship gunnery in the Celestial Sphere the Fenisian military doctrines have a borderline aversion to heavy artillery. Their army doctrine is obsessed with mobility and hence they refuse to accept guns that are unable to keep up with the rest of their forces. Their overall strategy relies on open battlefields where a large number of small artillery are far more effective. If they need more firepower the Fenisian military wants to utilize railways. In particular they invested a considerable amount in railway artillery, turning their network of rails into a mobile fortress system. The idea of using rails for offensive purposes is likely impossible but the strength of the railway guns for defense shouldn't be underestimated. As such the Federal Phoenix Force currently acknowledges 3 classes: Fast Artillery, Field Artillery and Railway Artillery.
Very light type of artillery designed to be easily portable by deertaur artillerymen. They are almost always lighter than 500kg which means they can keep pace with the rest of the army.
- Canon de 55 Toussaint: Light gun made in the Toussaint National Armoury firing 55mm high-velocity shells. It has a hydro-pneumatic short recoil system and automatic breech for rapid fire capability. It fires elongated 55mm shells which have less range and less than half the weight of typical 75mm shells. This is compensated to a degree through the utilization of special tubular shells which fly much faster and thanks to the solarization devices these can explode to cover infantry in a spray of shrapnel. Indeed, the main purpose of the 55mm guns is to lay down shrapnel and rapidly decimate the enemy. With such projectile the gun actually has the range over 10 km and almost comparable shrapnel effects to the larger 75mm guns. Of course when it comes to pure destructive power the 50mm gun is largely inferior. Canon de 55 Toussaint has two models, M98 and M08. The latter model is cheaper and more refined. More importantly it can be quickly broken down into several pieces and reassembled on the field, thus giving another convenient means of transportation.
- Obusier de 81 Modéle 1906 Toussaint:Light howitzer lobbing medium velocity 81mm shells while only weighing 451kg with carriage. It could fire standard HE, smoke and shrapnel shells but for anti-fortification purposes it could also utilize so-called "skeleton shells". These projectiles are hollow with an internal grid structure to support them but thanks to solarization devices the body can turn into an explosive. The end result is a faster shell which flies further and can pierce concrete, dig deep into earthworks before detonating. Just as the M08 this gun is designed to be broken down to pieces and quickly reassembled on the field for easier transportation.
- Affut Fusées M05: While rocket stands are easily portable they have their limit. For more firepower Fenisian designers came up with the modernization of an ages old weapon. Affut Fusées or "rocket mount" is just a simple cart mounting anywhere from 24 (M05A), 32 (M05B) or 48 (M05C) rocket tubes. While relatively primitive this setup allows launching a large volley of rockets in a small package. The relatively short range of the weapon and its inaccuracy still renders it a niche in the Fenisian arsenal but they could be fairly demoralizing for the enemy given the right conditions. In spite of the numerous improvements the rockets are still unreliable and as such they are phased out in favor of fielding more "light howitzers".
- Canon de 27 Contre-dirigeables: Anti-balloon gun meant to destroy lighter than air craft like observation balloons from a good distance. It's a simple yet robust scaled up machine gun firing 27x108mm cartridges. It uses hollow bullets to achieve 660m/s which is more than sufficient to hit a stationary balloon from 6km away. More importantly these bullets are enchanted via solarization devices thus acquiring explosive/incendiary properties. The weapon is fed diagonally upwards from a pair of 15-round magazines and has the rate of fire of 450RPM. Although it's chiefly intended for anti-balloon use the weapon soon found its way on ships and even adopted for the role to fight infantry formations.
These pieces are heavier but still easy to tow by dire stags and other beasts which Fenisians use for pulling carts. They are often limited to roads thus not fast enough to keep up with the fastest of the army.
- Canon de 95 Modéle 1907 Toussaint: 1.5-ton field gun firing 95mm shells. In a sense it's a heavy gun but for Fenise these are effectively field pieces. Compared to the ubiquous 55mm guns these are only really seen at regimental level and more often at divisional level. They use the same recoil and breech technology as the 55mm, just scaled up. The shells they fire are the semi-tubular type which sports a hollow center but the majority of the projectile is still intact.
- Obusier de 122 Modéle 1909 Toussaint: Towed howitzer firing 122mm shells of various type. It has a much shorter barrel than field guns which alongside other things helps reducing the weight to just under 1500kg, slightly lighter than the 95mm field guns.
- Mortier de 163 Modéle 1911 Toussaint: Shorter range artillery meant for lobbing massive 40kg shells with modest velocities. Unlike the howitzers which fire medium velocity shells at high angles the mortars have less than half the typical artillery range but compensate with pure firepower. These weapons can destroy earthworks with ease.
- Canon de 81 Raoult: Late 19th century breech loading field gun firing 81mm shells. It's slightly lighter than the M03 95mm guns but they are generally fielded just as reserves. Same for the heavier 122mm Raoults which are often found in fortresses.
- Mortier de 220 Modéle 1866 Bozzonet: Modernized variant of the early 19th century "Bozzonet Mortars".They are given a carriage and other upgrades but largely remained unchanged. The border tensions of 1895 warranted another upgrade which added a caplock mechanism and the capability to shoot cylindrical smokeless propellant shells for twice the range. Regardless they have abyssal velocity in the 160m/s range but they are fairly handy for their caliber, only weighing some 1500 kilograms.
- Obusier de 244 Modéle 1882: Heavy howitzer developed in the 19th century for coastal defense, using old breechloader ironclad guns as their basis. It soon also found utility as a siege gun meant to destroy fortifications. In the 1890s they are upgraded to fire with smokeless propellant. Yet they ended up never being used and now they are in storage. While this artillery skirts the heavy side it still has a road-mobile carriage pulled by dire stags.
Fénise has extensive railways and they capitalize on this via using trains as war engines. Railway artillery are usually but not always are naval guns repurposed for artillery work.
- Canons des 122 Modéle 1908 sur Affût:Modified railway cars mounting heavy artillery on rotating pedestrals. Depending on the size and type of the car it could mount anywhere from one to four guns in this fashion. As for the weapons while built like cannons they had the mounting of howitzers, allowing high angle fire for long range, in excess of 20km.
- Canon de 300 Modéle 1911 á Berceau: Fénise is known for producing large-caliber naval guns and their most common product is the 300/55 Mle 1903 cannons, used by many dozens of warships (also known as the BL 12-inch Mk. IX. in Dastria). As such Fénise has a considerable surplus of these barrels which they used in various ways. One of these included mounting the 70-ton gun in various train car designs until the army chose to standardize them under the Modéle 1911 and ordered conversion of each piece to this new standard. As expected from a 300mm piece it has dreadful firepower and thanks to the new mount and extra propellant charge it could reach out for about 45 kilometers. Of course without a robust loading mechanism its rate of fire suffers but its reach and terrifying power keeps it effective.
Air Force Overview
It simply doesn't exist. Deertaurs like speed but also want their feet planted on the ground. Combine this with the fact that deertaur bodies would have an awful time to pilot these tiny airplanes and it seems obvious why they didn't invest much if any in the idea of aeroplanes. Even airships didn't have much luck due to the stagnating Fenisian economy. What the Federal Phoenix Force has is just a Balloon Corps tasked with early warning and observation. Aside from the standard one man balloons the Fenisians also invested in kytoons. The latter are a merge of balloons and kites, with the wing surfaces providing lift and stability in windy conditions while the balloon portion keeps the craft afload during calm weather. The Balloon Corps itself is surprisingly large, with many hundreds of tiny observation crafts. Their service rifle of choice is the Chapuis M08 medium-powered semi-automatic carbine.
Navy Overview
Fénise only has a modest coastline and a fleet which is only held up through sheer pride and to protect their commerce fleet. The Federal Phoenix Fleet is overall a decent navy with an approach which uniquely focuses on speed. They love destroyers and married into the idea of a squadron of small ships defeating capital vessels. Fénise only possess a handful battleships but great amount of cruisers and surprising amount of destroyers and similar small vessels for a county of this size. Fénise has no plan to become a major naval power but they can ensure their opponents think twice before plotting naval aggression.
- BM242-class Motor Patrol Boat: Small 35m long 80-tonne class speedboat fit for multiple roles. It was originally devised as a light "submarine chaser" meant to fan out and catch enemy submarines near the coasts. As such its octuple inline petrol engines are capable of speeds in excess of 24 knots and it comes armed with three machineguns, a 55mm gun and later a pair of 27mm autocannons. Yet they more often found place as general patrol vessels meant ward off pirates. The class was so successful it became the most common military speedboat in Fenisian use.
- Champlain-class Aviso: Avisos are multi-purpose ocean-worthy corvette sized vessels. They are originally meant to be messengers (hence their name) but currently they are gneric gunships fulfilling various goals. The Champlain-class is a 69m long 500-ton avisio armed with a single 135mm L/55 gun, four 27mm autocannons and 6 machineguns. It has a modest speed of only 22 knots which improves its fuel economy, allowing it to match cruisers in range. As an avisio it also has room for a company of troops, including logistics and light artillery pieces.
- Lagune-class Monitor: Small ship with shallow draft and a specific duty to patrol the rivers or provide fire support at the coast. It sports an unique turret with triple 122mm L/60 guns which can be raised up to 50 degrees. This provides adequate firepower while the long guns can also serve for shoreline/riverside bombardment tools. For self-defense it has four 27mm rapid fire guns and a pair of pedestral-mount 55mm guns. As a riverine monitor the Lagune-class can only achieve 17 knots of speed which doesn't neccessitate possession by fire elementals.
- Tigress-class Torpedo Ship:Destroyers in Fénise are split into two categories: torpedo ships and vessels that are meant to destroy such. The T family of torpedo ships are the former. Following the reforms of 1907 every "destroyer" class is arranged by letters which was effective retroactively. The Tigress is the first ship in the T-class of torpedo vessels, as such it's also called the Tigress-class. It's a 72m long vessel with 640 tonnes of displacement. Its main armament is a twin 95mm L/50 gun turret with only a trio of 27mm autocannons as auxiliaries. Its most important weapons are the 488mm torpedo tubes in 2x3 arrangement. Thanks to its fire elemental possessed steam turbine the Tigress-class can achieve speeds at around 36 knots.
- Chercheuse-class Torpedo Destroyer: Large 108m long destroyer with full displacement exceeding 2000 tonnes. Unlike the other class of Fenisian destroyers (torpilleur) the letter classifications for torpedo destroyers (contre-torpilleur) started over from the letter "A". Chercheuse being the first ship of the C-class torpedo destroyers also became its namesake. It carries the same 95mm L/50 guns but using a trio of triple turrets in 3x3 arrangement (2x3 aft, 1x3 stern). This is further amplified by six 27mm autocannons on pedestal mounts. As a destroyer it also carries 4 single 488mm torpedo tubes. Most amazingly though the elemental-possessed steam turbine provides it with blinding 40 knots of flank speed, allowing it to chase down any vessel.
- Dévastation-class Battleship Destroyer:A very unique kind of destroyer derived from the hull of the Chercheuse-class. Instead of contre-torpilleur (anti torpedo ship) its role was defined as contre-cuirassé (anti-battleship) and it's meant to overcome the Fenisian disadvantage in terms of capital grade firepower. They reinforced the destroyer's hull, pushed the funnels to the very back alongside with most machinery to make room for a pair of 300mm L/60 guns within a casemate mounting. While limited to +45/-45 degrees of horizontal traverse the guns have decent elevation and feature loading mechanism almost comparable to battleships. Of course in the age of dreadnoughts a single pair of big guns is no longer enough so they needed something more. This is how the Spirit Table Network was secretly developed. This linked the individual ships together to a central spirit table usually found within cruisers and capital vessels. This constantly relayed the relative position of vessels while gyroscopes helped out with the rest. The end result was a squadron which could act like a single battery. With this a group of 4 destroyers and a cruiser could deliver the same firepower as battleships. Of course this meant that the Fenisian navy invested in destroyers that technically had nothing to do with their original role. As such Fénise started pumping out even more conventional destroyers to compensate. The Battleship Destroyer is overall a novel concept but isn't without significant drawbacks. First off, the ship only has a quartett of 27mm pedestral mounts for self-defense. Second, the ships need to orient towards their intended target before firing, "Crossing the T" is exactly what you want to avoid. Lastly the increased mass and structural changes brought down the ship's speed significantly, just barely enough to keep up with cruisers.
Unlike the small ship classes which are mostly freshly built vessels the majority of the Fenisian capital ships are at least a decade old if not something out of the 19th century. This list, like the rest, is only mentioning the most significant classes.
- Loudet-class Light Cruiser: Bordering the gap between cruisers and the larger destroyer this 4500-tonne warship is Fénise's most recent cruiser design, made to fill up gaps left after mass decomissioning all unarmored cruisers still on primary fleet duty. The SGS Loudet was laid down in 1908 and incorporated a number of new features which shaped naval designs since. It also pioneered Fenisian obsession with quad-gun arrangements and it sports an impressive array of 3x4 guns of the 122mm caliber. Its auxiliary armament includes four 55mm guns and ten 27mm autocannons all on pedestal mounts. In addition it sports a 5-tube torpedo system mounted on a turret to enable launching from both sides. This is accompanied with a doubled set of the C-class destroyers' power plant and propulsion to achieve impressive 31 knots of speed. Overall the Loudet-class is a very capable cruiser for its size, although somewhat anemic when compared to anything more substantial. By early 1914 there are 29 Loudet-class vessels which makes up almost half of Fénise's fleet of capital ships. Each vessel is named after a particular town or city of the country.
- Faure-class Protected Cruiser: Dastrian vessels bought between 1894-1899. They started their life as a Nino-class protected cruisers but they were intentionally unfinished. Following that they are given guns and machinery of Fenisian origin thus creating the G.A. Faure class, named after the 18th century Fenisian navy officer. The original weapons layout included a pair of twin 244mm guns and twelve 135mm secondary guns. The retrofits soon after the turn of the century changed this to a semi-dreadnought arrangement twenty 135mm guns where the large bore cannons were replaced by a modern quadruple 135mm turret (so it's 2x4 + 6x2 in terms of gun placement). It also has 2x2 95mm guns and 4x2 55mm guns, both using twin-mount turrets. In addition it carries six 27mm autocannons but usually only four are mounted up at the time. The ship also occasionally carries the typical 488mm torpedoes in four individual tubes. Thanks to its relatively recent retrofit and design which was already meant for turbine propulsion the Faure-class can approach 27 knots of speed.
- Quinotaur-class Armored Cruiser: Cruiser hull designed in Fénise but produced by Dastrian shipyards in 1906. The heaviest cruiser in Fenisian use they are armed according to the new "dreadnought" idea and are meant for cheaply supplementing Fénise' lacking fleet of battleships. For this purpose it's armed with 4x3 212mm guns in a triple mount arrangement. Combined with the elemental turbine enabled speed of almost 30 knots this ship can actually be fearsome against cruisers and could challenge battleships if given the opportunity to get close. Of course with the new doctrines distancing battleships as much as possibly accomplishing such feat is generally out of question. In terms of auxiliary weapons the Quinotaur-class ships have 4x2 secondary 95mm guns in twin mount turrets, 4x3 55mm triple mount turrets and twelve 27mm autocannons in just pedestal mounts. While the original draft had torpedo armaments these were quickly discarded to make room for the fourth main battery. Quinotaur is a type of magic monster occasionally showing up in the Fenisian seas. Generally, all ships of this class are named after various sea monsters.
- Formidable-class Semi-Dreadnought: Pre-dreadnought laid down in 1903. It had a 142m long hull with the displacement of 15,000 tonnes. It was the most impressive battleship for the grand total of one year before rendered completely obsolete by the Dastrian Dreadnought-class vessels). In spite of this it remained the mainline battleship of Fénise for years. During this time it received a number of improvements, new boilers, new turrets and so forth. Thanks to these the Formidable-class is effectively a semi-dreadnought. It has four twin 244mm "secondary" batteries while its main battery is replaced by a pair of quad-mount 244mm turrets. This provides the Formidable-class with an array of 16 guns. The machinery upgrade meanwhile pushed the old vessel in the range of 25 knots.
- Fédération-class Battleship: The crown jewel of Fénise, the Fédération-class embodies their vision for the future. It's a 207m long battleship with surprisingly low displacement of around 28,000 tonnes. It achieves that by a new armor scheme focusing at long range encounters instead of point blank range brawls. Its aft space is filled with 24 boilers each with their own fire elementals which provided pressure for 8 steam turbines geared to 4 screws. This arrangement allows the Fédération-class to achieve top speeds of around 33 knots. In terms of armaments the Fédération-class mounts sixteen 300mm L/60 Mle. 1909s in quad-gun turrets in a 4x4 array. The caliber might be underwhelming but the sheer volume of fire is commendable. It also has eight win 122mm gun turrets, eight 55mm gun pedestals and twelve 27mm autocannons. The Fédération-class doesn't have any torpedo lunching capabilities, nor it is designed to get within torpedo range. These features overall make the Fédération-class more like a battlecruiser than a proper first rate battleship. Its speed and firepower makes the vessel especially deadly against enemy cruisers while against the latest battleships it might perform worse. The Fédération-class embodies the Fenisian naval doctrine with all its positives and negatives.
