Hidden 8 yrs ago 8 yrs ago Post by Nerevarine
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Nerevarine Frá hvem rinnur þú? - ᚠᚱᚬ᛫ᚼᚢᛅᛁᛘ᛫ᚱᛁᚾᛅᛦ᛫ᚦᚢ

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Original RP by PolishKing

The date is January 1st, 2666, and the human race has seemed to devolve back around a Millennia and a half. It was a simple nuclear missile test launch by the Russian Federation 600 years ago that would eventually send the world back into Feudalism. Currently, the New World and the Old World have no contact between each other, with places such as France and the United Kingdom just being stories to those living in the Old World.

Technology has also devolved, with very few people having guns or even remembering how to make them. Swords, Spears, and Armor are now the weapons typically used in combat. No longer can we fly through the sky on our large planes, no longer can we go deep underwater with our submarines, these are merely legends to the modern people. Some have begun to gather around these beliefs, making new religions. Some praise legends of the past as Gods and Goddesses, some use them as demons and creatures of the night, and some still stand with the old beliefs of the Church.

Welcome to After The End, a RP based off the Crusader Kings 2 Mod by the same name (Great mod by the way, you should check it out). This will be a character based NRP and will take place in North America and the Caribbean. As stated before technology will be medieval, with some royals still having access to guns and people who know how to create them. These people are few and far between as they typically travel from kingdom to kingdom selling them off to make a profit.

Republics are also a rarity, as the majority of the World has fallen back into monarchies, though you can still play as a republic, just realize that you might have to add some more into your Nation Sheet.

Now just for those who want clarification.
1: This is not meant to be completely realistic, no, I get how we most likely wouldn't forget everything or fall back into monarchies, but for the sake of the RP go with it.
2: You can make your own religion, dynasty, and nation, or you can be a descendant of someone famous
3: You don't have to be completely realistic. I know how insane this sounds considering this is something promoted and common place in NRPs but I'll allow some leniency on this. For example, you could be a nation that praises the former Dallas Cowboys as gods and pray to Tony Romo. I'll allow mutated populations, but please nothing absurd like a nation of furries or ponies.
4: If you have questions, I'll provide answers.

Nation Sheet
Name of Nation:
Flag:
Government Structure:
Leader(s):
Culture:
Demographics:
Nation History:
Description of Economy:
Description of Military:


Current World Map


Existing Nations


Hidden 8 yrs ago 8 yrs ago Post by Dinh AaronMk
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Dinh AaronMk my beloved (french coded)

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Since this sort of thing honestly seems to happen a lot in RPs like this then I'd like to say something while this is still in its infancy, so we can at least discuss the trope or the cliche in such realms. This does not mean I am disinterested, I am in fact starved for a good NRP and this will have to fit the bill. But that topic is: guns.

Really, the fundamentals of fire-arms design isn't all that complicated and even after 600 years of difference between today and the time this RP is set during fire-arms probably wouldn't be phased out. They'd evolve for sure to meet the economic demands of a post-apocalyptic, politically decentralized/devastated part of the world but they probably wouldn't be gone for good. And that's because the fundamental process of building even a rudimentary fire-arm is very simple. In fact, if a society could manufacture a cross-bow they'd be able to manufacture a single-shot rifle/musket.

And basically the pipe-built guns of Fallout 4 isn't all the unrealistic. The fighters in Chechnya have been constructing crude pipe-based guns to use against the Russians for a while now.





So really, even after modern manufacturing dies the art of even the most crude gunsmiths could survive on using just the debris left behind and would be maintained after. The basic formula of gunpowder isn't very difficult at all, it's a simple three-ingredient compound using rather common components: carbon from charcoal or coal, salt-peter/Potassium nitrate from fertilizer or even urine, and sulfur mined from regions of volcanic activity or extracted is a byproduct of regular ore mining (but, I also refuse to believe that even after 600 years alternative processes for anything would be simply forgotten and not passed down into being folk-way methods).

Mixing these at ratios of 75:15:10 (Potassium-Nitrate:Charcoal:Sulphur), and wetting down with water to prevent the early mix from combusting during initial mixing will create rudimentary black powder. Black powder doesn't pack the same amount of force as today's smoke-less powder, which means any bullets fired from firearms using it will have a lower velocity that normal and shorter range but can still be used in a gun.

After it's just a matter of rigging a barrel to a shoulder stock with a tortion-operated trigger mechanism to ignite a flint, strike a smoldering rope to a flash-pan, or hammering against the back of a bullet to ignite a percussion cap to initiate the detonation of the powder and firing the bullet.

