Nationbuilding - Early 20th Century - Political - Advanced
Finally, the War is over. Called by those who lived it, The Most Atrocious War was the single most devastating conflict humanity has ever seen. Spanning four of the five continents and claiming the lives of nearly seven and a half million men, women and child, the war has ruined economies, nations and cultures. There are few, if any, who were not affected by it's reach. Whether directly or indirectly, the Most Atrocious War has irrevocably altered human history. The armistice arrived just days ago, and now rebuilding the world is at the hands of those leaders who lead their nations to victory. The nations ascribed to the Pact of Unity nearly collapsed in the Winter of 1915, but saw victory rendered on January 2nd, 1919.
In this RP, you will represent a Head of State from either a Pact Nation, a Defeated Power or a Neutral Nation. This is not to say which way your nation will go, but rather it's fate in the Most Atrocious War (1913-1919). Among the relevant game mechanics in this RP will be your nation's functional government, it's military and world economics.
OOC Information
1. Nation Name: What is the political name of your nation.
2. Head of State & Age: Who is the current leader of your nation, as well as their age.
3. Political Alignment during the Most Atrocious War: Your may will have been a Pact Nation, a Defeated Power or a Neutral Nation. - A Pact Nation begins with more Prestige, but will only participate in the Victorious Nation Draft before the game, meaning that they will begin at the top but are not guaranteed to keep it. [0/4 Nations Total] - A Defeated Nation lost terribly during the war, beginning with very little Prestige but is at the top of the Defeated Nation Draft. [0/3 Nations Total] - A Neutral Nation remains in the middle and can go either way during the game. They can draft 1 from Pact Nation Draft and 1 from Defeated Nation Draft and will suffer a -25% GDP Modifier Roll to indicate their lesser status as a neutral power.
4. Culture: Describe, in whatever details appeals to you, the styles of dress, favored foods, art, music, and other facets of your nation. The more detail, the better.
1.0 The following are randomized and will be dealt to you with a + or - modifier based on what type of nation you are playing.
1.1 Population
1.2 Industry
1.3 Post War Military
1.4 Geography
1.5 GDP Per Capita
1.0 This draft is used to fabricate the history of the Most Atrocious War. There is a draft order below, generated based on which nations have joined. There are two rounds.
Defeated Nation Draft [Begins the game with 30 Prestige.] 1. Colonial Ambitions: During the War, our hopes for an colonial empire were dashed. We, however, have not forgotten. [Begins the game with 2 Claims on 2 Foreign Colonies.] 2. Lost Territory: Following the war, territory that was rightfully ours was stolen, and let it be known, we will get it back. [Begins the game with claims on 2 Neighboring Nations.] 3. Ruined Industry: With the War in our home territory, much of our industry was ruined. We must rebuild. [+20% Industry Growth/Year, -1% Per Year.] 4. Lessons from the War: During the war, we were educated quite handily in how to conduct war and in the next war, we will be the ones on the victorious side. [Begin the game with +50 Military Experience.] 5. A Nation Rebuilding: Before the war, we were among the teetering titans, a Great Power. We stand in the aftermath a beleaguered and battered country, but one with hopes for a better tomorrow. [Begins with +25% Population. +10% Population Growth and +25% Manpower Modifier] 6. An Experienced Arms Industry: We learned much about conducting warfare and designing newer and more powerful weapons of war. [+25% Armaments Industry Size OR 25% Shipbuilding Industry Size. AND +25% Aviation Industry Size OR +25% Automobile Industry Size. -25% Goods Demand.] 7. Impending Political Coup: With a rising new political party in our nation poised to take control, our future leaders are poised to take the future by the reigns. [Political Coup in 1d6 Years. +5% GDP Per Capita Growth/Year for 5 Years after Coup. -1% Dissent/Year for 5 Years after Coup.]
Pact Nation Draft [Begins the game with 125 Prestige.] 1. A Generation Forgotten: An entire generation of men--and boys--was lost on the battlefield. Let us not never forget this. [-10% Population Modifier. -50% Manpower Modifier.] 2. Stolen Victory: We fought on the winning side and yet our grievances for joining the war were ignored. This victory has been a hollow one and the people will not forget. [Begins the game with .5 Fascist Growth.] 3. Nearly Bankrupt: While we won, it nearly cost us everything. We nearly bankrupted the entire nation by borrowing from others. [Begins with $650,000,000 in National Loans from the nation who takes the Primed for Collapse Trait.] [Cannot be taken with Primed for Collapse.] 4. Primed for Collapse: Our industry became known as the Salesman of the Dead, as it churned out rifles, bullets and grenades and anything else that could send a man to meet his maker. Without a war on, how much longer can our industry hold up for? [+250% GDP Per Capita Modifier. 1d100 for Total Economic Collapse every Turn, Economic Collapse occurs on 95+. Every Month Roll receives a +1 Modifier.] 5. The Stagnating Empire: While we were victorious, we stand as hypocrites for defending freedom while not offering it ourselves. [Begin the game with 1d10 Colonies. Each Colony begins with 1d6 Yearly Tension Growth.] 6. The Post War Economy: We gave everything we had. Our nation now suffers from a lack of resources and skilled workers. [-5% GDP Growth/Year. -5% Population Growth.] 7. Civil War: Near the end of the war our regime fell apart, and now our government is fighting for it's life. Brother against brother. [+25% GDP Modifier. Begins the game in Civil War.] [If you take this Trait, you do not need to take another one.] 9. An Obsolete Army: Our army fought and bled and died from 1913 to 1919 and at it's end we were left with an army barely capable of standing on it's own fight. [Military Experience Gain is cut in half until 1929.] 10. Disarmament: Immediately following the end of the war, our nation voted to disarm and return to a more civilian economy. [-25% Armaments Industry Size, -25% Shipbuilding Industry Size, -25% Aviation Industry Size. +25% Goods Demand.]]