Territorial Claims: The blue blob between the woofs and the celestial empire
Economy: Agrarian based economy Food and raw material exports Industrial good imports Recent industrialization
Natural Resources:
Technology:
Social Development:
Army:
Navy: N/A
Air Force:
Rolls: Land Area: 10 (swapped with naval power) Land Fertility: 20 (swapped with economic strength + 4) Natural Resources: 16 Social Development: 13 (swapped with Land power) Technological Development: 9 (7 + 2) Industrial Production: 10 (15 - 5) Total Economic Strength: 12 (swapped with Land fertility) Land Power: 20 (swapped with social development) Naval Power: 1 (swapped with land area - 5) Air Power: 1 (7 - 6)
Though I might not have the time to (I will if I can get it) join the RP, I just wanna come spread my love at the Wilfred Owen poetry name that has me fanboying k thanks
Natural Resources: Sizable fishing and aquaculture industry. Try the caviar! Has a lot of magnetite, wolframite, rutile, chromite, quartz, and bauxite that are being thoroughly developed with the help of Fuso's administration - Fish - Rice - Wool - Rubber - Iron - Coal - Sulfur - Timber
Technology: It's gucci yo One of the most technologically advanced nations in the world, Akiya has no shortage of bright minds.
Social Development: Has a rich culture, but struggles with the effective interconnection between all levels of Government Must finely balance the needs of the people with the interests of the Kyasei Khita Some believe that Akiya is ready for a fully secular state, but this opinion remains unpopular throughout large sections of society Although Akiya remains heavily urbanized along its densely-populated coasts, the vast divide between the cities and countryside is jarring, to say the least.
Calendar: - Lunar calendar with 29 or 30 days in each month, consisting of 12 months - Year 1 was considered to be the new lunar era (Upon the founding of Kyushin, which would be about 1013 BC) - Kyasei Calendar's current year is that of the standard calendar's plus 1014, so the year 1900 PA would be 2914 KE (Current year would be 2928 KE)
Armor Naming Conventions: - (Year of Creation) + ("Shi" / Type / Model) + (Classification) - Classifications include: - "Chu" = Light / Recon - "Pak" = Medium / Cruiser - "Zhōn" = Heavy / Breakthrough - "Li" = Self-Propelled Artillery - "Ren" = APC / IFV / Armored Car - Example: "54SP" is a Medium Tank of the 2954 (1940) year model.
Ammo: - 6.8x51mm - 10x26mmR - 7.65x25mm - 19.7mm Shotshell (Which is close to a 10 Gauge) - 12.7x105mm Special Purpose
Navy: Has a coastal defense force and a merchant marine, a full blue-ocean navy is prohibited by a lack of political will and a general degree of mutual work as per their alliance with Fuso. The Akiyan Armada is a green-water navy through and through, designed and trained to fight primarily with the assistance of the hazards of its shallow waters.
Battleships: ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Name:
Ship Class:
Armament:
Armor:
Propulsion:
Sha'en
Ping-Kyun Class
4 × 25 cm guns 6 × 15 cm guns 1 × 7 cm AA gun 2 × 66 mm dual-purpose guns 10 × 5 mm guns 4 × 5 cm guns 1 × 7 mm MG 2 × torpedo tubes
285mm Belt
Vertical Expansion Engine w/12 boilers
Kaelin
Ping-Kyun Class
4 × 25 cm guns 6 × 15 cm guns 1 × 7 cm AA gun 3 × 66 mm dual-purpose guns 10 × 5 mm guns 2 × 5 cm guns 1 × 7 mm MG 2 × torpedo tubes
285mm Belt
Vertical Expansion Engine w/12 boilers
Taekōn
Ping-Kyun Class
4 × 25 cm guns 6 × 15 cm guns 1 × 7 cm AA gun 2 × 66 mm dual-purpose guns 10 × 5 mm guns 4 × 5 cm guns 1 × 7 mm MG 2 × torpedo tubes
285mm Belt
Direct Vertical Engine w/12 boilers
Ryu'uko
Seishin Class
2 × triple, 2 × twin 36 cm guns 14 × single 15 cm guns 8 × single 9 cm guns 2 × single 5 cm guns 10 × single 9 cm (3.5 in) AA guns 6 × 53.3 cm (21 in) torpedo tubes
150-320 mm Belt
4 shaft, 4 twin-turbine engine propulsed
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Zhenkyuk
Kuchi-Kon Class
8 × 12 cm guns 8 × 5 cm guns 2 × 47 mm guns 2 × 7 mm MG 2 × 45 cm torpedo tubes
50mm Deck
2 shaft, 2 triple-linked steam engines
Zhenkyuk
Kuchi-Kon Class
8 × 12 cm guns 8 × 5 cm guns 2 × 47 mm guns 2 × 7 mm MG 2 × 45 cm torpedo tubes
50mm Deck
2 shaft, 2 triple-linked steam engines
Zhenkyuk
Kuchi-Kon Class
8 × 12 cm guns 8 × 5 cm guns 2 × 47 mm guns 2 × 7 mm MG 2 × 45 cm torpedo tubes
50mm Deck
2 shaft, 2 triple-linked steam engines
Zhenkyuk
Kuchi-Kon Class
8 × 12 cm guns 8 × 5 cm guns 2 × 47 mm guns 2 × 7 mm MG 2 × 45 cm torpedo tubes
50mm Deck
2 shaft, 2 triple-linked steam engines
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J-11
21J Class
6 x 53 mm Torpedo Tubes 12-24 Torpedoes 1 x 9 cm deck gun
90mm Hull Thickness
2 x Electric Turbine Engine
J-13
21J Class
6 x 53 mm Torpedo Tubes 12-24 Torpedoes 1 x 9 cm deck gun
90mm Hull Thickness
2 x Electric Turbine Engine
J-14
21J Class
6 x 53 mm Torpedo Tubes 12-24 Torpedoes 1 x 9 cm deck gun
90mm Hull Thickness
2 x Electric Turbine Engine
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Air Force: Has an experimental air force, but is by no means a fully-developed feature of the military Remains a curiosity at best, and significant time is expected before the Air Force is anything close to a professional wing of the Military Mostly used for reconnaissance and interception
Traits:
Foreign Relations: - Founding member of the Taiheiyō Independence Pact, staunch ally of Fuso - Enjoys warm relations with Volstran, but calling them "friends" is pushing it. Much of their relationship is rocky and very hot-and-cold. - Good relations with Abnawaandia - Cool relations with many Entente nations
Basic Information: Name of Nation: The United Republics of Greater Alkadion or the United Alkan Republics Capital: The City of Dastria Head of State: Head of Government: Currency: The Republican Appunti (Banknote) Quarssa Dastriana & Pessa la Mare (Coins, 25 Quarssa = 1 Pessa) Territory: The United Republics claim all areas once occupied by the Confederated Cities on the Dastrian Sea, from the old Listran Cities all the way to Ravelia. The United Republics are so-named for the four constituent nations – the Serene Republic of Dastria, the Union of Listra-Alkadion, the Confederated Cities, and the Greater Northern Territories. Points of Interest: The Serene Republic of Dastria The City of Dastria, Calia Island to the southwest, the Glass Islands to the northeast Dastria is the beating heart of the Republics, center of all its trade and administrative activities. To its southwest is the Island of Calia, where the Treaty of Calia Island was signed. Calia is also home to the headquarters of the National Integrated Command of the Carabinieri, the main military force of the Republics. It also serves as home to the Western Home Fleet, guarding the entrance to Dastria from those who would harm it. To the northeast are the Glass Islands of Casta and Castina. These islands are the center of the Republics’ industrial capacity. These islands are also used by the banks as storehouses for the vast wealth they have collected. The Union of Listra-Alkadion The City of Listra, the City of New Alkadion to the north Listra is the United Republics’ second-most important city, once home to a kingdom rivalling Dastria in dominance over the Dastrian Sea, the city now stands as its partner in protecting and promoting trade. The City of New Alkadion is a minor city to the north of Listra, once the mythical Shining City of Alkadion, home to the Cults of the Old Gods. The old city was destroyed in a calamity known simply as the Sundering.
The Confederated Cities The Confederated City of Sazalla Sazalla is a major trade and military port of the Confederation. An age ago, this was where the legendary explorer Edante Cancolo settled with his Fleet of Forty. Today, it is an important stop on westbound journeys as tolls are paid here for passage through the Cancelli Islands to the southwest.
The Anyuevan Cities
The Greater Northern Territories The City of Ravelia Ravelia is a far-flung trading port of the Confederation. Compared to most cities in the Confederation, Ravelia is small and its surrounding areas are very sparsely populated. Furthermore, there are very few native Dastrian humans in the city, being unsuited to the harsh northern climate. The city holds power over northern trade routes to the New World, serving as a major supply stop.
Demographics:
The Republics’ territories are populated by two dominant species - humans, and squid-human hybrids known as the Ikalman.
The humans of the Republics’ heartlands are formally known as the “Alkan” after the Shining City of Old Alkadion. It is said that the Alkan originated from Alkadion and spread out in the aftermath of the Sundering. They are generally of lean builds, tan, brown-eyed and black of hair. They are slightly shorter than the average human, but also more nimble. Many Alkans refer to their ethnicities by their home city, though there are few physiological differences between them.
The Ikalman are squid-like humans (or humanoid squids) that are considered a separate biological species from humans, being unable to bear live offspring with them in all but a few rare cases.
There are two important non-human minorities present in the Republic; however. The first of which are the Drowned Listrans.
The Drowned Listrans are an extremely small population of mermen, once a powerful civilization coexisting with the Alkadian Empire, and later the Listran Hegemony until the Sack of Listra. The destruction of the temples to the Old Gods appears to have driven a significant majority mad, or at least antagonistic to humans. Some; however, particularly those who worshipped the Savior on the Seas retained their loyalty to Dastria. They also retained the ability to communicate with, and to an extent, “persuade” their less amicable kin.
Today, the Drowned Listrans maintain small populations clinging to the Glass Islands and the ruins of their once-proud city near Listra. Small numbers of deranged Drowned Listrans still wander the eastern fringes of the inland sea, occasionally attacking fishermen and merchants. Meanwhile, the subservient Drowned Listrans are employed by the banks, hiding and guarding their vast fortunes in vaults beneath the Glass Islands.
There are rumors; however, that the Dastrian Navy has invested a significant amount of resources into weaponizing the deranged members of the Drowned Listran population.
The third non-human minority are Golden Men of the Candari Wastes. The Golden Men are an enigmatic people who migrated from beyond the desert wastes of the north into the south until they reached the north coast of the Dastrian Sea. Their people, though mysterious, are considered a vital part of Dastrian society, existing outside of the rigid social hierarchy. Their martial culture produces hardened warriors that are vital parts of the Dastrian military. Their culture also places a premium on resource management and thrift, making their mindset of great worth to the navy and the banks alike.
In the aftermath of the wars of the 19th Century PA, several ethnic groups were brought into the fold. These include the Anyueva and their innumerable former subjects, and the Huitecoya and other indigenous groups in the New World.
Government:
The Republics as a whole are a semi-parliamentary federal republic. The overall head of state for all the republics is the Presidion of the United Republics (styled “His/Her Excellence”). They are elected by the College of Electors consisting of representatives sent from all four republics (each republic sending 5 deputies), who represent the results of universal popular elections. They are elected for a term lasting 6 years, with a maximum of 2 consecutive terms for any one President. There is also a Secundus who serves as a backup to the Supreme Consul in the event of his incapacitation. Traditionally, the Secundus of the United Republics also serves as Executive Secretary to the Supreme Consul.
The Head of Government of the Republics is the Grand Chancellor. They and their cabinet are appointed by the President from the ruling party or coalition in the lower chambers of the national legislature - the Chamber of Deputies.
The legislative branch of the Republics is known as the United Republican Congress with two houses- the Chamber of Deputies being the lower and the Chamber of Elders being the upper.
The Chamber of Deputies is composed of a varying number of members and each deputy is elected for three-year terms, with no term limits. The government is selected from among the elected deputies.
The Chamber of Elders is composed of 52 unelected members who sit for life. 40 of these seats are known as the Elder Titles, belonging to members of the old Dastrian oligarchy. 12 are composed of members who sit for 12 years and are appointed by the Supreme Consul, with 3 taken from each Republic. The Elders generally sit as a ceremonial chamber, with most significant legislative activity taking place in the lower Chamber of Deputies.
As of the current year, one large party dominates Dastrian politics - the Federation Liberal Party or the “Partito Liberale della Federassione” (PLF). Ever since the fall of the Republican Foundation Party or the “Partito Repubblicana della Fondatori“ (PRF) 12 years after the United Republics’ founding, the party has consistently held onto power election after election. The Federalist Wing (“Antonii”) of the PLF is the dominant faction, espousing ideals of moderately high taxes, interventionist capitalism, protectionism, heavy militarism, and the decentralization of the republics. Another significant wing is the Liberal Wing (“Marcini”), espousing further decentralization of the republic, the dissolution of the Chamber of Elders, equal rights for all, and social welfare funding. In the shadows; however, another wing is beginning to fester - the National Wing (“Novo Fondatori”), a wing promoting the centralization of the republic under a Dastrian nationalist government.
The PLF is opposed by a broad coalition of parties known as the “General Opposition'' ever since its formation in 541. Dominance in the coalition frequently changes hands between the pro-central government Central Party (“Partito Centrale”, PC), the socialist Social Unity Party (“Partito di Unita Sociale”, PUS), the populist Common Strength Party (“Partito della Forza Comune”, PFC), and the moderate Republican Institution Party (“Partito della Istitussioni Repubblicane”, PIR). Their reputation is that of a disorganized group of parties only existing to oppose the government.
Their popularity has steadily been declining after the Hanged Coalition of 559 DE when they gained an opportunity to form a government, only to collapse within a month. The resulting political fallout also caused the fracturing and final collapse of the PRF, with the remaining members forming the Republican Institution Party.
History:
There are many places that the Confederation’s history could start - the founding of Dastria, the Uprisings of 1 Undame 103, the Treaty of Calia Island, the Voyage of Cancolo, The Civil War of 479 or the Dastrian Catastrophe of 499. This history; however, will be comprehensive. To be comprehensive, this history must go far to the east of the Dastrian Strait.
The Beginning
This history begins where the Shining City of Alkadion ends. For whatever reason, around 700 years ago, Alkadion collapsed in the Sundering and dispersed the Alkan People all throughout what would become the Dastrian Sea. One group settled nearby, founding the City of Listra. Another group settled far to the west, beyond the great seas of sand and into the gates between two halves of the world. There was founded the City of Dastria.
The two cities grew and prospered, taking advantage of their positions in shipping lanes, becoming naval powers all the while. Rival naval powers. After a series of wars, the City of Dastria was occupied and placed under the rule of the Listran Kings. For decades, the Dastrians toiled under their new monarchs until a revolt drove the Listrans from Dastria. The leader of the revolt was declared the First Premier of Dastria, and from then on the Dastrians foreswore monarchy, pledging to never be subject to any kings or foreign powers again. This year was declared the first year of the Dastrian Era, 1 DE (1352 PA).
The Listran War
In the subsequent Listran War, the City of Listra was sacked and its naval empire was shattered. The City of Dastria fully dominated the area over the next century. Then, in 1 Undame (Month 1) of 103, popular uprisings in Dastria, and the restored city of Listra created a common Citizens’ Assembly. By 106, the Citizens’ Assembly seized control of both cities, effectively uniting them. All other polities in the Dastrian Sea joined soon after and by 181, the Confederated Cities of the Dastrian Sea was organized by the Treaty of Calia Island.
In the chaos of the new nation’s birth; however, Luchmairisch raiders attacked and occupied several islands once held by Old Listra, making them some of the first colonies of their nascent colonial Empire. This single move would begin centuries of confrontation between the Luchmairisch and the Dastrians on the high seas
The Early Confederation
For a time from 103 to 313, the Freemen’s Chamber was able to exercise authority equal, if not superior to the Titled Chamber. The Premier-Elect originally held the powers now given to the Grand Chancellor and the Freemen were able to strike down laws passed by the Titled.
This; however, came to a head in 314, when war broke out between the Freemen and the Titled. For 13 bloody years, war raged across the Dastrian Sea. Then, in 327 peace was signed, restoring the status quo. The Freemen’s political power only declined after this; however.
One prominent Freeman, Edante Cancolo, fled Dastria along with several prominent Freemen to found colonies in the west and escape the turmoil in the cities in 330. This mission led to an era of expansion for Dastria and, while the Freemen were busy finding new lands, the Titled slowly seized power. Prominent Freemen families, too busy in the race for colonies, earned the ire of their fellows.
In 377, the Freemen’s Chamber voted to conduct a military expedition against the Elves of Eidolon. Preparations were immediately set into motion. In the following year; however, several prominent Freemen funding the expedition were assassinated.
With the Freemen in a panic, they attempted to redirect the backlash of the assassination toward the Titled Citizens. When they attempted to arrest them in 379; however, the Titled resisted and a civil war broke out as the Titled retreated to Listra. Four years later in 383, the Titled marched troops into Dastria and proclaimed one of their own Grand Chancellor. The Freemen surrendered, their rights to assemble and elect the Premier intact.
The Reign of the Titled and the Sixth Century
In 420, the first Grand Chancellor died and another was elected, securing the reign of the Titled.
Peace and expansion persisted until the year 499, when a crystal vein to the northwest of Dastria was over-exploited and rebounded, triggering the Dastrian Catastrophe. An earthquake and the ensuing fires and tsunami ravaged the western half of the city. In the end, thousands were killed and the nation still feels the wounds of its past. With Listra possessing the only major crystal resource in the Confederation, the Citizens’ Assembly was finally forced to incorporate Listra as a National Territory of Dastria in exchange for their crystal supplies.