Economic conditions may vary the capability of and effectiveness of the gun in question which can vary between regions. But that's the real issue at question: the effect of regional economic ability and the extent a society can reach within the limits of technology. Clearly computers would be dead for reasons, and the total collapse of the modern metalurgy industry will destroy the capacity to produce a lot of heavy industrial metals. But that's all without saying. But none of this should destroy the capacity to make single-action rifles/muskets.
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Hidden 8 yrs ago Post by Nerevarine
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Nerevarine Frá hvem rinnur þú? - ᚠᚱᚬ᛫ᚼᚢᛅᛁᛘ᛫ᚱᛁᚾᛅᛦ᛫ᚦᚢ

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@Dinh AaronMk This is what I had in mind too. I figured that the majority of small firearms in this setting would be akin to arquebuses and hand cannons, with the more advanced being like Muskets.
Hidden 8 yrs ago Post by Dinh AaronMk
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Dinh AaronMk my beloved (french coded)

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@Nerevarine

I don't think things would fall as far back as Hackbutts and handcannons. But pretty much any smooth-bore fire-arm might be the norm since they'd be easier to handle. But rifled barrels can still be machined with normal work benches; they'd just be expensive. But the use of springs can still keep contemporary firing mechanisms in vogue (if not going to center or rim-fire weapons with percussion caps, at least using flint or matchlock rifles).

So with that, I suppose if we're allowing this then I am more than happy to express interest.
Hidden 8 yrs ago Post by Byrd Man
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I'm interested, but I don't think I'll do much with guns.
Hidden 8 yrs ago 8 yrs ago Post by Dinh AaronMk
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Name of Nation:
Tabernacle Empire



Flag:


Government Structure:
Theodemcratic Confederacy

Leader(s):
Thomas Monmont
Josiah Brown
Enrique Young
Alan Carpeter

Culture:
The nominal and official language of the Empire is English, though Spanish is widely spoken as well and many of the leading individuals in the Empire have grown up to speak English, Spanish, and any number of minority languages within the area.

There is an informal cultural divide persistent within the Empire that carves the Empire into two ambiguous cultural districts. The more southerly regions having adopted many Mexican fashions and traditions where as the north contains more persistent antiquated habits of the old American culture.

In general, the ruling religion of the Empire is Mormonism and on-again, off-again concentrated missionary work or even violent local pogroms has strengthened The Church of Later Day Saints throughout. Minority populations of Catholicism persist in Mexican villages as mainstream protestant religion remains elsewhere.

The hierarchy of the Church of Later Day Saints was revived after a period of darkness after the bombs fell by a man calling himself Alex Smith, since its restoration it has for the passed several centuries persisted as a political force among the scattered Mormon communities and it currently presided over by its president; Thomas Monmont

Demographics:
70% - White
20% - Hispanic
5% - Asian or Pacific Islander/'descendant'
3% - Black
2% - Native American tribes

Nation History:
Following the fall of the bombs the communities of America's south-west and Mexico's north tried to pull themselves through for a time. The waning of government power in either country saw to a reliance on growing local power in the towns and cities of the region, as with the rest of the two countries.

With the devastation of either country though came the growing ambiguity of the border and eventually the whole dismissal of it. As communities settled into the post-apocalypse new orders of local rule came into fruition and so did the general habits of man. Warfare re-emerged as larger towns skirmished against each other for feeble resources, trying to maintain populations and economies roughly equal to those that had kept these desert towns alive in the years before the bombs. In a few years, the power of the cities came into play and polities began to form around the major cities of the south-west.

Among this shifting power structure was the coalescence of the Mormon community from Utah who banded together in loose defense pacts against their enemies. These pacts would mature into alliances and eventually into a sense of governance and the Mormon kingdom in southern Utah came to take it upon themselves to take the fight to their enemies and they began to march south, proactively seizing land and reinforcing their base.

The Mormon Kingdom was however a “kingdom” in name only, as an easy identifier among themselves and the people that came to fight against them. The governance of this kingdom was a loose and decentralized affair in some ways reminiscent of the political styles of the Native Americans. To the Mormons it was an emergency attempt at government focused on their local community and church leaders who took to reviving the Tabernacle to not just pray but to organize their communities in the face of opposition and war.

It was in this atmosphere that a man named Joseph Smith stepped into the political scene. An otherwise unnoteworthy man who had sat quietly in the pews, Alex Smith claimed himself to be a conduit of the lord's power; a prophet on Earth. Joseph, who had been known by his small group of friends as being otherwise erratic soon defined and underscored his legitimacy as a prophet through flashes of genius so profound that it could not help but consider him as a prophet of the Lord.

His visions and work was sporadic, but came with lightning force. At times he would spend days or weeks silently only to suddenly burst forth with strings of commands or confused tongues that managed to find the road ahead for the communities.

Young Smith often talked about separated communities far to the south, who were warrior in nature and need but required help. This sparked a Southern Crusade and men from across the territory of Utah came to him out of need for purpose. Converting them all to Mormonism, he ordered them south to the old lands of Mexico. A war-path was initiated across the deserts of Nevada and it would take years before they reached Mexico. Alex Smith would not live to see them cross into Mexico's northern deserts and he passed away at the age of 58.

The church meanwhile went lost for a year while the community attempted to decide what to do. It was said that one night in the Nevada desert a young mother awoke from a clear dream where she claimed to have been spoken to be the angle Moroni who confided in her that it would be God's will to take up after Joseph Smith. When she managed to return to Salt Lake City she confided in the leaders there what she had seen and triggered then and there an election for the next president and prophet of the Church.

The second president after Alex Smith was named, Thomas Olds. Olds first mission was to revive the Mexican Crusade and the scattered forces of the Utah army was reorganized for its purpose and sent south.

On reaching Mexico the Utah army did indeed find a lost branch of their own people who had defined themselves as warriors. Long beset since even before the bombs by their own trials, the tribes in Mexico had become incredibly combatants and had fended off long sieges from cartel groups. So much so in fact that they had managed to forge a kingdom of their own in northern Chihuahua state called The Kingdom of Dublan.

The warriors of Dublan nearly went to war themselves against the men from Utah who had come to relieve them by divine mandate and it wasn't until the interference of Thomas Olds that the two forces were drawn into an understanding and there was much relief. Being reunited, the two communities combined their efforts against the boundless enemies in the desert.

Some generations after, the large Mormon kingdom went through reforms brought on by civil strife and conflict within. The third church president – now uniformly referred to as The Prophet – Howard Paines had to initiate a council between all the major rulers in the kingdom. Under this conference the men present begrudgingly built a fully fleshed model of government to control the expanding political mass and to define the rights within. Drawing from antiquated inspiration the rights of the realm evolved into respect in and towards regional governing bodies. They were called democratic in principle, and enjoyed the structure of old state government organization but it became apparent in time that these young democracies could not hold to the virtues and models of such government and powerful families came to rule in the strongest of these states. While retaining the trappings and titles of a democratic state they became very much monarchies, thus giving rise to the Tabernacle Empire.

Since then, four major polities have emerged in the realm that surround various independent counties and free cities: The State of Chihuahua, Deseret, Baja California, and the Church itself.

Description of Economy:
With most of the Empire in the desert, much of the agricultural economy throughout the realm is simply subsidiary for the local populations. But large scale ranching is a major industry in the east and the estates of Chihuahua maintain large maize and chili plantations in the dry rocky climbs. On the coast in California there are much richer farmlands where orchards of fruit-bearing trees and grain is grown.

Regions in the north in and around Deseret Utah are rich mining fields, bearing the metals for the empire.

Description of Military:
There is no standard imperial army, instead every political unit raises in some way their own military. The smallest counties and municipal governments can only manage volunteer, self-armed and equipped militia forces for their own defense and use. However the larger states like Deseret and Chihuahua can raise their own standing military force and they are trained to those own local expectations.
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Hidden 8 yrs ago Post by Nerevarine
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Nerevarine Frá hvem rinnur þú? - ᚠᚱᚬ᛫ᚼᚢᛅᛁᛘ᛫ᚱᛁᚾᛅᛦ᛫ᚦᚢ

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@Dinh AaronMk Looks good
Hidden 8 yrs ago Post by Dinh AaronMk
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Dinh AaronMk my beloved (french coded)

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So, is it just going to be me and you?
Hidden 8 yrs ago Post by Byrd Man
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1x1 this bitch!
Hidden 8 yrs ago Post by Dinh AaronMk
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Dinh AaronMk my beloved (french coded)

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EAST COAST ISLAM VERSUS WEST COAST MORMONS
Hidden 8 yrs ago Post by CowboyCommando
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Interested. And know what area I want to use already. But I'm really busy so no promises until I have a nationsheet up.

#diesthefireanyone?
Hidden 8 yrs ago Post by Madrigal
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I'm also quite interested. Sadly the computer I was prepping my sheet on decided to crash right when I was halfway done. I should have something presentable by this time tomorrow however.
Hidden 8 yrs ago Post by The Dow Dragon
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Interested as well, I'll start on a sheet.
Hidden 8 yrs ago 8 yrs ago Post by The Dow Dragon
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Name of Nation: Kingdom of Alamoa



Government Structure:
Matriarchal Monarchy

Leader(s):

Queen Joanna Cash
King Diego Cash
Royal Council

Culture:

The Kingdom of Alamoa is a culture centered around hard work, sacrifice, duty, and acceptance. This drive comes from the story of the legendary Alamo, now rebuilt as a glorious palace/fortress. The Alamo is the closest thing the kingdom has to widespread religion, The Story of the Alamo and The Alamo itself being sacred. Alamoa is known to many travelers as a safe haven for those who wish to live life the way they want. People escaping the Tabernacle Empire and Chicago Caliphate's religious persecution often end up in Alamoa, protected by its laws regarding freedom of religion. Many refugees also travel to Alamoa in the wake of bandit attacks on their homes outside the borders of the small nations.

While a monarchy with a fair bit of control over its citizens, Alamoan royalty understands that some rights are non-negotiable to keep a kingdom of this size running. Freedom of Religion, Freedom of Enterprise, and Freedom of Thought are the three major rights allowed in the kingdom. The job of the royal council (aside from advising the royal family) is to inform the King and Queen of the concerns of the people. And welcoming in immigrants strengthens the civilian population as a whole and keeps them family informed of the activities outside their borders. The monarchy is Matriarchal, meaning the female royals will ascend to power before males.