The early 6th Century DE was a period marked by unprecedented prosperity for the Confederation, all the while also being an era of massive social upheaval that threatened to tear the nation asunder. The era began with the election of Arrigo Cancolo, and Marcio d’Casta to the seats of Premier-Elect and Grand Chancellor, respectively. The pair unexpectedly formed a partnership that would influence Dastrian politics for the next two decades. Their collaboration would inevitably result in the return of the Freemen to political significance and the rise of the Premier-Elect. This partnership; however, undermined the already-strained relations between Listra and Dastria, as both were Dastrians and represented a political union between Dastrian Freemen and Titled against the encroachment of the eastern cities.
The Luchmairisch Wars
Their first course of action was to push the Naval Reforms of 495, a series of sweeping reforms to Dastrian Navy, making it more meritocratic and abolishing limitations on Freemen and Ikalman promotion. The Eastern Fleet, heavily integrated with the Listran aristocracy, refused to implement these reforms in spite of repeated orders from the College of Admiralty. Any attempt to put these reforms into force; however, was abruptly halted by the outbreak of war between the Luchmairisch, and the Dastrian-allied Bright Tower. The Navy quickly attacked the Luchmairisch outposts in the eastern Dastrian Sea but was repulsed with each approach, while the Bright Tower was forced to hold out amid the Luchmarisch landing. When the outposts were at last taken, the Bright Tower had been forced to retreat from their capital, and defeat appeared to only be a matter of time despite support from the Dual Monarchy.
Meanwhile, in the west, amid the rising prominence of the Anyuevan Empire, Lasagnon Rebels funded by the Dastrian Government rose up against their overlord, the Kingdom of Eisengard. The Dastrian military was forced to move to their aid, with much of the Western Fleet being shifted from the Luchmairisch front to the Mare Reale, but not before fighting a climactic naval battle against the eastern invaders. The Battle of the Vilsine Straits resulted in a hard-fought Dastrian victory. The Admiralty; however was unable to capitalize on this victory due to the care taken to preserve the Western Fleet for war against Eisengard.
Meanwhile, the Freemen and Titled of Dastria celebrated with a feast dedicated to the Sea Saint while Eisengard merchant ships fleeing the Dastrian Sea were halted and investigated in the Dastrian Canal. Amid this celebration; however, several Eisengard ships abruptly burst into flames all over the harbors of the city, taking the lives of hundreds as the fires spread into the feasting city.
The damage caused by the explosions rendered the Dastrian Canal unusable for several days, time which Eisengard was able to effectively leverage by seizing vital Lasagnon fortresses while the Colonial Armada was hurriedly moved into position to blockade them. When the canal was finally cleared, and the Western Fleet sallied out of the Dastrian Sea, much of the Lasagnon had already been subjugated. A single major allied city - Cavitas, remained.
In the east, large numbers of troops were finally ferried across to assist in the liberation of the Bright Tower. Codaigh and Owcan troops were able to slowly gain ground against the Luchmairisch invaders, with the help of the Dastrian blockade. All was going well until the Luchmairisch navy, weakened but not completely destroyed, made a mad rush to land troops in the vulnerable Dual Monarchy. The ensuing Battle of the Luchmairisch Channel resulted in the Eastern Fleet’s defeat despite suffering relatively minor losses. The Luchmairisch Invasion of the Dual Monarchy; however, was at least delayed.
A new front in the east opened. The Burned Order, a Luchmairisch ally, had finally mustered its troops and began marching west, into the Listran Territories. The Carabinieri were pushed back at every engagement, and New Alkadion desperately asked for Leoni reinforcements from the other fleets. None came. Fortunately, the Order’s advance also stalled due to logistical issues and they were forced to halt at the last fortress guarding the city of New Alkadion, putting it to a disorganized siege.
In 504, the First Landing at Cavitas was finally attempted. Leoni troops left the safety of their ships, landing on the beach a few miles from the city. Here, intense fighting began between the besieging forces and the marines. The Leoni, usually intended for quick amphibious strikes against naval facilities, were crushed by the well-trained and well-equipped Eisengard troops. The Lasagnon attempted a sortie to aid their allies, but failed. On the three days of that battle, the Leoni were completely defeated in what is widely recognized as a one-sided bloodbath. After those three days, the remaining Leoni that hadn’t dispersed into the wilderness or had been killed marched back to their ships. The Leoni, once feared as an impossibly fast raiding force against which no shore facility had any chance, had been shattered. Their numbers in the Home Armada were severely reduced, and the College of the Admiralty was forced to consider new options to supplement their land forces. The Western Fleet itself was severely damaged by Eisengard artillery fire. The Western and Inland Admirals’ resignation was demanded and received by the Premier-Elect the next day, cementing his office’s power over the navy. The Eastern Fleet; however, grew emboldened in its defiance, taking their counterparts’ defeat as a sign of their own superiority.
The next year, in 505, another invasion was attempted with Carabinieri divisions in lieu of the Leoni. They suffered several hundred losses; however, before a force led by Captain Isabella Alkadano reached the city. This was only accomplished after the heavy bombardment of the surrounding area by naval artillery.
In the aftermath of the victory, and with the observation of the rising power of the Carabinieri, members of the Western faction of the Titled began discussing the restoration of the Freemen’s political power.
Several Carabinieri units, including the newly promoted Comandante Alkadano’s 13th Dastrian Light Infantry were then moved east to the front against the Burned Order. Only a few months after arriving in 506, they repelled the Order at the Battle of New Alkadion. The success of the Carabinieri convinced Dastrian leadership to consider the creation of a formal land force. Thus, the “Army of the Confederation” was founded out of the units present. Despite her substantial contributions to the defense of her own home city, Comandante Isabella Alkadiano was passed over during the selection of a commander for the new army. Instead, a Listran Officer - Comandante Michel Luminare of the 1st Eastern Guard Battalion was promoted. This contributed to her growing disdain for Listra despite most of the army politically favoring the Eastern Faction.
The Western Faction took advantage of the victory, and during the victory celebrations, concluded a vote to restore the Premier-Elect’s powers at the expense of the Grand Chancellor. The decision was promulgated as enraged Listran representatives left the chamber.
A few moons after, on the last day of La Fiera, elements of the Eastern Fleet, originally assumed to be fighting the Luchmairisch, destroyed the remnants of the Home Armada stationed at New Alkadion. With that, the Dastrian Civil War began. The Eastern Fleet then sailed west to Dastria, beginning their Westward Campaign as the year came to an end. Listra declared itself the “defender of the Confederation and its ideals”, arguing that the unilateral rescinding of their Titled’s authority without their consultation stood against the collegiate nature of all the cities in the Confederation.
The next year in 507, the Glass Islands of Casta and Castina were besieged. The Eastern Fleet completely blockaded the island and landed their Leoni troops to bring the island under their control. The inhabitants of the islands; however, put up a fierce fight and were able to severely delay the advance, holding the Eastern Fleet in place for three months. This valuable time was used to recruit and arm more troops, to fortify the Dastrian city and canal, and to evacuate government officials and important artifacts including the Crown of the Sea Saint. All the while, in Calia, plans were drawn up for a revolutionary warship clad in iron armor instead of wood and powered at man’s whim instead of the wind’s.
Meanwhile, in New Alkadion, the Army of the Confederation lay unused, the Western Faction having been their primary sponsors. Rumors abounded that the army was bound to be disbanded and its remnants folded into the aristocratic Leoni. In response to these, Comandante Alkadano and several Dastrian units defected in the Mutiny of Baluarte de Capitan Antonia, dubbing themselves “The Grand Army of the Republic”. Future historians would regard this as the rebirth of the Dastrian military and the formal birth of the Dastrian Republic.
The Grand Army marched west, leaving New Alkadion and beginning the Long March. Republican troops would find themselves being ambushed by local Carabinieri units, Leoni, and Golden Men. In spite of these; however, they marched on under the leadership of the newly self-appointed Generalissimo Alkadano. The Long March took them through several kilometers of marshy terrain, and the Candari Wastes. One in seven of the 30,000 defectors died along the way. Five months after their initial departure, they found themselves trapped between the sea and the Army of the Confederation. Fortunately, days before, they were able to make contact with defecting elements of the Eastern Fleet which were able to resupply them before the battle began. The Battle of the Candari Wastes between the 25,000 Republicans, reinforced by 750 defecting Leoni and the combined forces of the Army of the Confederation, the rebelling Golden Men, and Listran Carabinieri numbering 45,000 ended in a narrow Republican victory, guaranteeing the Army of the Republic’s survival. The Army of the Republic arrived to a heroes’ welcome in Dastria a month before the conclusion of the Siege of the Glass Isles while the Army of the Confederation was dissolved and folded into the Carabinieri.
By the time the Eastern Fleet was ready to move again, they found makeshift fortresses had sprung up on the coastline, every inch of coastline bristling with cannon bores, forcing them to slowly advance westward, taking one fort at a time. The Dastrian Canal itself was finally closed as the Listrans made their final approach. The Dastrian Battles would last for two gruelling months before the last fortress - the Torre degli Antichi, finally surrendered. By this time; however, every Carabinieri unit in the city, along with thousands of nationalist volunteers had been equipped and rigorously drilled by the Army of the Republic. At the head of all the city’s defenses was Generalissimo Isabella Alkadano. Overall, facing the Eastern Fleet with its 5,000 skilled Leoni, and 45,000 hastily recruited Carabinieri - 20,000 of which were on land outside the city’s northern walls, was a Republican Army 45,000 strong.
The ensuing battle was fought along the outside of the isthmus before Listran ships were able to push further inland and reached the canal which they used to land troops inside the walls. A chain deployed in front of the canal was of little help as Drowned Listrans chewed through the cable. In the canal; however, they found themselves trapped in a kill-zone by several cannons and well-trained riflemen. Concentrated artillery, skillful use of rifles, and urban warfare ensured no Listran troops could gain the slightest foothold into the city. After weeks of fighting, under the cover of night on Triandame 19 of 507, the Listrans withdrew from the city, having suffered 35,000 losses including most of the Eastern Leoni. The Eastern Fleet itself had almost all its constituent ships captured or sunk. The remainder surrendered in a later ambush by Republican light craft.
The collateral damage; however, was immense. The Canal had been battered, with fragments of buildings and ships littering its interior, and several powder caches on the piers had been detonated. The city experienced several fires that were only stopped by artificial firebreaks.
Amid this; however, the Generalissimo delivered a speech from the High Chancery and under pressure from the victorious and resurgent Freeman military, the government on Calia Island declared the establishment of the Republic of Dastria on Quarandame 1, 507. Elections were to be held in Duandame 1, 510. For the moment, the Republic was to be run by the Cancolo Government. Meanwhile, the Army of the Republic elected from among themselves the High Command of the Republic - effectively a separate institution from, albeit subservient to, the national government. The HCR consisted of several of Alkadano’s trusted aides, with her serving merely as Generalissimo, Field Commander, of the armies.
It is useful to note that at this period, the nascent Republic of Dastria was fundamentally composed of two institutions - the growing Army of the Republic led by Generalissimo Alkadano and a clique of her trusted subordinates (which institutionally was technically older than the republic itself), and the civilian government of the Confederation now formally led by the Freemen through the Premier-Elect, but with significant influence left over from the Titled. Institutionally, the Dastrian Republic was little different from the old Confederation, but the military was becoming an active force in the utter destruction of the old institution. This dynamic would come to dominate the newborn nation in the coming years.
Amid this victory; however, was a new coming storm. Their war with the Posdalist Eisengard attracted the attention of the rising Posdal superpower - Anyueva. They had already vanquished their long-time Quat’i enemies and put the Posdalist minority Morrish into power in the region. They turned their gaze to the east.
In Duandame 508, the Cavitas campaign was resumed after it had stalled for several months. The Lasagnon resistance and the reinforcing Dastrians had adapted hit-and-run strategies to ensure the Eisengard could do no more effective campaigning. At the start of the Battle of Dastria; however, the supply lines which had kept the resistance alive were cut off by the meager Eisengard fleet which was by then capable of dispatching the weakened Dastrian ships sent to guard them. Thus, in 508, the government planned to end the war in the west quickly by sending a large batch of reinforcements under Alkadano’s personal command while the Listrans were recovering from their heavy losses the year prior.
There was still one major concern; however - the lack of a proper fleet. In an attempt at a naval engagement between the weakened Home Armada and the Eisengard at full strength off the island of Onnaberg, the Home Armada found itself outmatched by the more maneuverable steam-powered Eisengard ships of the Iron Fleet.
In Triandame the answer to the new Iron Fleet was a ship with an iron hull, explosive shot, and steam engines. The first Dastrian ironclad, the DRS Evangelista was launched on 19 Triandame. It, with the rest of the Home Armada, smashed through the wooden hulls of the Iron Fleet with ease and ended the blockade. The supply lines were restored and the newly-organized 35,000-strong Army of Dastria was landed on the beaches of Cavitas. The Lasagnon Revolt entered a new phase as the new professional Dastrian Army landed. The new army would face a bloody new phase of conventional warfare where they and the new Republican military establishment would learn to wage true, modern war.
The “new military establishment” had become intrinsically integrated into Dastria as the Premier-Elect formally appointed Alkadano “Suprema” and Freemen found the army to be a new path to social advancement. The Titled; however, grew increasingly worried by the military’s growing power and some began emigrating to Sazalla under the pretense of fleeing the wars. Meanwhile, two more ironclads which had begun construction before the Battle of Dastria were released - the DRS Difensore, and the DRS Giudice. The new government would then proceed to order the construction of dozens of ironclads.
In the meantime; however, the economy and financial system of the new Republic began to collapse. Wars and blockades had caused trade to be severely strained, and the massive losses incurred in personnel and equipment were draining the government treasury. Massive social unrest ensued, but the coming elections of 510 were presented as a promise of hope. In an effort to keep the government afloat, the Cancolo Government issued the Seditious Properties Decree, authorizing the seizure of properties from Listrans in Dastrian territories. The Societa Mercantile’s Dastrian Offices were raided, and suspected collaborators’ properties were also seized.
Economy:
The United Republican Military, formally known as the United Forces of the Republics (Forze Unite delle Repubbliche, FUR) has three service arms: The Grand Army of the United Republics, The Navy of the United Republics, and The Republican Guards.
Military:
The Armed Forces of the United Republics, formally known as the United Forces of the Republics (Forze Unite delle Repubbliche, FUR) is generally divided into three service branches - The Grand Army of the Republics (La Grande Armata delle Repubbliche, GAR), The Navy of the Republics (La Marina Militare delle Repubbliche, MMR), and The Integrated Republican Guards (La Guardie Repubblicane Integrate, GRI)
The Grand Army of the Republics:
The Grand Army of the Republics is the primary land-based service branch of the United Republics. It possesses a rich tradition as the inheritors of the legacy of the Generalissima Isabella Alkadano, or as she is known in the army - La Fondatrice. Compared to the Carabinieri of the old Confederation, the Army is far better equipped, better funded, better trained, and more centralized. Furthermore, the army also serves as an actual armed force instead of as a gendarme.
Doctrine-wise, the Grand Army tends to favor massed assault and superior firepower tactics, supplemented by the GRI and the MMR to provide specialized services such as amphibious operations, rapid strikes, and the like.
Organization
The highest unit of organization in the GAR is the Grand Army (designated A02-XX) led by a Grand Marshall (designated C05-NN). The designation of “Grand Army” is only used in wartime; however, and Grand Armies are dissolved in peacetime. The largest Grand Army fielded was five armies (at the time ~500,000 soldiers) large during the Anyuevan Wars.
The highest unit of organization in practice is the Army (designated A01-XX) led by a Field Marshall (designated C04-XX). Armies are usually made up of ten to fifteen Corps.
Beneath the Army is the Corps (designated U03-XX-YY, where XX is the Army designation and YY is the Corps designation) led by a Corps Marshall (designated C03-XX-YY). Corps are usually made up of six to eight Divisions.
Beneath the Corps is the Division (designated U02-YY-DD, where DD is the Division designation) led by a Division Commander (designated C02-XX-YY). Divisions are usually made up of three to five Regiments. Divisions vary in composition depending on their role, and are the lowest level at which units of differing types mix as discussed below.
Beneath the Division is the Regiment (designated U01-DD-RR, where RR is the regiment designation) led by a Field Commander (designated C01-DD-RR). Regiments (Infantry Regiments in particular) are comprised of one thousand and five hundred to three thousand individual soldiers. Their composition varies depending on their role and specialization as discussed below.
Unit Specialization
Regiments, Division, and Corps Compositions vary depending on the combat role they are expected to serve.
Administration
Armaments
Notable Engagements
Present Situation
The Navy of the Republics:
The Integrated Republican Guards:
Culture and Society:
Religion:
The Dastrian state religion, as mandated by the Treaty of Calia Island, is the Cult of the Sea-Saint Marcinea, Successor of the Old Gods, Patron of the Waves and Wind, Protector of Dastria, and, as of 391 DE, its Sole Primarch.
Worship is centered around the eponymous Sea-Saint Marcinea, regarded as the successor of the Gods of Salt and Sea. According to state doctrine, Marcinea controls the sea and wind currents upon which the Dastrian state relies. Worship entails mass prayers in local temples, the largest and most central of which being the True Mausoleum of the Sea-Saint in Dastria. Marcinea is regarded to exist in three inseparable forms - the Evangelist, the Defender, and the Adjudicator, each representing the three values of unity, valor, and justice. Marcio the Evangelist is said to represent the unity of Dastrian ideals throughout the Confederation, spreading the word of their religion and ideals throughout all their holdings, and all the world. The Evangelist is the patron of the sailors braving the wind and tide to connect the natio. Marcia the Defender represents the nation’s unwavering solidarity to protect its lands. Marcia is the patron of the Leoni del Mare, protectors of the confederation. Marci the Adjudicator is the protector of fairness and justice in the Confederation. Marci is an enigma, working in long, complex schemes spanning decades but ultimately bringing justice. The Adjudicator is patron of merchants and bankers, but also of the common people. In all its schemes, the Adjudicator will always favor the Citizens of the Confederation in the end. The Carabinieri take the Adjudicator as their patron, as protectors of order and justice in the myriad cities of Dastria. The Sea-Saint is also regarded as father and protector of the Ikalman. According to legend, the first Ikalman were born as the product of the human Sea-Saint and the child of a Sea God in the form of a squid. The children born were considered affronts to nature, and an offense to the Sea Gods. The Sea-Saint was cast from the heavens, his mate slain, and their children banished from the waves but cursed to be forever drawn to it.
Historically, the cult itself was an offshoot of the many polytheistic cults of the Alkadian Empire. After its fall, most of the cults relocated their headquarters to Listra. The Dastrians; however, united themselves around the minor cult of the Savior on the Seas, Marci. The cult; however, was apparently crushed during the Fall of Dastria, when Listran troops looted the old temple to Marci and returned sacred relics to a Listran temple in an attempt to establish religious dependence.
The citizens of Dastria; however, kept the cult very much alive, using it as a symbol in the build-up toward the last Listran War. Soon, the resurgent cult and the Dastrian independence movement were synonymous as cries of “Return the Sea-Saint!” resounded throughout the Listran Hegemony.
The Last Listran War resulted in the return of Marci’s relics, and the elevation of the Savior Marci to Sea-Saint Marcia of Dastria. The Listran temples were subsequently looted and utterly destroyed, as the Sea-Saint had apparently made its superiority above all the old gods clear.
Traits:
The Banks and Le Forza di Banca
Dastria boasts an impressive network of banks within its myriad territories, allowing for a variety of advantages to its merchants and those of other countries who are willing to accept it.
Furthermore, the banks possess a security force - Le Forza di Banca otherwise known as “Le Forza”. Le Forza originally served as the bank’s security guards but have since evolved, taking on a small fleet to guard shipments of valuables between branches, collecting debts, and becoming the unofficial espionage service of the Confederation as a whole.
Provides economic and relations bonuses to countries that accept a Banking Deal with the Confederation. All banks also conduct espionage within their locales.
The Dastrian Canal
A tiny 15km stretch of land once separated the Dastrian Sea and the west. After many years and many used-up crystals, the City of Dastria linked two halves of the world by the wind and waves.
The Dastrians have taken full advantage of their position since, imposing tolls on all those who would enter the canal and providing services and trade to weary travellers.
Allows ships to pass through the Dastrian Isthmus. Provides economic bonuses to anyone who holds the City of Dastria.
Stado di Mare - State of the Sea
Dastrians’ relative inexperience in land wars and long maritime history have allowed them to grow a large maritime empire stretching from one hemisphere to the other. This experience on the high seas also gives them a strong shipping and shipbuilding industry. Their reliance on the waves; however, forces their settlements and colonies to cling to it for dear life, leaving them with weak raw resource production but also giving them incentive to industrialize.
Justifies and limits the sprawling sea-clinging colonial empire. All Confederate cities are specialized as harbors and/or shipyards. Incentivizes industrialization. Demands a strong navy to maintain.
The Dastrian Merchant Marine
A vast maritime and mercantile empire requires a powerful force to move goods from place to place. This is the work of the merchant marine. Every day, immense ships full of goods set sail, moving from place to place in the Confederation. The merchant marines bring the Confederation’s wares from harbor to harbor, bringing wealth to their homeland. Sometimes; however, they bring far more than wares. In times of desperate need, the Merchant Marine is expropriated by the Confederation Navy and used to transport troops and weapons.
Allows for goods to travel from one harbor to another relatively quickly and safely. May be called upon at times of great need to supplement the navy’s strength
Leoni del Mare - “Lions of the Sea”
In lieu of a powerful army, the Dastrians maintain a vast fleet capable of projecting soft power where needed. This soft power is supplemented by the small but efficient Leoni, the Dastrian Marines, specialized in dealing quick amphibious strikes.
Abnawaandia is an ex Quat’i vassal state. Abnawaandia has a warrior-like society and a state religion. Abnawaandia is ruled by a Monarch but has many strong factions within its government. Abnawaandia has become fiercely independent but wishes to see the Quat’i people free and self governing once again
Eosauri: A species of bipedal and warm-blooded reptilians. They live longer than humans, 110 years on average. Physically, they are slightly smaller, less endurant and for the most part weaker when it comes to brute strength. However, the shape of their legs and the added balance of their tail makes them very fast over short distances. In addition, they adapt to low levels of light more easily, being able to see clear as day in all but the darkest of nights. They have a similar diet to humans, at the notable exception of a strong intolerance to any kind of dairy products.
Vampires: All sentient have been found to be able to be turned into vampires. They boast surnatural physical prowesses, both in strength and agility, and are able to make use of a unique form of magic that allows them to reanimate corpses to be used as mindless puppets. These zombies can be used for any task that does not require particular dexterity, and so are often found working in the fields and factories, day and night, without the need for rest or sustenance.
The nation's origins can be traced back some 900 years in the past, when the original Astalians, driven from their land by a barbarian horde, invaded from the south, subjucating and integrating the local people into their society. They recieved help from the Eosauri who had been pushed into the forests by the previous human kings, and so they were granted the right to live in the new Astalian Kingdom.
A long period of relative prosperity followed. Astalians had no particular ambitions for large-scale expansions. Instead, they focused on cultivating the land, waging the occasional war against their northern neighbors. In a few centuries, Astalia had expanded to its current size. The once wise and benevolent kings became inept and vain. Power slipped more and more into the hands of local lords, and while the king technically had authority over them, he did not use it.
Lousy aristocrats began to start petty skirmish wars against other nations and even sometimes among themselves for their own gains. The "Cursed Dynasty", as the kings of this time are now referred to, neglected the matters of the state. The aristocrats abused their power, and the population suffered as the country declined. This continued until another war happened, one unlike the previous ones.
The Volyudki came from the East, crushing an entire army in a single battle when they invaded. As they stood at the brink of destruction, the Astalians came together once more. Every man, from 15 to 60, was given a pike, musket or sword, while the women toiled day and night in the workshops to produce blades, bullets and powder. The rate of casualties forced the ruling class to promote officers from the ranks of common soldiers instead of restricting it to aristocrats. At this time, the country united for its survival.
The Volyudki invasion was turned back, at a tremendous cost both in lives and on the economy. The Astalian common folk, who were now armed and seasoned veterans, were reluctant to give up their weapons and return to servitude. In this period of turmoil, some aristocrats and rich citizen started thinking on some new and revolutionary ideas. Enlightened ideologies started to spread like wildfire, and it was clear that a rebellion was about to happen. Some nobles saw it as an opportunity to overthrow the king and place themselves at the very top.
Two years after the end of the Volyudki invasion, Astalia descended into war again, a civil war this time. Half of the noble families rebelled against the king, and many of those loyal to the throne saw their own troops desert to join the rebels. The combined rebel forces were led by a skilled and charismatic general named Thibald Carrel. He was already a hero from the previous conflict, and although he was an aristocrat, he was unusually close to the men under his command, who in turn trusted and respected him.
Carrel won a few decisive victories that broke the last of the remaining royal troops. But as his soldiers stormed the royal palace, the rebellion was already fragmenting. A portion of the rebel aristocrats sought to fill the power vacuum themselves, and were plotting for this purpose. However, Carrel would not have it this way. He immediately stripped the nobility of their privileges, including himself, and created the Republic. With virtually the entire nation's army behind him, no one dared protest. The aristocrats who had rebelled would be allowed to form the Senate as a governing body, but their power was to be kept in check by an assembly of elected officials.
In the years that followed, Astalia underwent considerable changes. Thibald Carrel, as one of the first two consuls, worked with a host of lawyers, philosophers and common citizen to write the Code of Law that was to shape the Astalian Republic into what it would eventually become. The Astalian Republic managed a quick recovery from these events and turned towards the wider world. Its army was stronger than it had ever been, and the Astalians could now envision greater ambitions beyond their borders.
Then, during the previous century, Astalia's ambitions clashed against others. During the last years of war and chaos of the global conflict between empires, the Astalians grew desperate for means to end the war. Thus, through barely understood rituals and occult magic, the vampires were created. They proved to be potent weapons indeed, and safeguarded the nation from collapsing. However, they could not be controlled. The vampires turned against their would-be masters and carved their own domain from the battered and bruised nation, turning it into a loose confederation of city-states ruled by immortal warlords struggling against eachother for power.
Yotethri, God of the Sun, War, Justice and Bloodshed
Cnagh'vha, God of the Moon, Greed, Malice and Knowledge
Bhyrri, Goddess of the Sea, Health and Sickness, Death and Travel
Ycthaaghas, God of the Earth, Life, Cycles and Doom
Vh'ethr'ithe, Goddess of the Stars, Madness, Torment and Power
The Astalians have a peculiar approach to their religion, considering it more study than worship. Their gods are primordial beings, neither good nor bad, as much susceptible to be destructive as they are to be benevolent. Those are not creator gods but rather eldritch entities residing beyond time and space, but powerful enough to manifest themselves in certain aspects of the material universe, which have been assigned to them by the priestesses to the best of their ability.
The Astalian clergy, if such a name can be applied to the priesthood, is exclusively female. The reasons for this ancient tradition are nebulous, and few find it appropriate to question it. There is no hierarchy among the priestesses, as they hold no power over eachother or the common people. Their mission is to get into contact with the gods and their world, studying its powers and energies with rituals and incantations. Then, they dispense this knowledge to all who come to their temples. The vast majority of Astalians go to their local temple at least twice a week, as they believe that their souls will be sent to the realm of the gods upon death. These runes, rituals and incantations are as many tools to be used in their following existence like a hammer and nails are in life.
The priestesses also provide spiritual peace and comfort to their communities, and also frequently accompany armies to tend to the wounded. They are beloved guides and teachers, while also viewed with a certain degree of uncomfort. Such knowledge comes at a price, and they are often afflicted with short moments of madness. They might randomly start giggling for no apparent reason, or stare at a particular point in space for a dozen minutes or two. Sometimes, they experience terrifying hallucinations and nightmares that are difficult to appease. For this reason, they are held in high respect, with a hint of fear by the rest of the population.
Territorial Claims: Astalia is currently located between the Volstran empire territory to the north, and separatist ethnic Astalian states to the south. It considers all land in the space between the ocean, Volstran and Abnawaandia to be within its sphere of influence. It also claims several small islands and territories, mainly to serve as naval repair and resupply docks.
Economy:
Mines Arms manufacture Metallurgy Helium production Aircraft and car engines Textiles industry
Imports:
Food Oil Consumer manufactured goods Cotton Medical drugs
Natural Resources:
Iron Coal Chrome Nickel Copper Sulfur Lead Timber Peat Salt
Grenadiers: The grenadiers make up the bulk of the Astalian army. Well-trained and experienced, they do most of the fighting, be it at range or in close quarters combat, in open areas or in the trenches. They also provide the Army with its light artillery and motorized elements.
Combat Engineers: The combat engineers handle more specialized equipment, like antipersonel mines, demolition charges or flamethrowers. They are also in charge of building fortifications, laying down barbed wire and conducting mining operations.
Shock Troops: Armed with sawed-off shotguns, pistols, extra grenades and various close quarters combat weapons, the shock troops are assault specialists, used to fighting inside the enemy trenches. Grenadiers can be drafted into the shock troops if the need arises, however this practice is avoided if possible.
Astalian Guard: The Astalian Guards are the most battle-hardened veterans of the Army. They fill the same combat role as the grenadiers, however as an elite corps they have a higher proportion of heavy weapons. The Guards' numbers are relatively small and are thus assigned to portions of the front where the fighting is the most intense, or kept in reserve to plug a breach in the lines or follow through a successful attack.
Mounted Rifles: As the name suggests, the mounted rifles are horse infantry used as scouts, artillery observers and vanguard forces. They are lightly equipped and by no means a line or assault formation. They never engage in prolonged fighting, instead acting as a highly mobile force to carry out raids and reconnaissance.
Astalian Guard Cavalry: Like their infantry counterparts, the Guard cavalry fulfills the same missions as the mounted rifles. However, they carry small amounts of heavier weaponry like dismantled light field guns and machine guns. This allows them to be more effective in firefights, at the cost of some of their mobility.
Heavy Artillery: The renowned Bombardment Corps of the Army are essential to the Astalian doctrine of "decisive battles". Massed heavy guns of all calibers are always needed, be it to break enemy attacks, to strike at targets of opportunity or to pound enemy positions into the ground in hours and sometimes days-long preparatory barrages.
Lazare 1902 revolver rifle 7.92mm: Standard service rifle, with a 6 rounds capacity. Reliable and easy to maintain, relatively cheap. Requires the user to wear a face mask to avoid burns.
Allard-Morel FVP9 bolt-action rifle 7.92mm: Long bolt-action rifle, fitted with a scope and used only by sharpshooters. It is an accurate and expensive weapon with a long range.
FH Bertoni No.2 9mm: High-power automatic pistol for officers and shock troops alike.
Vincennes ADAT No.1 12 gauge: Very short lever-action shotgun specifically made to have a very large dispersion cone for trench fighting. Light enough to be fired with only one hand, at the user's own risks.
Vincennes FUMI No.6 7.92mm: Light machine gun designed to support an attack with suppressive fire. Very cheaply made, the only requirement for the gun being to be able to keep firing reliably.
Lazare-Marushina heavy machine gun 7.92mm: Water-cooled HMG Morel MLT3 heavy machine gun 7.92mm: Air-cooled HMG
3 Souverain-class Battlecruiser: The Souverains are the most modern and technologically advanced vessels in the Astalian navy. Combining speed and firepower, they however lack the heavier guns and armor to face battleships head-on. The Souverain-class must rely on its manoeuvrability thanks to its secondary propulsion systems. Armament: 2x twin 350mm guns 6x triple 100mm guns 2x single 75mm guns 2x torpedo tubes 4x seaplane hangar
4 Radiant-class Cruiser Leader: The Radiants fill the role of "cruiser leaders" in the Astalian navy. They are often the centerpiece of the small flottilas that the Astalian naval doctrine relies on, sporting enough armor to withstand the heat of battle while keeping enough engine power to maintain good speed as well as respectable firepower. Armament: 4x single 200mm guns 6x single 150mm guns 18x single 50mm guns 2x torpedo tubes 3x seaplane hangar
2 Vaillant-class Cruiser Leader: The Valliant-class was supposed to be the new Astalian cruiser leader, before production stopped after only two units to be replaced by the Radiants. While its additional engine assembly provided the ship with incredible speed and enough power to mount larger guns on it, the Vaillant was soon found to be prone to engine malfunction, as well as higher than expected fuel consumption. By comparison, the Radiant has both a superior range of operation and lower production costs. Armament: 2x twin 230mm guns 3x twin 150mm guns 14x single 75mm guns 2x torpedo tubes 3x seaplane hangar
4 Gouverneur-class Light Modular Cruiser: In an effort to mitigate the cost of replacing older ships as time goes by, Astalian shipyards have invented a new ship design made to be easily modified by adding or removing gun turrets and even armor plates. The experiment appears to be a success, with the current Gouverneurs' loadout tailored to match the speed of other ships in cruiser groups. Armament: Variable 2x seaplane hangar
6 Trident-class Light Escort Cruiser: The Trident-class is an essential part of any Astalian cruiser group, specially designed to fight off submarines and destroyers with its anti-torpedo charges. Armament: 6x single 150mm guns 4x single 50mm guns 2x torpedo tubes 6x anti-torpedo charge launcher 2x seaplane hangar
3 Sirène-class Light Combat Cruiser: The rare and expensive Sirène is built with one purpose in mind: being able to fight against any other light cruiser, and win. Armament: 4x twin 180mm guns 6x single 75mm guns 4x machine gun 2x torpedo tubes 1x seaplane hangar
20 Aurore-class Assault Destroyer: Nicknamed the "attack dogs", the Aurores are entrusted to daring and agressive commanders as a kill group to be unleashed by an admiral like a pack of predatory sharks. The best defense of an Aurores group is to not get hit at all, using speed, manoeuvrability and smoke screens until they can get close enough to release their volleys of torpedos before retreating. Armament: 2x single 100mm guns 2x single 75mm guns 2x torpedo tubes
8 Parangon-class Hunter Destroyer: While the Trident is a fleet's shield against submarines, the Parangon is the sword, equipped with depth charge launchers and purpose-built cannons. Armament: 3x single 90mm guns 4x single 50mm guns 2x depth charge launchers 2x torpedo tubes
4 Torrent-class Attack Destroyer: These older designs have all been sold off or scrapped, save for only a few after the modernization of the Astalian navy. Now, they serve as heavy patrol crafts in hazardous zones. Armament: 1x single 75mm gun 5x 50mm guns 2x torpedo tubes
4 Monitors: These antiquated lumbering ships are still in service, serving as floating artillery platforms to bombard land targets with their heavy guns. Their lack of any kind of armor and speed makes them utterly worthless against other ships, unless their high caliber cannons can land a lucky hit somehow. Armament: Variable heavy guns
Air Force:
CR.12 Colibri III: A two-seat fighter biplane used for reconnaissance and shooting down enemy aircraft. Thanks to the pusher engine, its frontal machine gun is able to fire forward as well as on the sides and above the Colibri without obstruction, and even towards the back in a limited capactity.