Demographics:
White - 45%
Latino/Hispanic - 30%
Black - 15%
Asian - 5%
Native American - 5%
Other - Unknown

English and Spanish are the two languages spoken in the kingdom fluently by 95% of people.

Nation History:

When the world went to hell, many fled to Refugee center that was established in downtown San Antonio. People have a way of surviving, even when life as they know it has ended. As the years past and it dawned on people that this was how life was going to be, they began to rebuild in their own way. San Antonio was a haven in the madness of the world and as the population grew, the citizens began to reorganize and expand, searching the wastes for other survivors. Most opposition was by raiders, slavers, and bandits looking to establish their own dominion. The scouts who fought off these attackers as they searched for life were deemed as Rangers by the blossoming new government.

Time went by and small wars with armies of bandits, cannibalistic tribes, and cultists raged. Finally, due to the dire nature of the world, a monarchy and council of trusted people were put in place. Armies were organized and walls were built. In the spirit of the Alamo in San Antonio, who never surrendered even in the face of certain defeat, they named their new government the Kingdom of Alamoa. Years and years went by and Alamoa expanded. The news of other large groups like their own disturbed them and they kept to themselves, bolstering their defenses. Alamoa welcomed travelers and craftsman, with their news, diversity, and skills. It has been a time of relative peace, but Queen Joanna is ready to expand even more and no one will get in her way...

Description of Economy:
Alamoa is a rural and rising industrial powerhouse. Much of her territory is in the former states of Texas, Oklahoma,, Arkansas, Alabama, Louisiana, and a tiny part of Mexico. She has thousands of miles of farms and plantations. Travelers keep business stimulated and the rights of freedom of enterprise has allowed business to expand by and large.

While housing many major cities, The Alamoan Army Corps of Engineers has gotten basic functions up and running so that big cities in Alamoa are fairly advanced by preset day standards. While with many resources, they keep trade inland, as Alamoans don't trust those from the outside easily, even if they do welcome them.

On the coast, ships have been rebuilt, built, or restarted to fish and find whatever else. This allows for work and enables Alamoa to have a small navy.

Description of Military:

The Alamoa's military force is quite impressive, that being the primary reason for their success. While Alamoa is a monarchy, there are no 'noblemen' per se. There are the military commanders, the governers, the royal council, and the royal family. The Alamoan military is very much structured like old world armed forces.

Alamoa Army



Leaders:

Marshal General Rosa Rodriguez

Brigadier General Anson Kirkman

Brigadier General Nigel Hoffers

Lieutenant General Duane King

Lieutenant General Jessie Shoemaker

Total Garrison:

200,300 Troops

Structure:

Alpha Corps - 50,000

Omega Corps - 50,000

Epsilon Corps - 50,000

Zeta Corps - 50,000

Army Corps of Engineers - 300

All Corps save for Army Corps of Engineers are Infantry, Cavalry, Archers, or Support Units. Zeta Corps is the home of all special units such as the Rangers of Alamo or the elite Rifle Battalion, the only battalion in the army to use rifles as their primary weapon. It is also the home of the heavy stormer unit, the Alamo Legionaries.

Soldiers:

Alamoan Infantryman



Equipped with a sword, shield, and some form of armor, these units are the backbone of the army. This particular soldier is a member of the Alamo Legionnaires.

Alamoan Cavalry



Equipped with spears and lances, swords and hammers, these units are crucial in mobile warfare. They tend to get better equipment than infantry due to their importance.

Alamoan Archers



Though very important for long range combat, the archer is the least armored unit and is kept in safe places and in the back of battle for maximum usefulness.

Rangers of the Alamo



The rangers are the elite scouts of Alamoa, and work year round inland and out in the wastes. They are the only unit that is allowed any weapon and armor of their choice. They answer directly to the General in command of Zeta Corps.

@Nerevarine Finished!

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Nerevarine Frá hvem rinnur þú? - ᚠᚱᚬ᛫ᚼᚢᛅᛁᛘ᛫ᚱᛁᚾᛅᛦ᛫ᚦᚢ

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Good to see more people showing interest. Can't wait to see what you come up with
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Nerevarine Frá hvem rinnur þú? - ᚠᚱᚬ᛫ᚼᚢᛅᛁᛘ᛫ᚱᛁᚾᛅᛦ᛫ᚦᚢ

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@The Dow Dragon Looks good
Hidden 8 yrs ago 8 yrs ago Post by Madrigal
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Its a little rougher than I was hoping, but I didn't have the time I was hoping for to work on this further. I'll probably tinker with it tomorrow. In the meantime however:



Khanate of Geiselne



Government Structure: Tribal Confederation
Leader(s):

Khan Seigeisel: A one-time mercenary who participated in the former Khanate’s wars against the Caliphate and the former Kingdom of Oxhall. The sellsword Blutigarm came to prominence after his horsemen captured the city of Oxhall, before becoming Khan of his own tribal confederacy. Seigeisel has a reputation as a callous and calculating figure, willingly using violence and intimidation as tools of state.