HT.13 Albatros: This seaplane sees heavy use in the navy as it is used for scouting, as well as attacking submarines and targets of opportunity as it can be fitted with a depth charge or a torpedo.
The Astalian burgeonning air force is also fond of using airships for reconnaissance and bombardment purposes.
Rolls:
Land Area: 5 Land Fertility: 6 Natural Resources: 12 Social Development: 6 Technological Development: 17 Industrial Production: 14 Total Economic Strength: 6 Land Power: 15 Naval Power: 6 Air Power: 18
Traits:
The Nanlon Valley Mines: Bountiful mineral wealth, particularly coal and iron. Aircraft Enthusiasm: Extraordinary dedication and innovation towards air power. The Season of War: Excessive militarization leads to manpower shortages. Astalian soldiers have a lot of veterancy. Necromantic Society: Dead bodies can be reanimated and used as puppets. Induces mistrust and disgust from most foreigners. We Know No Master: No centralized government.
Nation Name: The Greater Chirian People's Republic (GCR)
Type of Government: Worker's Republic
Head(s) of Government: Nikolas Kussainov: First Secretary of the Chirian Central Committee Nyshan Ibrayev: Security Secretary of the Chirian Central Committee Akmaral Zhaksylyk: Technical Secretary of the Chirian Central Committee Sadir Imanbaeva: Economic Secretary of the Chirian Central Committee Erlan Rybalko: Defense Secretary of the Chirian Central Committee
Land Area: 15 Land Fertility: 20 Natural Resources: 17 Social Development: 14 Technological Development: 12 Industrial Development: 8 Total Economic Strength: 5 Land Power: 15 Naval Power: 2 Air Power: 7
The GCR functions as many would consider a Socialist State to function in the way of economy and industry. The Party maintains direct control over the larger businesses and industries of the nation, setting quotas, enforcing prices of goods, and determining production lines and output numbers. Despite these, the GCR has allowed small business and industrial ventures to remain privately owned in an effort to stave off economic collapse, imposed early on in their consolidation of power among the old nations of the region of Chiria.
The GCR is still in the early stages of industrializing their nation as a whole, and as such production capabilities for more advanced materials and goods are low or nonexistent throughout the nation. Due to this, their military power is far smaller than many of its neighbors, relying namely upon imports of more complicated machinery and items to create their weapons of war at blisteringly slow paces.
Imports: -Machine Parts -Manufactured Goods -Heavy Machinery -Electronic Components -Sand
Swrromagiya Crystal Refinement: Swrromagiya (Surrogate Magic) Crystals are crystals that have been artificially imbued with magic. The exact process is a State secret and closely guarded by the Security Services. The crystals can be used in most every way that their natural counterparts can be used, and are often used to supplement natural crystals being used to power complex machinery that larger diesel or coal engines would make unwieldy or unviable. Swrromagiya are in low supply and high demand within the GCR, the process it takes to create and refine them being exhausting on resources and eating up time not helping in increasing the supply in the slightest.
Jeke Qalqan: Jeke Qalqan - In development. More information to be disseminated as the Ministry of Information deems fit.
Primary Species: Humans
Population: ~260 million Registered Citizens
The culture within the GCR is an amalgamation of the different nations that were absorbed during the early years of the Parties rise to power, and because of such, it can be simple to go from one area of the nation to another and find yourself surrounded by completely different styles of buildings and regional languages. However, the GCR has been pushing hard over the past twenty-four years to create a new national culture, one inspired by the never-ending People's Revolution and emphasizing those facets of life that directly reflect in the Revolution itself.
Below are some of the key cultural values and specifics of the GCR Chirians: The people of what was once known as "Lesser Chiria", a relatively small autocratic state located in the Chirian region of the Western continent. Having been the founders of the Greater Chirian People's Republic and the spreaders of the People's Revolution when the opportunity presented itself, they are very much devoted to The Party and its cause. The core populace of the nation, they hold many high positions within The Party and all facets of the state.
Odishans: Odisha was the first nation to fall to the "People's Revolution" as it spread out of Chiria and into its neighbors during the initial years following the Parties ascension. Odishans have assimilated well into the new national culture that The Party has been pushing, forming a new and welcomed addition to the loyal populace of Chirians within the GCR. Many Odishans hold middling positions in the Party and businesses of the GCR.
Dombarians: The nation of Dombaru peacefully submitted to the People's Revolution after the tragic death of its entire royal family at the hands of a "mob of nobles" that were, according to public reports made available by the National Information and Data Collection Bureau, "attempting to stop the Royal family from leading their nation down the correct path of the Revolution." As the nation fell into chaos shortly after, the arrival of the Blues was a welcome sight and the people rejoiced, quickly agreeing to join the fold of the GCR. Dombarians are among the greatest of metallurgists and engineers within the GCR, with a grand history of fine armors and weapons spanning centuries before they were truly a free nation. Dombarians are watched closely by the Security Division as it is a well-known rumor that many do not believe the story given by The Party about the death of their beloved royal family.
Ranians: The most recent nation to join the GCR is that of the Federated State of Rania. A forward-thinking and progressive state known for artisans and thinkers. Added to the GCR only a year and a half ago, there are still those within its now-defunct borders that believe they are still fighting a war against the GCR. Ranians are distrusted by even the Dombarians, and many are suspected of aiding rebel groups or even being members of them. Currently, the most persecuted of the different ethnic groups of the GCR due to their regions continued rebellion against the GCR.
"Party. Member. Self." Adhering to a strict belief that everything a citizen does is for the betterment of the Party and the members around them before they are to do anything to benefit themselves. The idea behind such a notion is that in benefiting the nation and your countrymen, you are indirectly benefiting yourself as the Party works in your best interests. That is at least, the theory.
"Enemy Within" Citizens of the GCR live in a state that breeds some of the worst traits in a person. Chief among these is the constant paranoia and distrust that members of the nation live with. It is caused by the Party-led idea that any and all subversive activity is to be reported to the Security Service with all haste, any failure to do so will result in not only the subversive individual coming to justice but the one that failed to report as well. Students report professors, children report parents, brothers report sisters. No one is safe in the GCR, not even close family can truly trust one another with any degree of certainty.
Party Members: Only humans maintain membership within the Party in the GCR and are considered as “Registered Citizens”. Other races, though not enslaved or in any form of serfdom, do not hold the level of a “Party Member” and are thus not entitled to all of the benefits that come with being such. Instead, they are what could be considered second class citizens. Protected in some forms under the law but in others completely let down by the Party. How much of a difference this actually makes between your average Party Member and a non-human is very much up for debate, though in reality there is little difference in the eyes of the Party between a member and a non-human citizen as long as quotas are met.
The GCR outlawed all forms of religion following the Party's rise to power and subsequent liberation of the faltering and collapsed nations around them. This move has helped them to maintain control over the populace, leaving the masses little to think about beyond their indoctrinated lifestyles and constant pro-Party Propaganda.
This is not to say that religion isn’t still practiced, as it very much is, just hidden away and in secret from the Party.
Climate and Geography: Sub-tropic/Oceanic. Consisting of vast swathes of forests, mountains, and gently rolling hills punctuated by protruding pillar-like spikes where erosion has slowly eaten away at mountains of old. The GCR enjoys an abundance almost to an excess of rolling foothills of rice patties and fields of grain to feed it's people. The average temperature is on the higher end of a moderate climate during the day in the Summer months and only slightly lower in the winter months.
The military arm of the GCR consists of two of the three branches that can be expected of a nation and a third less common branch. The first of the branches being the GCR Ground Army followed by the GCR Aerial Forces. The uncommon branch of the GCRs Military arm is that of the Security Forces, a Paramilitary Organization that answers directly to the Party and acts as a sort of Secret Police to carry out the Parties commands. The GCR, being a landlocked nation, only sports a spattering of river patrol craft stationed in larger brown water ports that are nominally controlled by the Army Garrisons in those locations.
Currently one of the hardest hit aspects of the GCR in relation to their attempt to industrialize. The Military forces have seen a noted down-tick in the Party's willingness to spend on even the most basic aspects of a soldier's lives like uniforms and even food in some cases. This has caused supply issues at all levels within the military and many units, squadrons, and boats are without the parts and supplies to operate effectively or even at all in some cases.
The Ground Army of the GCR consists of mainly light infantry that is considered to be regularly trained and poorly equipped. With mostly bolt action rifles and in many cases repeating rifles, the GCR is certainly lagging behind compared to many of its neighbors in equipping its army. Popularly dubbed as "The Blues" or "The Blue Army" by the populace due to their standard color scheme.
A recent shift in GCR stratagem has seen the introduction of artillery in mass to military formations. No doubt an idea stolen from their Northern neighbors. Wired landlines are available at the Battalion level but no lower, this is mostly due to the fact that the GCR is unable to create phones at a fast enough rate to supply anything lower than a Battalion Commander and an ingrained fear that if communication is disseminated enough to the lower ranks there could be unforeseen consequences that such ease of communication allows.
Standard Infantry Standard Infantry sport an average amount of training and discipline, but are bogged down by their poor weapons and meager equipment.
Support Infantry Other than Commissars, the presence of Support Infantry is likely to be one of the only other factors that keep a standard infantryman from breaking and running in the face of a superior enemy. Sporting far better ballistic protection than the average infantryman, the Support Infantry are the heavy weapons experts of an infantry unit. Sporting crew-swerved weapons and anti-material rifles, they lay down the heavy and incessant fire that their bolt action counterparts simply can not provide. Many Support Infantry within the GCR find themselves ill-equipped or completely lacking much of the heavier ordnance they are supposed to carry.
Commissars and Security Forces Commissars
Commissars: The disciplinary backbone of the Ground Army, Commissars function as competent and well-trained battlefield leaders and swift judges during battle and downtime. Able to rouse their troops to action with speeches for the Party or with the ever-present threat of violence. A Commissar is an important part of any infantry action and a Commanders go-to tool when the troops disagree with orders. Very regularly better equipped than standard infantry with many imported items from Sphere allies. The standard load consists of higher-grade armor, submachine guns, and large-caliber handguns. Security Forces Commissars: Sporting the same uniform as a standard Commissar and holding the same ranks, the only difference between the two is that Security Forces Commissars do not fall under the Ground Army. As members of the Security Forces of the GCR they act as the secret police of the state. In accordance with the rule of law, they carry out judgment on dissidents and subversive groups, interrogate opposition, and enforce Party unity with their mere presence.
Security Forces Troops Among the elite of the paramilitary forces that the Party deploys. Security Division troops are some of the best-equipped troops in the GCR. With armor created with close quarters in mind, and standard equipment consisting of submachine guns and a platoon-level man-portable backpack radio. the Security Forces Troops are fielded at the discretion of their SF Commissars to quell subversives and end unlawful gatherings with a violence of action not seen amongst other members of the GCRs forces.
Şabwılşılar The elite of the Ground Army, Şabwılşılar (Storm Troopers, often referred to as "Heavy Shock Infantry" or "Heavy Shock Troops"), operate as the spearhead to the most dangerous of undertakings, and the units that react to situations requiring speed and brute force all at once. Kitted in an armored carapace that protects the user from some forms of small arms fire where it is present and carrying a standard load of several grenades and a submachine gun for an increased rate of fire.
Flame Troops Flame Troops are an offshoot from the municipal work crews that use flame throwers to maintain areas of cities from being overgrown by ever-encroaching fauna. Somewhere along the way, someone figured that strapping a larger tank to a man's back and armoring him would be a good way to toast dissidents and enemies alike. Their availability is rather limited within the Ground Army, and are normally held in reserve as to not waste their potential in initial assault actions or requisitioned by the Security Forces.
The Air Force of the Chirian People's Republic is envisioned by the Party to be the power projection arm of the state. Currently, the Air Force is nothing more than a mockery of the Party's grand ambitions, consisting of only a handful of rudimentary imported biplanes and barely working domestic prototypes.
Magic has been outlawed for personal use in the GCR. Any use of magic for the State is monitored thoroughly at all points of its use.
State Sanctioned Crystal Use: The State takes complete control of all magical crystals upon their discovery and holds sole control of the use of all crystals within its borders.
The GCR in reality imprisons, experiments, and harvests the life force of "dissidents" to create their Swrromagiya Crystals among other uses. Possibly one of the most closely guarded secrets of the state, as any word of such getting out would surely see the world turn against them.
Name of Nation: Celestial Empire of Nango-Tuenggu Government: Absolute Monarchy
Culture:
History:
Economy: The Celestial Empire, in its capacity as head of the greater Celestial Sphere, is thus integrated into a grand system of trade that brings it much wealth. Trade flows in from Morrland in the west and Bettona in the south, and flows out into Dastria, on the tacit assumption that it will flow back into the sources. This network keeps the far nations dependent upon both each other and the Sphere itself, but also makes all involved very wealthy indeed. The Empire, though lacking in both arable ground and rich veins of mineral, has the sort of manpower that is paralleled by few, and none within the Sphere. The Sphere draws raw material from all the corners of the world, through Dastrian colonies and the plains of Fenise, and manufactures them in its tens of thousands of factories, moulding them into the stuff of modern civility. Iron ore becomes steel, steel becomes pots and knives, or something as ambitious as spires and skyscrapers. Sand becomes glass, and even lowly clay becomes ceramics, and exported by the shipful, a source of pride among the great Empire's peoples.
Natural Resources: It must be said that the Celestial Empire, admittedly, is a bare land. In the days of the Grand Chiefdom, the entire breadth of the Empire, spare a few oases and some steppe, was inclined desert. The northern stretches are barren sand, completely infertile soil, good for nothing except being stamped upon by the roving of tribes and horses. However, the land there is relatively rich in iron and carbon, the two minerals that the war machine of the Nang Hum tribes so crave. The conquest southwards made all the difference for the young Empire; access to wet ground, fed by regular mudslides from the mountains and by near-constant rain in the summer. It was here that the great Sigan Tao cities grew, as many as fifty, each numbering well over a million souls. Their colonial ventures, stretching into the neighboring sea, was similarly fruitful, gaining more of a foothold into the lush tropics that feed an empire's worth of people.
Technology: The Celestial Empire is the very model of a modern civilization. It has information vegetable, animal and mineral. It knows the kings of Bettona and quote the fights historical from Moonrise Valley to Lunmen Peak in order categorical. The Imperial peoples are very well acquainted, too, with matters mathematical, and understand equations, both the simple and quadratical, about binomial theorem, they're teeming with a lot of news, with many cheerful facts about the square of the hypotenuse. Furthermore, the Empire is very good at integral and differential calculus, knowing the scientific names of beings animalculous. In short, in matters vegetable, animal and mineral, the Empire is the very model of a modern civilization. For military knowledge, though they're plucky and adventury, the Imperial court has only been brought down to the beginning of the century. But still, in matters vegetable, animal and mineral, the Empire is the very model of a modern civilization.
Social Development:
Army: A very typical army form, divided unfortunately into many many different administrations and bureaus, thus having a habit of breaking down in miscommunication.
Navy: Plagued by pirates of the fearsome Lam Lam bay, most of the navy belongs to a mercenary fleet of those same pirates, good for nothing except supporting their more competent allies.
Air Force: The skies is where Imperial military truly shines. The idea of traversing the skies was deeply ingrained in the national psyche of the Nang Hum peoples, even since before the establishment of the Celestial Empire. The Empire were far and away the first to develop personal aircraft, and today the idea of riding the skies as one might a horse on land is an honor. The Celestial army has become much acquainted with raining death down on enemies below, with massed balloon bombings and machine gun fire from planes.
Rolls: Land Area: 20 Land Fertility: 12 Mineral Abundance: 12 Bureaucracy: 5 Technology: 10 Production: 16 Finance: 9 Land Power: 11 Naval Power: 2 Air Power: 16
The Gahlee Confederation, for non-Gahleekane'chr speakers. For speakers of the native tongue: Gahleechoday'chrrrchr, lit. Place That Is Home
Land Area: 7 The Gahlee have territorial claims that are more desolate than not, with little coastline to work with. Land Fertility: 8 Limited regions are useful for agrarian purposes due to the heavily mountainous nature of the areas where most of the Gahlee dwell. Natural Resources: 20 The areas where the Gahlee dwell have some of the largest undeveloped resource deposits on the planet. The areas surrounding them not even counted, when they themselves are also digustingly resource rich. Social Development: 9 While the society of the Gahlee is technically very peaceful and cohesive it is also functionally very inefficient, and the easily-influenced pathological nature of the Goyagahlee, the predominant species of the population, produce idiosyncrasies that make governance difficult despite the geographical isolation and safety of the Gahlee lands. Technological Development: 13 Exposure to the outside world has led to rapid developments, stymied due to the lack of centralized academic traditions among the Gahlee people. Industrial Development: 9 The Gahlee's strong spiritual connection to their pristine lands make them more resistant to industrialization despite their exposure to many other industrializing nations. Total Economic Strength: 19 Business, plain and simple. Most of their ties with the Celestial Realm are in the form of mutually beneficial development of land, resources, and markets, meaning the Gahlee communes are almost all flush with state industry cash. Land Power: 4 Small skirmishes between communes are not unheard of, but for the most part the Gahlee do not practice militarism as a nation. Naval Power: 1 Despite their economic lifeblood being the sea they have little federal interest in developing a formal naval presence, depending on the protection of allies from pirates. Air Power: 11 Due to the flying nature of the majority of their peoples there is some societial interest in the arts of aviation, and investments are being made into acquiring and reverse engineering the air forces of allies, primarily due to curiosity and experimentation.