Ghenges Reiteherschen—The elderly Chieftain of the Tribe of Horse Lords, Ghenges was named for a great conqueror of a past empire. A lifelong friend and advisor to the old Khan Helleschar, the Chieftain refused to fight by the Khan’s side when he set out to kill Blutigarm, stating raising sword against a servant of the Khanate was an affront to Amur. Ghenges came to regret this choice when the Khan was slain in battle, and his son deposed. He joined the new Khanate’s council, hoping to guide the new Khan with temperance and piety. Childless in spite of his concubines and prayers, the now seventy year old Chieftain has grown quite depressed at the realization the Chieftain to succeed him will be a young warrior who idolizes his new Khan.

Efeuger Daggreif—The Tribe of the Dawn Griffin is among the most illustrious and respected names in all Amureik, said to be descended from the Prophet of Amur himself. The tribe is large, with many young members famed for their skill in combat. Chieftain Efeuger Daggreif is no less respected. Known as the ‘Ivy Spear’, the young Efeuger slew his first Chwarkin with an ivy-coated old spear. Young and glory-hungry, he was one of the first to flock to Seigeisel when he raised the banner of his new Khanate. It is said Efeuger’s eyes glisten with joy at the sound of battle.

Kunegunde Helleschar—The eldest child of Khan Kaisimir, the princess Kunegunde could already ride as well as any warrior by the time she was seven. Yet the Helleschar--'Brilliant Sword’--Tribe had no place for a female heir. Despite her own dreams of leading her father’s men in battle, Kunegunde was little more than a pawn to her father, to be wedded to win an alliance from a Weiskin or a truce with a Chwarkin. The fall of her father’s Khanate however would prove her opportunity for greatness. After the death of her father, Kunegunde quickly asserted herself as the ruler of the Helleschar Tribe. Seeing the chance to bring the tribe of his former overlord into his new confederation, Siegeisel nurtured her power. The only female Chieftain to serve the Khan, Kunegunde has a reputation for callous and capricious deeds to maintain her power.

Urhard Krietheud—The War People or Kretheud are a tribe aptly named. One of the more warlike tribes, they are also considered one of the most honorable. Kretheud are aggressive and proud, preferring to defeat their enemies fairly. Not for haughty concepts such as honor, but to prove their own skill at the art of war. Urhard is no different, with a history of raids, sieges and battles to his name. The Kreitheuds maintained a Khanate of their own, refusing confederations with other tribes in favor of their nomadic ways. Many of their young warriors became mercenaries serving under the mercenary Blutigarm, regaling their tribe with tales of conquest and plunder. Eventually, Chieftain Urhard Kreitheud chose to ally with the famed Seigeisel Khan rather than see his youth leave one by one to join the Khanate.

Other Characters:

Khan Kaisimir Helleschar: The former Khan of Helleschar and the leader of its tribe, he was seventeenth in his family line at the time of his death. Though a capable enough leader when at the height of his power, his inconclusive war with the Caliphate and the treaty with Oxhall has given him a reputation among the Khanate’s youth. Warriors who were only boys at the time see Kaisimir as a weak and cowardly ruler, slain in battle by Khan Seigeisel.

Heike Helleschar: Born feeble and sick, the heir of House Helleschar had never even set foot on a battlefield when his father died. Lacking loyalists to assert his claim and with his tribe deserting him for his elder sister, the weak Heike fled for the Kingdom of Alamoa. The boy travels from province to province, always in the wake of an army or official for fear of encountering another Amurik tribe, seeking support from political and military leaders to reassert his claim as Khan of his father’s tribes.

Twice-Born Bison: Captured in a battle with the Chwarskin Oglala Sioux tribe, Twice-Born Bison served his tribe as a shaman and Baptist preacher. After his capture by the Khanate’s forces, Twice-Born has been kept at the Khan’s court as a hostage. As one of the few educated men in court, Twice-Born has taken to transcribing what he has witnessed during his time spent among the Geiselne Khanate.

Culture: From the foothills of the Yukon to beyond the Rio Grande, wandering tribes of nomads may be found, tending to their herds or embarking for war on plains and praries. These are the Amurik People. Horsemen descended from various Midwestern towns, ranches and farms spared by atomic fire, these tribes have wandered beneath Amur’s own sky for centuries.
Individually Amurik tribes are quite peaceful, only attacking settlers who encroach on their territory or travelers who refuse to pay for safe passage. At times however tribes will gather into confederations. Meant to defend their lands against aggression or retake their rightful soil, these tribes are typically led by the most successful chieftain among the group, who is granted a new title out of respect. Among the Chwarkin, both ‘High Chieftain’ and ‘Warchief’ are common titles. The Weiskin however prefer the title of ‘Khan’. The Khan is the supreme authority over the Khanate, though his power comes from the support of his Chieftains. If his influence over these Chieftains wanes, they may reduce their tribute, send fewer warriors in times of conflict, or even withdraw support. Small Khanates may be found here and there along the plains, though the most powerful is the Geiselne Khanate along the northern plains of the former United States.

Culturally, the Amurik people are divided into two groups. Chwarkin (‘Dark People’) and ‘Weiskin’ (‘Pale People’). The term ‘Chwarkin’ came about more than five centuries prior, when the Native Americans began to adopt the lifestyle of their forefathers. It can be used to refer to others such as Latinos, Hindis, Arabs and blacks. Chwarkin are regarded not as inferiors, but rather an alien ‘other’, to be ignored, avoided or repelled as the situation warrants. Weiskin on the other hand refers to nomadic tribes of lighter tones. Though East Asians and Jews fit into this group, the term is overwhelmingly used to refer to Caucasians. Most Weiskin can trace their ancestry back to German, Scandinavian or Polish settlers who came to the region centuries ago. Piety, hardwork and self-reliance are all traits prized by the Weiskin, as is skill in war.

Unlike their neighbors, English is uncommon as a first language. Fewer than one in three Amurik nomads speak English with any degree of fluency. Instead they speak Amurik, a bizarre hodgepodge of English, German, Scandinavian, Polish and Native American words. Amurik dialects are quite abundant. The form of Amurik spoken by the Daggreif or Helleschar of the Dakotas can vary considerably from the tribes along the Rio Grande or Rocky Mountains. There is no formal written form of the language, with most priests and scholars writing in English, German or Arabic instead.

The chief religion of the Amurik is Amur Christianity. Though it follows the central tenets of Christianity, it incorporates elements of traditional Native American faiths and Germanic paganism into itself. For instance, it is believed that Thor is a spirit in service of Amur or God. The will of Amur is interpreted by Shamans, who look to divinations and communions with the natural world to read Amur’s intentions. Amur was passed on by the prophet of Amur centuries prior, who taught that the war was punishment from Amur for straying from His will. Though not explicitly condemned by Amur scripture, it is often held that sedentary lifestyles and a reliance on technology is an affront to Amur, and nations with large urban populations are often looked down upon. They hold that all the land beneath the sun and between the waters is the Amureik, the kingdom of God, free for His people to wander, explore and protect, and any that would deny His people passage are to be expunged from the Amureik.

Demographics:

Race:

Caucasian: 74%
Native American: 9%
Latin American: 5%
African American: 4%
Arabic: 3%
Asian: 2%
Semitic: 2%

Religion:

Amur Christianity: 68%
Christian (Protestant): 17%
Islam (Reformed): 7%
Christian (Catholic): 5%
Christian (Mormon): 2%
Traditional Native American: 1%

Nation History:

After the fall of the United States, much of the East and West coasts were left in ruins, Hundreds of thousands were dead in mere moments. The Midwest on the other hand was virtually untouched. Few military targets or population centers stood in the Great Plains, leaving dozens of small cities and towns standing in the wake of the war. At first, these small towns shifted into city states and tiny nations, relying on interconnecting networks of trade to survive. After the first few years however the situation began to deteriorate. Native American tribes abandoned their impoverished reservations, taking up their ancestral heritage. Some say the conflict between the Chwarkin and Weiskin began with the Chwarkin raiding villages. Others say the fearful Weiskin attacked roving Chwarkin bands. In either case, this was the beginning of the blood feud between the Weis and the Chwar.

This only changed with the coming of the Prophet of Amur.

Records of the Prophet have been lost, but it is said he was a tall man, whose skin glowed a dark green. Claiming to be a prophet sent by Christ, he taught the people of the Midwest how to survive. How to ride. To hunt. Craft a composite bow. He traveled from town to town, urging the citizens to abandon their impoverished settlements in favor of the wide open plains. These tribes would spread across North America, with some ranging as far afield as the North Passage, and as far south as central Mexico. At times, these tribes would form confederations. Khanates. Geiselne was no different, rising from the fading ashes of the confederation before it.

Sixteen years ago, an ambitious mercenary known as ‘Blutigarm’ appeared in the court of Kaisimer Helleschar. Skilled in battle and with a small band of mercenaries at his side, he was hired by the Khan for his upcoming planned war with the Caliphate. Though the war would prove to be a futile endeavor for both sides--ending in a humiliating final battle and a White Peace with no lands gained or lost--Blutigarm distinguished himself in the war, winning more followers. He joined Kaisimer’s army in the subsequent war against the kingdom of Oxhall, taking half their lands before the Khan chose to end the war. Blutigarm however was not satisfied. On the eve of negotiations, Blutigarm launched a surprise attack on Castle Oxhall. Though said to be unassailable even by the Khan, Blutigarm succeeded in taking the Castle and its town. His archers lined the walls, releasing volleys of arrows on the surprised guards even as his lancers ran down all resistance in the streets. The unexpected victory won Blutigarm much praise, even from many esteemed Chieftains, and made the Khan look weak and cowardly by comparison. Outraged that a mere mercenary would overshadow his own reputation, Khan Kaisimer Helleschar rode out with what forces he had, intent on crushing Blutigarm’s small army. Instead of cowering away in the captured fortress, Blutigarm chose to ride out and meet the Khan, bearing the banner of Oxhall’s citadel in one hand and waving it tauntingly at Khan Helleschar. The sight of this caused the elderly Khan to fly into a rage, and he led his forces in a charge. The mercenary did likewise. When the two armies parted hours later, the Khan was found trampled to death where their lines first met. Lacking a firm leader to take his place, the army of Helleschar withdrew.