Gaia's Homestead - Their homeland is blessed due to their strong spirituality as a peoples, giving them better land fertility than might be expected and improving their ability to ask favors of their gestalts in cases of domestic and defensive need. Caveat where industrial development past a point is extremely difficult because pollution of their lands will cost them the favor of their pantheon and reduce civilian trust in government oversight of land development. Boiling Cauldron - With the majority of the Gahlee population being friendly and influenceable to the point of pathology, Gahlee overall will pick up innovations from foreign nations faster, at the cost of being vulnerable to internal social division due to the easy spread of other conflicting religions and ideologies. The Many Crystal - Ugodidi'whdagah as it is also known is a highly powerful and versatile form of the Gahlee's native magical font, that as an alchemical component and as a magical foci has not yet been explored to its true potential. The Many Crystal implies that technological development by the Gahlee will produce unique and powerful dividends but that it will be more difficult to undertake in the first place.
In general, the pursuit of these various policy agendas by the federal governing body of the Confederacy will run into issues of equitable and efficient implementation given the culture of decentralized power within the nation at large.
Significant infrastructure overhauls for nationally critical systems such as telecommunications and electricity grid.
Further northward expansion of outposts into the desert regions to fully develop the potentially lucrative oil export component of their economy. Southward expansion into the also resource-rich rainforests has been debated at length and is generally not favored by the current iteration of Tsunee.
Continued opening up of the isolated mountain regions where the majority of their population lives such that foreigners will be able to expand their business interests deeper into the resource-rich areas of Gahlee.
Implementation of a universal education system, including formal academia to drive technologic innovation.
Gahlee's diplomatic personnel are broadly interested in promoting international peace by way of implementing some form of global organization inspired by Gahlee's traditional methodologies of negotiation.
Violetta, or Aliheli'chrr'usidiye, Secretariat of Defense - A batfolk in her mid 30s, whose full Gahleechoday'chrrrchr name roughly means 'happy hair' reflecting her most notably unruly and captivating feature. Born abroad to parents who had emigrated to Dastria, Violetta fought abroad in the first decade of her adult life as a member of Le Forza. This experience has led to her having a more cynical and worldly view of the dangers to the Gahlee than many of the native Gahlee she serves alongside in the Tsunee's executive branch. She is indeed more paranoid than her composure and discipline imply, but her strict dedication to her job and effectiveness in developing beuracracy impressed her peers into appointing her to a tall-order task: developing a federal blueprint for a modern military force.
Aliheli'tsunee'chrrr, or Ali Chernyshyova, Secretariat of Urban Development - Ali is by countenance mostly a Volyudki, but by upbringing a Goyagahlee. Several generations ago her family were landowning nobles displaced by the revolution, with the survivors displaced and ultimately settling in Nyagah when it opened in the 1700s, among the first settlers seeking land and opportunity in the foreign place. The Chenyshyovas developed a successful general supplier business and became a local political dynasty, highly regarded among the batfolk. Appointed by Diga's personal lobbying, Ali's influence is stronger than most might first assume as the urban areas of Gahlee are where the majority of industrial development and business interest occur, so Ali's pick of projects and mandates have significant national import. Ali was trained by the traditions of her lineage to believe in the efficacy of heirarchical rule and centralized command, affecting both her actions in local affairs within Nyagah and significantly shaping foreign affairs of the state.
Igeegah'digatisdiganotsa, or Diga, Tsunee Representative of Haunavnige'hau'chrr'equauwevni - A goatfolk in her late fifties. She has thus far served three full terms representing the largest membership commune in all of Gahlee- one of several constituting Nyagah- and this makes her one of the longest serving active representatives. Foreigners typically call her Diga. She is one of the most famously competent within the frequently chaotic and disorganized Tsunee legislative body, and though not the Speaker is generally considered as influential de facto due to her extensive connections within Tsunee's diplomatic corps, over a quarter of whom are appointees she either made personally or lobbied for. As a key figure within the supermajority coalition of All People Party, her relentless advocacy for opening Gahlee to more foreign business interests is particularly influental as to the present direction of the Confederacy.
Hawinianu'chrrigeegah'wghgiyatiha, Tsunee Representative of Chrrrchr'ugodidigahlee'waniugidaliwgh - A young, brash goyagahlee barely a year into her adulthood, who spent her youth apprenticed to the shaman of her commune, a small and remote village in the far north of Gahlee. She has only been a representative as of this session of Tsunee. She deigns to not speak to foreigners and regularly recuses herself from voting on matters of foreign policy in protest. She is a rising star in the Central Person's Congress, a charismatic and beautiful voice and face who draws a lot of public attention and sympathy in certain sectors for her outspoken views on the corruption of the current religious establishment selling out the natural beauty and pristineness of their nation. Hawinianu, a name she personally dislikes as she considers it a very disrespectfully foreign concept to shorten traditional Gahlee names, is not xenophobic and does fully endorse the Tsunee mainline effort to open their inner lands to tourism, but this is because she believes foreigners have a lot to learn from the properly represented aspects of traditional wgh'gahlee culture. She is fiercely against industrial development, and wishes to withdraw Gahlee from the Sphere.
Ugodidi'vagatadisgitisgi, Traveling Historian - A chipper and bright-faced batfolk, born male but identifying as agender, who in their early 20s left their small commune to travel the world. Their ambition is to learn new languages and author what they hope will be a textbook detailing the history of foreign nations and peoples that will serve their own people well. They are quite intelligent, are a ploygot, and have excellent memory. But they are also not particularly sharp, being even more naïve than the already typically gullible Goyagahlee traveler. They do not readily conceptualize the crucial differences between primary and secondary sources. They often adopt temporary names in their travels depending on the country they are travelling through.
Government:
Quasi-communalist confederation
The Gahlee peoples are highly decentralized, with fluid-membership communes of anywhere from 1,000 to 40,000 citizens operating physical territories and the resources within via direct democracy. Historically, leadership of these communal units are elected primarily to handle bureaucratic, legal, and treaty affairs with other communes. Each commune up to present day decides on their own form of leadership, from single ambassadors to whole councils representing a balance of local industry interests.
With the recent development of broader economic and social ties with the outside world the Gahlee communes near-unanimously centralized diplomatic power and some forms of economic power and oversight (land development, for example) into a central entity legally recognized by foreign business interests as a corporation for liability purposes. Gahleetsunee'chrr, or Tsunee Limited, is the functional governmental body of the Gahlee as far as outsiders are concerned unless operating within the territory of individual Gahlee communes. The leadership of Tsunee is elected from a rotating collection of differing communes for five-year terms without term limits, with national-vote recall of representatives as a guaranteed right superseding individual commune laws. Tsunee would best be described as a parliamentary republic system of governance in practice- all bureaucratic personnel hired as needed by Tsunee serve at the discretion of the Tsunee's elected leadership.
Tsunee's legislators all theoretically have the authority to empower and appoint members of the executive branch, however for practicality's sake the leadership of any given department usually amounts to around ten to twenty personnel given administrative purveyance: a secretariat and some amount of deputies. Parties coalesced largely around this element of political power. Floor rules dictate that each operating coalition within Tsunee receives a proportional amount of assignments to executive positions, with internal party debate determining which appointees they will advance.
Tsunee Limited possesses a wealth of unilateral powers at the discretion of its commune constituents, with radical change possible through simple majority vote. For example: broad monetary policy falls under the purveyance of the state enterprise. It is also capable of operating its own investments and projects, with the caveat that all independent profits produced must be divvyed back into the communes quarterly.
All People Party (~70% of representatives) A big-party tent consisting of two plurality parties: The Democratic Assembly (~25% of all reps), and The Green Party (~35%); along with some independent representatives. The Democratic Assembly constitutes representatives who are primarily from urban and high-population communes such as Nyagah's constituencies, geographically being clustered along the banks of The Twin Rivers. The Green Party represents those primarily motivated by advancing anti-industrialization and anti-pollution initiatives, often representing representatives picked from highly religious communes.
The Green Party and Democratic Assembly work together on the presupposition that the economic and technologic opening up of Gahlee must be persued in a ecologically focused manner, with the Green Party incentivized in lending their support due to having significant say in the Democratic Assembly's growth and business oriented policy making. The APP represent a highly foreigner-friendly coalition.
The Central Person's Congress (~20% of representatives) More inland, more rural, and generally more isolationist, the somewhat disorganized CPC represents the primary opposition to the APP. By platform they are broadly skeptical of further economic growth, foreign influence, and further federalization, with some elements within their ranks even calling for the dissolution of Tsunee. This position is in fact more popular than it was upon Tsunee's founding, with a growing traditionalist backlash against the perceived social consequences of Tsunee's founding and empowerment.
The religious rhetoric of the CPC is particularly unusual, as the bulk of powerful religious leaders are affiliated with the Green Party and thus with the party in power. This leads to some members of the CPC circulating threats of a more aggressive tenor of schism within the Gahlee's primary religion despite functionally following Vagata as their countrymen do.
The judiciary officials of Gahlee are appointed exclusively locally, by individual commune leaders. As with all local affairs the judicial appointments are not standardized under a single set of guidelines. Some communal leaders maintain that the power of the judiciary rests within their own position, others will seperate that power and empower other elected or appointed members of the community or use majority votes of the population, so on.
There is no established precedent for the power of judiciary review. The final say on interpretations of Tsunee's laws remain purely within the purveyance of Tsunee's legislative body itself. What the judiciary of Gahlee is empowered to do is review individual cases that appear to violate a given law of Tsunee or of the commune and produce verdicts. Due to this each court trial is relatively unique to its own context, as the judiciary is not empowered to produce precedent between cases. Sufficient appeal of a verdict, often by majority vote by the community under that court's jurisdiction, has led several times in recent history to the prosecutor and defendant appealing their cases to Tsunee directly for review, where there is potential to adjust the law as needed.
Species:
Total Population ~ 22,000,000
Goyadhwgh'gahlee'chrrrrrchr, Goyagahlee for non-speakers (~67% of total population)
Also known colloquially as batfolk, Goyagahlee are strictly speaking of a different ancestry than many of the other humanoid races, but are capable of forming interspecies children with those capable of sexual reproduction due to the quirks of their biology- batfolk gametes are partially mutable and can shift to emulate the genetic code of other humanoid species to such a degree that compatibility is achieved. Batfolk children of mixed heritage thus prototypically look far more like the non-Goyagahlee parent- notably, the wings of mixed Goyagahlee are almost always lost and often useless among those who improbably keep them. None of this of course is verbatim known to the scientists of this world because that's a bit too advanced.
Goyagahlee are phenotypically very short, and only the 99th percentile of their population will reach even 152 cm in height. They are a short-lived species, with the average batfolk generation lasting 40-50 years. They mature quickly: being considered mature adults at the age of 10, and they rarely age in a deleterious way until the final year or so of their life. All able-bodied Goyagahlee are capable of unassisted flight for up to a few hours at a time. They have notably strong disease resillience relative to most of the world due to their internal tempuratures naturally burning higher than average- this comes at the cost of high metabolic requirements, the average bat eats and sleeps more than most of their peers in civilization.
Goyagahlee have a idiosyncratic psychology as a species. They are described as being almost pathologically friendly towards others, and to a dangerous extent easily influenceable and prone to groupthink. These traits make their social units highly cohesive but also mean foreign ideas often spread easily in their ranks, leading to recent sources of conflict within their nation despite their tendencies towards being peaceful and docile otherwise. Their particular brand of sociability is anxious and nervous- colloquially, introductions to batfolk are often described by the bat in question being extremely talkative and awkwardly clingy, with the Goyagahlee in question only relaxing as familiarity is established.
Traditionally, any individual who expresses batlike features in their countenance, even if few, are considered Goyagahlee for census purposes.
Wanigehwgh'gahlee, Wanigahlee (~10% of total population)
The goatfolk, a descendant of early humanoids that adapted through blessings from their gods to the rugged mountains of the modern Gahlee territory.
In contrast to their batfolk peers, Wanigahlee are more psychologically typical and diverse, but cultural tendencies evolved symbiotically with the Goyagahlee have led Wanigahlee to generally being taught in the household from a young age to be very stubborn and to assert authority in social interactions. They are looked up to by the Goyagahlee as natural leaders in society.
Wanigahlee are covered in a coat of soft, cashmere-like fur that can be grown out relatively thickly without regular shearing. Shearing a goatfolk is a mildly pleasant experience for the individual, and often leads to positive social bonding. As a result goatfolk usually trust only friends and intimate partners to shear them fully if not themselves, and the value of Wanigahlee fur is quite high as an export due to quality and rarity.
Igeeighwgh'gahlee'chrchrchrr, Igeegahlee (~5% of total population)
native humans and dwarves
Igeeighwgh'chrchrr'nyagahlee'chr, Igeenyagahlee (~18% of total population)
immigrants
Culture:
Raising of children is typically communal in nature. There are two common systems typically practiced by the majority of communes:
The children will live in the defined household of their birth parents primarily. In this system other adults will be free to enter and exit that household at the invitation of the birth parents, to assist in the child's development and nurturing. A child may elect, at times variable depending on local commune law, to singly emancipate themselves from their birth parents' care. If they elect to do this they may or may not be required to select a new set of adoptive parents to take care of them for the remainder of childhood. Some larger communes, such as the hubs of Nyagah, offer orphanage-esque services through organized worker's unions of trained educators and religious authorities.
Else, the children themselves will often have no defined household, with the adults of the commune maintaining open households and caring for the children by sharing responsibilities with other adults. Children elect where they wish to stay, and may sometimes keep to themselves as autonomous units within the commune with only some adult supervision.
The latter system is considered the more traditional one by the historians of the Gahlee, with the single-household style of parenting having become more popular among the Gahlee in the past millennium as more resource extraction and organized industry led to individual households of partners or polycules having more personal property as defined under The Law of Peace that could be shared with children they maintained closer, more intimate bonds with.
Historically, the design of Gahlee buildings was very open and emphasized the vertical during the periods where the tribe members were solely Goyagahlee. 'Floors' would often be more a suggestion due to little need for floor space, consisting of anchored hemp rope or thin timber or bamboo beams for the batfolk to dexterously balance atop of, flitting between levels at their leisure.
When the goatfolk became Gahlee, the egalitarian batfolk would quickly adapt to the need to construct buildings to the ground and with more solidity, incorporating full walls and doorways and the like. The open-sky veneer of Goyagahlee friendly buildings would be maintained in a variety of ways. Common designs include open rooftops that can be blanketed by canvas when needed in inclement weather, and large skylight-like fixtures. Up to present day, even with the incorporation of better building material, this tendency has remained in the native Gahlee architecture. Buildings are often wider than they are tall, with the vertical dimension in building being reserved for flourish and detail more than practical purpose.
History:
~3000 BA The batfolk and goatfolk native to the Ugodidi'gahleeigeeigh form sufficiently common tribal and social bonds through intermarriage to be considered a functionally singular culture.
~800 BA Signing of The Law of Peace ends what had been many centuries of infrequent but bloody local conflicts between tribes due to disagreements over territory and water rights. The Law of Peace is functionally an oral constitution that forms the basis for peace and cooperation, along with providing frameworks for local organization and communal ownership rights between the Wgh'gahlee. Whoever dictated the original terms of peace understood the inherent collectivist nature of their peoples and understood that it could be set in stone within generations.
That anonymous person declined to record their name in history, believing their work would last longest if disconnected from the legacy of an individual and turned into a cultural artifact of almost mythical import.
The Law of Peace largely remains an oral tradition passed on between generations, though Tsunee maintains some written copies of the constitution for archival purposes.
~1480s Discovered by the outside world.
~1590s The coastal communes that would be the future site of Nyagahleeigeeigh would see its first refugees, who were openly accepted, integrated, and granted housing and food assistance by a collective task force mobilized between the communal leadership. This would mark the humble beginnings of private ownership and enterprise on Gahlee soil for the first time since the signing of the Law of Peace, as the highly agreeable Goyagahlee were disinclined to strip foreigners arriving on their soil of their own culturally-expected rights to property.
1733 The port city of Nyagahleeigeeigh becomes a legal regional entity, combining the main port where foreigners would embank with several local communes that had sprouted up to provide services to those foreigners.
This also particularly marks the date of the first commune electing, by a slim majority, a generational immigrant as a communal leader. A member of the exiled House of Chernyshyova, who was merely one among a council of five. In contemporary Gahlee oral and written histories this event is considered the precedent that established citizenship by presence as stare decisis in the Law of Peace.
~1820s Regularization of trade and diplomacy between the mainland Gahlee people at large and foreigners operating in Nyagahleeigeeigh, though without a central authority on the part of the Gahlee.