Though Helleschar’s son attempted to take his father’s place, his young heir was widely despised among the various tribes. Seen as inept, unintelligent and weak, his few loyalists melted away when the boy fled in fear from his father’s Khanate. Now with no heir, the chieftains convened to determine what was to be done. It was at this meeting that a shaman informed the chieftains that it was the will of Amur that Blutigarm should be Khan. A mere two weeks later, the former mercenary was hailed as the new Khan. He took a new name, Seigeisel--Victorious Scourge--and applied that name to both his new tribe and his Khanate. For the past eight years, Seigeisel has quietly been consolidating his control over the numerous other clans (both Chwar and Weis) in his domain. Though for the first time in a decade, rumors of scouting parties from the Khanate are emerging from the borders of the Caliphate, Tabernacle Empire and Alamao Kingdom. Rumors that may be far more than idle gossip. With an abundance of young warriors who view him as a living legend, Khan Seigeisel is in place to assert his rule across the Amureik, even against the nations that would divide it as their own.

Description of Economy: The Tribes of Amureik are primarily agrarian, producing herd animals such as horses, cattle, bison, sheep and goats. This income is supplemented by plunder won in conflicts with other factions, and tolls imposed on merchants and travelers through their territory. Any merchant from the Tabernacle Empire or Alamoa Kingdom seeking trade with the Caliphate would be expected to pay the Scourging Khan his due.
The wealth of tribes is primarily dependent upon how much livestock they own. Tribes with larger herds are inherently seen as wealthier than those with smaller ones. Though the Khanate has its own currency—golden coins known as Dul—most trade between Amuriks is done through a barter economy, with only the Warriors, Shamans, Merchants and more prominent Artisans making use of the Dul.

Description of Military:

The Amurik tribes are horsemen, through and through, and their military reflects this. Each tribe has a Warrior Caste, with each maintaining their own horse and arms. Mounted cavalry is divided into two types. Mounted archers and lancers. Mounted archers are light cavalry, meant to outmaneuver their enemies. These swarms of horsemen can serve as a distraction for enemy troops, to swarm difficult enemy positions with arrows or to hem their flanks during a battle. Additionally, light cavalry may serve to harry an enemy force on the march and limit their logistics. Nearly 60% of the Khanate’s cavalry are mounted bowmen.
Lancers on the other hand are the type of the Khanate’s army. Designed as the hammer of the army, lancers—both light and heavy—are equipped with the finest arms available. Light lancers are rapid assault troops, attacking light soldiers or slamming from the side. Heavy lancers on the other hand are dressed in scale and plate mail, charging the enemy with long lances to break their lines head-on.
Light cavalry forces wear leather and padded fur armor in combat, while light lancers wear these with leather and lamellar cuirasses. Heavy lancers on the other hand wear full suits of metal lamellar and scale made of leather and steel. Archers carry composite bows, a shield and a saber, axe or mace, with Lancers using shields, lances and sabers or maces.

Infantry forces are primarily young warriors, lacking wealth or experience enough to buy or earn the arms of older warriors. Others are slaves, offered their freedom in exchange for their service to the Khanate. Infantry are usually lightly protected, wearing fur, padded or leather armor or even marching in their civilian clothes. Spears, axes and maces are common among them, alongside shields. Most frontline foot-soldiers carry one to five handaxes, meant to be thrown before a charge against the enemy. Additionally, they have a number of archers among them, which are used to pepper, harass and distract enemy lines from elevated positions.

Geiselne soldiers will recruit military talents and potential soldiers from captured cities, usually drawing from minorities and the existing military. All males from age fourteen are considered eligible for service until death or injury renders that impossible. Geiselne divisions are based on tens. Ten men make a squad, ten squads make a company, a thousand a division and ten thousand an army. All future campaigns are treated carefully, with generals and chieftains gathering intelligence and reconnaissance months in advance.
Hidden 8 yrs ago 8 yrs ago Post by Dinh AaronMk
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Dinh AaronMk my beloved (french coded)

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So seeing how everyone is sort of bunching up in the mid-west/west-coast I figured I might toss this out for future reference:

Without trains, anything on the west-side of the country won't be going east. Or not a lot of things like agricultural produce, which outside of major large-scale manufacturer operations anywhere won't be much, and if there was any east-bound trade from the west it certainly wouldn't navigate that great American Desert. And even when it was being conquered for westward expansion the railroad was really the ones responsible because they paid folk to move out there and settle so they could build towns, and they also supplied the resources for that. The discerning traveler might make better time hitting the Rio Grande to pop out in the Golf by crossing the Chihuahua State if they're starting off in the Tabernacle Empire, and that is if they even want to go east with the entire Western Sea Board open to them from the Baja region and San Diego.