The Chernyshyova family, who by then already had significant clout as the main artery of trade and finance in their commune, would be a significant voice in establishing the oral treaties that allowed for trade to penetrate further inland.
1849 First Gahlee Gold Rush, leading to massive immigration and growth in Nyagahleeigeeigh. Deceptively named- the rush, while sparked by gold, was also led significantly by interest in other minerals and in general business opportunities in the opened-up lands of the Gahlee.
1893 Tsunee Limited founded by convocation of all but three Gahlee communes.
To compromise with leaders in the religious community leery of another intercommunal power structure developing, Adangh, due to it's primacy as a center of religious importance, was declared the capital from which Tsunee would operate.
1906 Tsunee Limited enters into a formal treaty with member nations of The Celestial Realm, focused on naval protection of shipping lanes and expanding ease of access for business interests into operations within Gahlee, along with additional gift payments from Gahlee to other allies.
Territorial Claims:
The territory roughly constituting Gahleechoday'chrrrchr is in large part an agriculturally sparse land, dominated by a large stretch of desert and a grand mountain chain known as Ugodidi'gahleeigeeigh, the 'Many Tall Homes'.. The majority of the Wgh'gahlee dwell in scattered mountain and plateau dwellings along rivers and lakes fed by seasonal snow melt, belts of habitability among the otherwise rugged mesas and slopes that define the majority of the Gahlee heartland.
Gahlee is surrounded to the south beyond its coastlands by more unclaimed lands, a region of heavy rainforest with massive resource extraction potential and some of the greatest fauna and flora biodiversity in the heimisphere.
Adanghdohadah'gahleechodayayeli'chrr. Known to foreigners as The World Tree, or Adangh. (~2 mil population)
The de facto and recently de jure capital city of the Gahlee Confederacy.
Adangh is known as the World Tree simply due to its size, sprouting from the tallest mountain in Gahlee (Igeeigh'nyaulis'chrchr) Adangh is by dimensions the size of a metropolis and it's silhouette imprints on the horizon on a clear sky day from most inhabited parts of Gahlee not hidden in valleys or on the coast. Adangh has paramount spiritual importance to the Gahlee as the place where the material and the spiritual meet strongly. Adangh is, inevitably, sitting on one of the largest untapped deposits of magical crystal on the planet, and is the one spot in Gahlee where development by foreign companies is completely off the table for discussion.
Adangh's large population is split into the jurisdiction into a multitude of communes split onto different branches of the tree, and strictly speaking is by size and lack of coordination between the communes a region onto itself as opposed to a proper city. The actual meeting place of the leading council of Tsunee is not fixed, and all the commune units have hosted Tsunee meetings, often without pretensions as it is rare that communes are interested in building ostentatious places for their leaders to meet. Diplomatic convocation at Adangh is thus rare.
The city is friendly to tourism and visitors, though difficult to reach without chartering planes due to not being located on one of the main rivers that drain into the coastline.
Gahlahditiawidehdi'igeeigh, translating precisely to 'carrying up through tallness', is a public-private infrastructure project being bankrolled by investments from several of the largest communes of Adangh, to the effect of constructing the first ever mechanical elevator in Gahlee lands. More specifically, an elevator that upon completion would set world records for carry capacity and longest vertical journey, with designs intended for the speed and smoothness of journey to be powered by a crystal-network that will emulate natural magnetism to reduce mechanical friction to negligible.
The world tree's elevator will be a significant boon to journeys both within the tree's boundaries and from the tree to other distant parts of the Confederacy. Goyagahlee find passive gliding significantly easier on their bodies and can sustain it for upwards of a day- thus, the topmost levels of Adangh would allow for long-distance travel in a comfortable and pleasurable way.
Nyagahleeigeeigh. Sometimes known to foreigners as Nyagah. (~6.8 mil population)
The sole functioning port city of the Gahlee Confederation, along with being its only significantly populated city not founded within its mountainous regions. Nyagah is a bustling city of commerce, a melting pot with significant influence from many other foreign nations, from architecture to street culture. Nyagah is the diplomatic center of the Gahlee Confederation, and the Tsunee handle most international affairs from various offices and embassies all located here.
Nyagah is functionally a mutually-founded settlement, with adventurous Wgh'gahlee having departed the familiar safety of their mountain homes to found new communes that formed the basis for the now sprawling metropolis. The effort to found Nyagah, indeed, would later form the foundation for the legal collaborative efforts that led to the pseudo-federalization of Gahlee under Tsunee. The city grew rapidly due to the expansion of business interests in Gahlee resources and markets in the last half-century and hosts the overwhelming majority of long-term resident immigrants, who under national law have full citizenship.
Nyagah is a hub for innovation in both the positive and the negative sense, and the foreign influences that shape and sometimes distort Gahlee culture due to the fast generational turnover lead to Nyagah being significantly less serene and idyllic than the remainder of the country. It is in veneer a typical port city, nationally holding the highest rates of activities that some other foreign nations would consider as crime such as prostitution, gambling, extortion, and smuggling.
Uwewitali'gahlee'chrchrr, 'The Twin Rivers' region (~14.2 mil inclusive of Nyagah)
The rapidly developing region of Gahlee, restricted to coastline or to the shallower, less mountainous regions as defined by the watershed of two of Gahlee's major rivers. This area is host to the majority of the industrialization being pursued within the nation, leading to a diverse, economically hot region where a lot of instability is also beginning to fester due to industry pollution and ideological tensions creating issues among many local religious leaders.
Uwewitali'gahlee'chrchrr is part of the Wghwitali'chrr, 'The Many Rivers'. The geography of Ugodidi'gahleeigeeigh creates massive monsoon rainfall in the regions to its south, which produces both the southern rainforest and a complex series of feeder systems for a winding network of rivers that cut through the flatlands largely south of the Gahlee's claimed territories. The Twin Rivers are indeed among the smaller of the Many Rivers, the majority of which extend farther into the jungled areas than the Gahlee are typically willing to develop a presence for religious and practical reasons.
Economy:
Official Currency None adopted legally. However, the Alkan Appunti is de facto accepted in almost all transactions.
Import/Export Gahlee's underdeveloped industrial capacity leads to its primary interest in imports being finished products. 90% of Gahlee's steel is produced abroad by its various trade partners as a cut of Tsunee's profit in exporting the necessary raw resources. Domestic demand for modern luxuries and conveniences continues to explode year-on-year, and thus Gahlee is also often interested in the knowledge trade, trying to incentivize foreign academics to provide expertise in various important infrastructure projects.
Natural Resources:
Land development in Gahlee, in terms of known resource deposits, is federalized through Tsunee management of individual commune lands. Thus over 60% of Gahlee land is considered legally federal land by some loose, oft unenforced definition, even if communes already have developed that land for other purposes.
In all listed resources Gahlee's untapped deposits are anywhere from top 5 to most abundant globally, counting undiscovered and untapped resource wealth.
Fertilizers Gold Iron Ores Lead Limestone Silver Sulfur Zinc Zircon
Anthracite Coal, All Grades (state limitations on extraction) Bauxite (underdeveloped) Copper (underdeveloped) Magical Crystal (state limitations on extraction and usage) Manganese (underdeveloped) Nickel (underdeveloped) Oil (with further state expansion) Potassium (underdeveloped) Rare Earth Minerals (when in wider use globally) Rubber (with further state expansion) Timber, High-Grade (with further state expansion) Titanium Ores (when in wider use globally) Uranium (when in wider use globally)
Ugodidi'whdagah is the manifestation of the inherent power of the Gahlee lands. It forms as a crystal with a unique lattice, slender and webbed with veins almost as the leaves of a plant. These crystals are most commonly found underground, either clustering in stalactite and stalagmite-like structures in caverns or in veins that Gahlee miners will call the 'arteries of the world', roughly translated. Sometimes however the crystal can also symbiotically bud from the earth as something akin to a spore to germinate and grow on flora or fauna, or even Wgh'Gahlee themselves (though this is a particularly rare occurrence and is usually removed for reasons of comfort). The frequency of the Gahlee's magical crystal is common enough so as to be used decoratively in a way similar to precious gemstones and gold leaf, often forming aesthetic centerpieces for public works projects.
Beyond this, the practical applications of Many Crystal are primarily as a reagent in a multitude of processes.
The Many Crystal, refined by a number of processes that often involve magical intervention and industrial production of other reactants in tandem, functions by 'shedding' its generic form to take on new hues and properties dependent on the processes it is refined by. This results in the crystal taking on properties of nature and earth. The potential of the Many Crystal is very broad: it can exert forces such as magnetism, conductivity, and mechanical motion, and it can emulate properties such as combustability and even biological processes in an inorganic context.
For instance, the Many Crystal 'aligned' to treated crude oil and blessed could be 'burned' like petrocarbons with a fractional energy output but at a much slower and sustainable rate of decomposition. The Many Crystal could be converted into a profusion of future technologies such as circuits and superconductors with extensive research into the unlocking of it's natural-force mirroring properties. The primary issues with this needed research are several: the Gahlee's lack of a formal academia, the Gahlee religion edifying the Many Crystal to such an extent that foreign companies have difficulty acquiring extraction and development rights, and the sheer complexity of the research needed, where the Many Crystal is often arbitrarily inert even to processes that have been established to work. Using the Many Crystal often demands the heavy intervention of mages, meaning scaling it for mass production is tricky.
Technology:
In some regards the Gahlee Confederacy maintains parity with the outside world, having medical technology and socialized distribution of such that their healthy lifespans are proportionally equivalent to the global average- inherently shorter lifespans of the Goyagahlee accounted for. With well-ingrained magical tradition their agricultural capability is also capable of sustaining a population above the actual quality of their land. They internally developed strong understanding of techniques such as crop rotation, the synthesis of fertilizers, and even crude forms of theoretical technologies such as hydroponics and aeroponics.
However in other regards their society was never put through external stressors that would incentivize developments in other fields of applied technology. They have only recently developed any form of steelmaking and still cannot produce quantities sufficient for national demand. They lack widespread adoption of many critical forms of infrastructure such as weapons manufacturing, electrical grids, telecommunications, and the general capacity for assembly line production. Crucially for the efficiency of their nationalized resource extraction their native understanding of mining techniques including heavy machinery is below par, reliant on their business ties with foreign corporations.
The sedate and idyllic nature of their highly communal society prior to discovery by the outside world led to the Wgh'gahlee being slow to to develop in some regards: for example, their usage of ferrous metallurgy was infrequent and they never independently developed even the crudest insight into the steelmaking process. In other regards their cultures high tolerance for independent thought and communal encouragement of individual pursuits led to their society maintaining parity and even significant accomplishments in certain fields where Gahlee were naturally inclined to be inquisitive, such as in the study of their natural surroundings.
Wgh'gahlee spiritual leaders for example developed, through extensive observations and sharing of knowledge between communes, writings that detailed a functionally correct understanding of evolution theory and genetic inheritance a full century before contact with the outside world. These traditions led to improvements of Gahlee agricultural traditions and medicine such that they were considered at par with their global peers upon the normalization of their relations with the outside world.
Gahlee children are traditionally taught up through the equivalent of a sixth-grade level primarily through oral traditions passed on by apprenticeships, and education is non-compulsory. Both these facts are of course dependent on the individual commune approach to education, if one exists at all.
In present day Tsunee is pursuing a national mandate of universal education, with plans for offering education-for-all up through a ninth-grade level equivalent and placing emphasis onto a holistic form of education including sciences and mathematics. The rollout of this plan has met little resistance from most communes due to a broad societal agreement as to the value of improved education, though the implementation has slowed due to debate and negotiations over the extent to which potentially developing federal education standards will be incentivized, if at all.
A small number of private universities have been founded by immigrants in Nyagah, and are being studied by Tsunee as the blueprint for a public higher education system.
Social Development:
Political Parties - Theoretical multi-party, functional single-party by supermajority coalition.Religious Policy - Freedom of worship, inclusion of Gahlee majority religion teachings by other religious organizations is actively encouraged. Trade Unions - Non-mandated, membership in relevant decentralized local cooperatives is culturally near-universal. Immigration - Internationally de jure open borders, no legal requirements for immigration and citizenship. Domestically, freedom of movement is federally enforced and communes cannot hold individual members against their will. Slavery - De jure outlawed. Public Meetings - Full right of assembly granted. Press Rights - Freedom of press, no laws against libel enforced. Suffrage Rights - Full voting rights are granted to all in Gahlee borders. Refugees - Citizenship by presence, as all other foreigners.
Trade Policy - Free trade, many outstanding trade agreements. Military-Economic Policy - None at the federal level. Tax Rate - Taxes not universally implemented at the federal level. Foreign operating businesses face light value added tax models but typically receive generous exemptions. Minimum Wage - Not enforced at the federal level. Maximum Work Hours - Four day work week model enforced for both domestic and international businesses, no universally recognized weekend days. Child Labor - De jure outlawed. Pensions - None implemented at the federal level. Unemployment Subsidies - Universal basic income, universal housing assurance. Federal government investments produce dividends divided among all citizens.
Safety Laws - Regulations and guidelines established per commune, enforced with federal policing assistance where requested. Health Care - Universal single-payer. Pollution - Very strictly regulated and enforced at the federal level with significant input from religious leaders. Education - Ongoing development, intended universal free secondary and higher education. Penal System - Penalties for crimes vary by commune. LGBTQ Rights - De facto equality under law. Gender Rights - De facto equality under law. Minority Rights - De facto equality under law, de jure full citizenship by presence.
None established at the federal level.
The Gahlee have a long tradition of courier services between even the most distant of communes being provided by Goyagahlee who will fly long distances to bear messages and gifts.
Recently due to the increasing importance of coordination implemented top-down to meet development goals and distribute social services, this loose network of individual couriers has been expanded and federalized, becoming one of the larger departments within Tsunee with thousands of employees including postmen and women. The workload of the average courier can be intense, with many correspondences required for official government business and with individual Wgh'gahlee trying to start their own small businesses also adding to the demand for mail and package delivery. Couriers are thus generously compensated with hazard pay and overtime.
Tusnee have, as part of their exploration of a nationalized air service, have extensively negotiated with the postal service department as to the potential of further bolstering the postal service with courier planes. There has been some controversy over this, with some local unions believing this would lower their benefits due to the competition. The blowback has been sufficient enough that the Tsunee have for now backed off the development plan.
The Gahlee Confederacy has long permitted citizenship by presence, with Tsunee only formalizing this once only verbatim law. Foreigners who so much as step onto the shores of Gahlee are legally due the rights to vote and to collect on the socialized provisions of Tsunee and more local governing bodies such as housing and healthcare. Only recently as the population of Gahlee has started to grow at an exponential rate have there been considerations for putting certain limitations on these entitlements such as requiring a period of naturalization. Nyagah's constituent communes, for example, now require appearing on successive census records (taken every two years in Nyagah) before granting citizenship. However, the nation at large maintains the tradition of unconditional citizenship by presence.
Gahlee citizenship is permanent for both native-born citizens and those who are formally granted it by the relevant Tsunee bureaucratic institution (under formal headship of the Secretariat of Peoples). Gahlee allows for multiple citizenships, and will welcome those born abroad to its citizens. Thus, there are likely a number of people born abroad to those who have visited Gahlee and acquired citizenship who are also technically citizens of Gahlee as well. Gahlee citizens living abroad do not receive benefits nor absentee ballots from the state, though this is more for lack of distributive infrastructure than for intent, and the foreign policy corps of Gahlee considers it a priority to establish a network for providing citizens overseas with their dues.
Military:
The people of Gahlee have no historical form of organized martial culture. Prior to the establishment of Tsunee and in large part after, the use of state violence was rare domestically and unheard of internationally.
Disagreements between communes erupting into some form of limited warfare occurred often enough that some individual Wgh'gahlee found their productive calling in being warriors, who traditionally would voluntarily operate for multiple communes as a form of mercenary. Gahlee society includes unique traditions of violence such as those slain in battle being honored by their killer with gifts to the surviving family.
Implements of ground and naval war such as artillery and cavalry, and even the simple concept of guns, remain mostly alien to the Gahlee people's understanding of warfare and combat. The natural advantages of the Goyagahlee such as their agility and innate flight along with their tendencies towards being good subordinates mean they have the ability to be elite fighters by most international standards if properly trained, to the intrigue of those willing to consider their options from a military perspective. The rare batfolk who emigrated from their country to pursue a personal passion for warfare has often made their name in individual battlefields in the recent past.
Army:
Equivalent of commune champions and veterans. Most frequently armed with adapted Dastrian semi-automatic firearms that are designed to be low-recoil, small bullet, quite poor at anything besides very close range, along with often using ceremonial, sickle-like blades that while concealable are also fairly difficult to kill with. The Gahlee's most typical infantry-like fighter given their lack of a formally trained or centralized military, Bwiwgh'wgh are agile and scrappy and use flight fully to their advantage.
The federally-established police force of the Gahlee peoples. The Tsunee's policing units consist of relatively well-trained and organized soldiers focusing on domestic enforcement. In theory at least, these troops do not operate on behest of the Tsunee themselves and are instead empowered by the laws that provide them authority to respond to requests for assistance by individual communes.
Though they are, by mission and armament, focused on non-lethal de-escalation tactics the Atsi have become one of the most controversial facets of Tsunee's authority. They have been accused of police brutality in some of the incidents they have been called upon to handle, even on some occasions by foreign businesspeople who have formally complained that Atsi involvement led to unfair workplace closures and intimidation of their employees. There has also been rumor of the Atsi being involved in state-sanctioned espionage against communes considered probelmatic by Tsunee. Broadly, the CPC universally oppose the Atsi's continued operations, and they are highly controversial even within the APP.