Likewise, economic activity in the Great Lakes would be pretty weak and the only major economic activity would be local and within those states at the lake, and maybe down the Mississippi River through the Illinois-Michigan Canal. But in a region where the only non-perishable industry has been northern timber and copper, there's not a lot of export opportunity for long-distance trade. In fact, the only thing of significant trade value historically for the region are perishable food stuffs. And this perishable food stuffs would in most cases expire before reaching major east-coast markets if hauled by land, even if you used the lakes as far as Niagra to shave time, you're getting it as far as Buffalo, New York before it starts to get risky for an over-land trek. The only saving grace that might even survive in this world for the Great Lakes and greater Mid West region would be the Erie Canal, and it's pretty much the only thing outside of the interstate rail system that made Michigan, Ohio, and Illinois economically viable options of settlement despite their over-all very fertile soil.

Before the canal was built farmers were forced to plow the very shit soil and face the very shit weather of New England out of economic necessity, the ports were nearby (Boston, New York) and their produce could get out to market. But once the canal opened a New England farmer became a Mid Western farmer because they could grow more in abundance in much more generous soil and still had safe access to the markets of New York and beyond as they did as New England farmers. Michigan wheat was actually very much coveted.

But anything passing from the west to east isn't likely very much and handled like the Silk Road anyways the distance is so vast and a single unbroken caravan across land would be very expensive.

Myself and Ms. Texas might honestly be the only economically viable players. The Caliphate is one pissed-off New-York away from being rendered economically like any interior European nation for the time, poor, bereft of activity.

And I think while I'm on this tract of mind, without any large scale transportation for long distances most of the 'interior' activity for the likes of myself and The Dow Dragon would be - if not invested already in raw material extraction - would be pretty minimal and devoted to keeping existing settlements and communities alive. It would be a subsistence operation, which is a large part of the Tabernacle Empire's agriculture activity in those areas already. The only sort of agriculture that can last the distance from field to market would be ranching. But export-minded agriculture would be much more on the coast and trade-navigable rivers, and those would be the richer regions.

Jes' sayin' fams.

EDIT - I double checked the navigability of the Rio Grande and apperantly it's pretty much unusable for large boats upriver from Rio Grande City, only that small section of the river between it and Brownsville is usable, so @The Dow Dragon only really controls the only usable section of the river commercially.
1x Thank Thank
Hidden 8 yrs ago Post by Nerevarine
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Nerevarine Frá hvem rinnur þú? - ᚠᚱᚬ᛫ᚼᚢᛅᛁᛘ᛫ᚱᛁᚾᛅᛦ᛫ᚦᚢ

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@Madrigal's nation is approved
Hidden 8 yrs ago 8 yrs ago Post by Madrigal
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Madrigal Gentleman, Rogue, Medical Professional

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Precisely why my faction is completely agrarian. That and the crippling poverty of the region. Trade hubs could well spring up along the path of a Silk Road equivalent, and this could potentially be a source of wealth. Some inland nations did manage to grow quite wealthy from this route in the past. Cities like Samarkand, Bukhara and Almaty spring to mind. That would require a few things however.

Firstly, centralization. The Silk Road first became active during the year 200 B.C. or so. This was the height of the Han Dynasty in China. The road expanded to Europe in about 30 B.C., when Rome began conquering portions of the Middle East. Rome was not only a power at this time, but the Parthian Empire in modern day Iran was one as well, connecting the two. Trade diminished in 400 A.D. however, coinciding with the collapse of much of Rome, as well as the Jin dynasty in China. The Silk Road was only fully restored with the growth of the Mongol Empire nearly a thousand years later. Put simply, to enable trade over vast distances, you require powerful nations to protect it. Assuming the Caliphate had a reliable lake and river trade network along the Great Lakes and St. Lawrence, and the Khanate can expand to the Rockies, this point is actually a fair possibility.

Next, it requires overland trade routes to be the only possible method of travel. I think this one's safe. Beyond the Great Lakes and the Mississippi, there are few river routes that can be reliably used for trade, and without the Panama Canal, ships would have to circle South America to reach the East Coast. Though another overland route may well appear in Tabernacle and Alamao. You also need trade goods, but this is actually less important. It certainly helps, but simply networking resources from foreign nations and manufacturing them or even facilitating trade can be enough.

Finally, you need relative peace between the empires along the trade route. The Silk Road may have been active during the time of Rome and Parthia/Sassanid Persia, but trade always suffered during the wars between Rome and Persia. This one is more questionable, and given the Khan's disposition, it might not be possible. I'm warning you all now I've deliberately set my nation up to be that neighbor who sits on his porch, silently polishing his guns in front of his trailer. Khan Seigeisel is violent and unpredictable. He might offer trade and an alliance as a buffer against a mutual threat, or he might storm across the border and take your stuff because he feels like it.

What I'm trying to say is I'm going to be a Tier 1 jerk to you guys. Not exactly the best first impression for a newbie on the site, but hopefully my charm and tact will help you forget the fact that I know what is best in life.

https://www.youtube.com/watch?v=APnkThjkaDo

Thank you kindly, Mr. Nerevarine. Hope it was worth the read.
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