Stun Baton - Anagalisga'alewisdowgh Boltier The Boltier is a successful prototype currently not sold on any market and authorized for distribution solely to active members of the Atsi. An alchemically-treated and processed shard of Many Crystal mounted in the handle of the stun baton operates as a battery with an incomplete circuit. Upon contact of both exposed electrodes in the baton's tip with the target the circuit completes and powerful direct-current will discharge into the target's body. In theory the shock is delivered at 0.25 microcoulombs, however the weapon's discharge rate does fluctuate up to very painful levels. The reasons for this are unknown, but it adds fuel to the fire of anti-Atsi sentiment among detractors.
The crystal battery rapidly loses its charge upon a single usage and can only be recharged over an extended time period by the intervention mage, with a technological form of recharging not yet developed.
Navy:
Typically the most experience with the water that an average Wgh'gahlee will have in their lifetime is sports or fishing in one of the many rivers of Ugodidi'gahleeigeeigh that most communes will be founded alongside. Using the rivers even as networks for transportation is an uncommon activity except among those who find a living as traders and merchants. Goyagahlee can of course fly for all but the most lengthy journeys across their lands, and Wanigahlee traditionally stick to journeys along the sparse road networks of the mountains despite the difficulty and danger of such journeys as compared to travel by boat. Thus, Gahlee shipbuilding traditions are scarcely found among its population.
Indeed, the majority of cargo vessels that traverse the Gahlee river networks' for purposes of trade and commerce are of foreign build and operation. Gahlee peoples are disused to the mindset and training required of able sailors, and remain generally disinterested save for the occasional individual exception.
Air Force:
Goyagahlee have the inherent sense of the skies to make for ace pilots, and most are comfortable piloting modern planes even with little training- mostly just to adapt to the more limited range of motion of machines compared to their own bodies.
The Tsunee have begun developing a domestic aviation program, including recruiting pilots and financing the purchase of a compliment of prop planes from other nations, some of which are armed for practicing dogfight-esque combat. This program has an internal goal of pioneering aviation technology that might allow for planes with more seat capacity to improve foreigner access to the high mountainous regions of Gahlee. Some of their research has led to the conceptualization of the turboprop engine, with both purely mechanical and mechanical-magic hybrid designs having been drafted, though the concept as proposed has yet to have found support in the form of budget or foreign collaborations that will likely be needed to bring it to fruition within the decade.
Religon and Magic:
Vagatahiuwoduhi'chrrchr'nyavagatahiuwoduhi, translating verbatim to 'knowing the beautiful and the not beautiful', referred to as Vagata'nyavagata for the relative ease of foreigners in conversations of theology, is a being who for the Gahlee encompasses all things: all nature, all people, all genders, all species. They are conceptualized as representing the diversity of nature, the many behaviors and shapes of flora and fauna, and the infinite complexity of their relationships and interactions, along with representing the place of the Wgh'gahlee themselves in the vastness of the world. It is believed that the spiritual energy of Vagata'nyavagata exists in all things on earth, and respect of nature and the natural order is paramount. Killing and conquest, while also aspects of the natural order, are not to be undergone lightly.
In the oral traditions of the Gahlee people their god has many children birthed both asexually and sexually- through reproduction with the many myriad things of the earth- and these children are themselves spirits and gods in their own right. Vagata'nyavagata views time in a manner non-linear, and common wisdom posits that they are at once timeless and mortal, older and full of wisdoms yet unlearned by their children, yet also a child themselves parented by their own children who must yet learn and grow. It is this dichotomy that the Gahlee believe makes their religious beliefs fully compatible with others. The deities worshiped by the other species of the world belong to their own pantheon through their infinity of connections with all the world around them.
Individuals and communal religious leaders, thus, find no incongruity in canonizing other spirits and deities within their own practices, even as superior in power and importance in someway to Vagata'nyavagata, though it is always the case that veneration of the being that personally watches over them and their lands will be passed through generations.
One of the rare facets of Gahlee society where equality is not de facto assumed, it is a traditionally universal belief among the Gahlee that women are more in touch with the spirits of the land than men. The religious leaders of the Gahlee thus follow a matriarchal meritocracy, where young women who show the most magical promise are recruited into the high social positions of being shamans and spiritual advisors to the political leaders of the communes.
Foreign Relations:
Ratified members of The Celestial Realm.
They are as of yet not signatories of the Medan Accords.
Poorly represented with low clout in the Celestial Court, due to their recent entry into the Sphere and their general inexperience with managing foreign affairs.
A key ally given the maritime and capitalist nature of the Alkan producing deep interest in the Gahlee peoples.
Particularly, the Gahlee and Alkan have mutual agreements to launch joint-expeditions of resource exploration into the vast unsettled desert area between their lands, as it is believed from initial surveys that a vast wealth of oil waits for development.
Fellow recent inductees to the Sphere.
The Gahlee's diplomatic corps adheres to a doctrine of following the Sphere's largest powers in the succession crisis. Many Gahlee in the know hold personal sympathies for Bitar, as she represents the most familiar form of leadership to Gahlee culture, but their support rarely becomes anything tangible.
A significant element of Gahlee's positive regard among the citizenry of other nations is their sizable division of highly-trained healers, both religious and areligious, who operate in loose networks beyond their borders. They number in the tens of thousands but generally lack any form of hierarchical organization, leading them to sometimes be slow to appear at critical events like battlefields and areas with outbreaks. Sometimes individual groups of Gahlee will settle in an area long term, providing long-term coverage and care at no cost, at least where economically possible. Those wgh'gahlee joining these medical missions that are religious are rarely evangelical, given that Gahlee culture as a whole does not incentivize spreading its beliefs.
The medical tech of the Gahlee is world-class, so the Gahlee's presence typically produces positive outcomes.
One of the primary issues most of these volunteers will run into regardless of the specifics of their mission (or lack thereof) are logistical. The Gahlee methodology of medicine depends often on the herbs of their land that have unusual properties, or on the intervention of their mages and the Many Crystal. Thus, they can often find themselves running out of supplies in the field at inopportune times due to their lack of higher-up organization, as the volunteer corps have no connection to Tsunee, nor even a formal name applicable to their ranks.
Misc. Info:
Always open to PM.
Members of Gahlee can be used as NPCs and citizens of other nations.
Domestic events within Gahlee can be invented by other players for background in other posts and events, though I'd prefer to be asked first.
Open to national collapse due to external events, with discussion.
Very WIP, will update and flesh out once roll is done
Co-Harmonious State of Ipetam
Government: Feudal Monarchy with elements of a parliamentary system.
Species: Oni:
Oni, also known as the Petanese by outsiders, are the indigenous inhabitants of the island of Sat Mosir. In terms of their general body plan, Oni resemble other humanoid species, save for their trait of having a much more robust build, and the presence of horns and elongated carnasile teeth. While stronger than a base human by a noticable degree, the evolution of warfare has rendered the battlefield quite level between man and Oni, though they maintain the notible advantage of being quite intimating with their orge-like features and greater stature (male oni stand at a range of 6'2" to 6'6" on average, with females at roughly the same average height.)
Oni have a distinct trait of having a wide variety of skin colors caused by various mixes of skin pigments, which forms the basis of a form of social stratification in Oni society.
Culture: The culture of the Oni is highly stratified, based on a rigid caste system based on factors of one's skin color, sex, and family clan affiliation.
Oni society is highly matriarchal, and built upon very strict, rigid gender roles. The center of Oni society is their Empress, who is supported by the clans, which are her personal property. Oni society mirrors this on a small scale, in which the head of an Oni household is the matriarch, who has full authority over her husband and children.
Men are expected to serve as obedient husbands, and to know their place as labors who provide for their wives as the clans provide for their queen. Marriages in Oni society act more as purchases than ceremonies of love, and in fact, a marriage is in essence and legally little different from the purchase of a slave, where a woman formally buys a man from his mother. While men act as laborers, women typically occupy positions of both 'intellectual labor', acting as scholars, merchants, priestesses, etc depending on their social caste, as well as acting as voting members of their clan diet, which passes clan ordiences, and communicate with their overlord, who reports to the senate, who give input to the queen.
Oni caste depends upon skin color, with society being structured in a 6 tier hierarchy.
Black Skin Oni: Black Oni make up about 1% of the population, serving as the political organ of the empire. They work as political workers, with the men serving as bureaucrats who deal with people directly, such as tax collectors and other such civil servants. Men from this caste may also be castrated and serve the Empress directly as her personal eunuchs. Women server as either direct governers, or political figures such as advisors or heads of development projects. The highest of the Black Oni are the Imperial Family.
Blue Oni: Blue Oni act as the religious caste, with the men serving as the laborers of the monastic temples where the Priesthood make their homes, while the women work carrying oit their elaborate rituals to their two gods, and acting as philosophers, theologians, as well as astrologers, court diviners, and jobs such as chemists, astronomers, physicists, and any kind of work with higher mathematics.
Red Oni: The Red Oni act as the designated military caste, being sort of a middle ground, acting as very low level administrators such as mayors or lords of small defensive fiefs. Men actually work as foot soldiers and other such direct combat work, while the women work in strategy and logistical work.
Yellow Oni: Yellow Oni serve as craftsmen and other such professions. Men work in factories, and in manual labor such as as masons and in metallurgy work. Women serve in work such as architecture, or running the factories where goods are produced.
Green Oni: Farmers and other such agricultural workers, the men serve essentially purely as farmers, while the women have a position as merchants and business managerss
White Oni: Essentially the outcasts of society, these people are used for undignified labor such as waste and trash disposal, the slaughter of animals, as cleaners and for low level menial labor considered undesirable or improper for others castes to carry out. They also work in jobs related to death, such as grave diggers, morticians, as well as in medical work, as doctors. As well, the caste is often utilized for prostitution and other forms of sex work for the benefit of others castes, and as a result typically find work as actors and musicians.
History:
Territorial Claims:
Economy:
Natural Resources:
Technology:
Social Development:
Army:
Navy:
Air Force:
Rolls: (Rolled by GM in the Discord Server. Just ping me, and I’ll roll as soon as I’m able.)
Culture: -Ethnic distribution (Caelum, Dastrians, and Converted (Barbarians living in Bettoña) -traits of the Caelum -cold colored skin (all forms of blues, blue-greens, and violets) -glowing eyes -silver or black hair (most common) -traits of the barbarians -can range from any race, discovered and undiscovered
-Cultural Ideals (different than every ethnicity) -Caelum (tradition above all, honor ancestors, death restores grace) -Dastrian-Humans (dastrian ideology mixed with honoring ancestors)
-Religion -Eyes are a gift from the sun and skin is a gift from the moon -Sol (sun deity) and Luna (moon deity) -They would sacrifice an action (akin to lent) for fifteen rotations.
History: -founded the year 1483 -used to be a republic (a coalition of many cities) -coalition came about from possible war with Dastria -civil war lead it to a kingdom, caused by corruption in gov officials -kingdom founded in 1746 -Lukos Marcellus was the Patriarch of the dynasty
-Populist Rebellion led to Constitutional Monarchy -rebellion quelled through diplomacy and favors
-War with Dastria (war of red sand, three-year war) (Bettoña loss due to civil war) and Barbarians (The Reconquista) -Reconquista was led to help expand their territory (1787-1802)
-Lead up to the modern era
Territorial Claims: South of Dastria
Economy: Major trade partners: Dastria and The Celestial Empire
Natural Resources: semi-arid
Technology: ARMAS DE BATALLA MODELO 15: This is the chosen “rifle” for the penal units and legionaries who find themselves in CQC. Featuring a stock, iron scope, and double-action pin, this “rifle” (in reality it's just a revolver with a stock) fires five 10.9 mm rounds (the equivalent of a .44 magnum) before reloading
ARMAS DE BATALLA MODELO 23: The common rifle used for legionaries, this lever-action rifle was chosen because of its customizability for whatever problem presents itself. Its quickly interchangeable barrels and other attachments can mean the difference between life or death. It fires .30-30 Wincestro rounds (just .30-30 Winchester but with a fancy name). Though it is made in mass and is customizable, the metals used to make it are cheap. The gun itself is prone to breaking if used for long periods of time or put under stress.
Army: Bettoña has a small professional army, mainly consisting of Legatus’, Tribunus’, and Praefectus’. Their main fighting force comes from the required training and service from every able-bodied male and female Caelum, Dastrian, or Converted. The training lasts four months once the individual turns 20, or in some cases 19 if the guardian of the said individual allows it.
Having an army size of roughly thirty-two thousand, the Bettoñan army is split up into six legions of five thousand men each. Each legion consisting of ten cohorts (500 soldiers each) and about 300 cavalrymen (commonly referred to as Turma) for each legion (now with modern times, you will see the Turma being trained as engineers as well). The ranks are as follows:
Top brass: Typically appointed by Palrimento or El Rey, these ranks would be filled typically with Caelum, with rare instances of Dastrians and almost no instances of Converted. -Legatus Augusti (Imperial Legate): Commanded two Legions. -Legatus Legionis (Legion Legate): Under the command of the Legatus Augusti, in charge of one legion. -Tribunis (Tribune): Second in command of a legion, serving under the Legatus Legionis.
Centurions: The lower-ranking officers, there were sixty of them in each legion (59 centurions and one Primaris Pilus). The higher ranking centurion would be the most in danger and would be getting higher pay -Primaris Pilus (First File): There is only one Primaris Pilus in each legion, they are the chief Centurion and the Forward Hastati of the First Cohort. -Forward Hastati: Centurion in charge of the first line. If it is the first Cohort, the rank goes to the Primaris Pilus. -Rear Hastati: Centurion in charge of the second line. -Forward Principes: Centurion in charge of the third line. -Rear Principes: Centurion in charge of the fourth line. -Forward Triarii: Centurion in charge of the fifth line. -Rear Triarii: Centurion in charge of the Sixth line. -Decurion: Apart from the typical Centurion hierarchy, the Decurions are the Cavalry officers, in charge of 10 to 30 Turma. -Primaris Decurion: In charge of all Turma in one legion.
Citizen Ranks: These were the ranks of your typical soldiers. Optio: The second-in-command for each centurion Legionis: The typical infantryman Cornicern: Worked in tandem with the Centurions. The Centurion would issue a command, and the Cornicern would make sure that every Legionis knows of it. Decanus: In charge of a Conterburnium, or a ten-man unit.
Navy: The Bettoñan military does not emphasize their navy, only having it to help protect the merchant ships from other nations and/or pirates. Their navy doctrine has always been a defensive one, seeing as any aggression led by their navy was met with disaster (heeding to the three years war against Dastria).
Air Force: Bettoña’s air force is relatively new, only being founded six years ago. They have a small number of biplanes and an even smaller number of pilots, none of which are experienced in dogfighting. What shines in the Bettonan Air Force is their “close air support”. Because in reality, the air force is just there to support the Legions.
Rolls: Land Area: 11 Land Fertility: 9 Natural Resources 9 Social Development: 9 Technological Development: 14 Industrial Development: 11 Total Economic Strength: 9 Land Power: 17 Naval Power: 14 Air Power: 12
Traits: “The crown serves the people, the people serve the crown.” A common phrase in Bettoña, the people have high trust in the government because of what the Marcellus dynasty has done for the people. “Death brings honor, no surrender.” The Bettoñan military has drilled its Legionis with the thoughts of honor through heroics and that a heroic death is the best honor one can have. This being said, it would be very rare to see a Bettonan soldier willingly surrender. Of course, the Penal Units don’t share the same thoughts...
Foreign Relations: Part of the sphere
Other: Notable Cohorts are The 5th Cohort and the 57th Cohort THE 5TH COHORT: The Sanguine Riders Notable for their plain white banner with three black raptor scratches. This all-Dastrian regiment is famous for their ferocity against opponents, even their own kin. Their first debut was during La Reconquista, in which they lead a charge against the Barbarians in the battle of the Dried Lake. They bought enough time for the ill-equipped Penal unit to retreat and for the professional soldiers to take their place. Even more famous than that charge was the final order from the Decurion Primaris of the 225 cavalrymen, Saldara Nunez. Before the charge, she left a final order to the Penal Unit. Have the reinforcements fire upon their position and kill the barbarian flank along with the cavalrymen. The 225 that charged that day, along with Saldara, received La Medalla de La Sol, the highest honor any Caelum, Dastrian, or Converted can receive. The cavalry regiment was officially named The Sanguine Riders. Fifty years later, famous Caelic painter Guillermo De La Cruz made an art piece immortalizing the Decurion Primaris and the brave 224 souls that rode with her entitled “Los Caballeros que Cabalgo al Infierno”, or “The Horseman who Rode to Hell.”
THE 57TH COHORT: Bellum Bettonan A new experimental unit in the Bettoñan military, they are the first cohort of Shock troopers. They typically carry explosives, large-caliber guns, and axes into combat. When ordered to, they inject themselves with a neuro-stimulant that pumps Adrenaline into their body, making them faster and stronger. This being said, this drug is highly experimental and has unknown effects on the body of the user. So uses of these drugs are monitored and only used when ordered to. Apart from that, the Cohort got their name from their dirty, barbaric fighting (after all, the regiment is made up of converted barbarians). They are like a chained dog just anxiously waiting to be let off its leash.