3. Political Alignment during the Most Atrocious War: Pact Nation
4. Culture: Vivia is a land of a multitude of peoples and immigrants, whose roots begin centuries ago as a colony. Despite having first essentially purged most of the rebellious natives combined with the spread of smallpox, these natives were in fact integrated deeply into society in what became an overall rejection of those across the ocean to the East. More immigrants flooded into the individual colonies of Vivia, seeking wealth, prosperity, enlightenment, or reprieve from oppression. Blood eventually mixed with blood, ethnic groups with ethnic groups, resulting in the hodgepodge of peoples that is known as a "Vivian."
Of course, there are always those that are opposed to racial mixing, but the primary population is distinctly Vivian in culture, though there are of course different geographical flavors of Vivian. Easterners are often seen as enterprising, hard-working folk accustomed to factory labor and inventions, while Westerners are perhaps the artists of the nation, devising new songs, dances, and all other artwork. Midwestern and Southerners are renowned for their ability to grow crops and jury-rig solutions to problems.
Eventually though, Vivia decided to unify and break away from its mother country, deciding to adopt a moniker more befitting of the native blood that runs through it.
(In OOC terms, Vivia is essentially a blend of many Native American cultures with North European culture as well as some southern European culture, modeled on the United States of our world. Its government too should essentially be a Federal Republic.)
2. Head of State & Age: King Alcides Narváez (Age 32)
3. Political Alignment during the Most Atrocious War: Neutral Nation.
4. Culture:
The Kingdom of Hermasia has a culture and history all of its own, being an independent and neutral nation for most of its history. During its history, there have been many threats to its sovereignty but those were fended off sometimes by military strength, sometimes thanks to diplomacy and sometimes by pure luck. This sovereignty has led to the existence of a very nationalistic society, that tends to remain somewhat isolated from outside currents, not totally of course because then Hermasia would no longer be a country. For the most part, the power in the country is retained by the King and the royal family, who are the symbols of unity in Hermasia, often making appearances on military parades or the like.
In culture, Hermasia is like a vault of old times with new times. One good example of this would be the mix between the traditional red and black dresses of the women, and the more modern white dresses. That ends up with a very traditionally adorned dress that the women dress daily, but that still is modern enough for use outside the country. Music is more of the same and while traditions and festivals are deeply rooted in Hermasia, modernity has also taken its toll as cars and factories, have changed the clean landscape of the kingdom.
History wise, Hermasia has a long history of knights and lords, who valiantly fought off invaders and married ladies from other countries. This tradition has now devolved into an aristocracy that follows the king like their ancestors always did. Castles and other relics of the past, that would otherwise be forgotten and unused, are still in use in Hermasia with many aristocrats clinging to traditions of olds and forming their little retinues around themselves. Even if they no longer have any power.
When it became clear that war was coming to the continent, Hermasia made a clear decision to remain neutral in those foreign affairs. Even if it hurt the position of Hermasia, the king would not sacrifice the blood of his people for a war that he knew would cause great pain and change the world forever. After all, Hermasia had retained most of its custom and core values from long ago, there was no need to risk it for some foreign cause.
Now that the war is over, Hermasia continues to stands proudly on its area of the world has escaped from the brutality and cruelty that the war had brought to the countries that were part of it. But even as the world changes around them, Hermasia doesn't and while they take from outside what the seem necessary. The country is, after all, a relics on its own right.
3. Political Alignment during the Most Atrocious War: Pact Nation
4. Culture: Vivia is a land of a multitude of peoples and immigrants, whose roots begin centuries ago as a colony. Despite having first essentially purged most of the rebellious natives combined with the spread of smallpox, these natives were in fact integrated deeply into society in what became an overall rejection of those across the ocean to the East. More immigrants flooded into the individual colonies of Vivia, seeking wealth, prosperity, enlightenment, or reprieve from oppression. Blood eventually mixed with blood, ethnic groups with ethnic groups, resulting in the hodgepodge of peoples that is known as a "Vivian."
Of course, there are always those that are opposed to racial mixing, but the primary population is distinctly Vivian in culture, though there are of course different geographical flavors of Vivian. Easterners are often seen as enterprising, hard-working folk accustomed to factory labor and inventions, while Westerners are perhaps the artists of the nation, devising new songs, dances, and all other artwork. Midwestern and Southerners are renowned for their ability to grow crops and jury-rig solutions to problems.
Eventually though, Vivia decided to unify and break away from its mother country, deciding to adopt a moniker more befitting of the native blood that runs through it.
(In OOC terms, Vivia is essentially a blend of many Native American cultures with North European culture as well as some southern European culture, modeled on the United States of our world. Its government too should essentially be a Federal Republic.)
Accepted. Please PM me your Round 1 & Round Draft draft from the [b][color=lightblue]Pact Nation Historical Draft[/b][/color].
2. Head of State & Age: King Alcides Narváez (Age 32)
3. Political Alignment during the Most Atrocious War: Neutral Nation.
4. Culture:
The Kingdom of Hermasia has a culture and history all of its own, being an independent and neutral nation for most of its history. During its history, there have been many threats to its sovereignty but those were fended off sometimes by military strength, sometimes thanks to diplomacy and sometimes by pure luck. This sovereignty has led to the existence of a very nationalistic society, that tends to remain somewhat isolated from outside currents, not totally of course because then Hermasia would no longer be a country. For the most part, the power in the country is retained by the King and the royal family, who are the symbols of unity in Hermasia, often making appearances on military parades or the like.
In culture, Hermasia is like a vault of old times with new times. One good example of this would be the mix between the traditional red and black dresses of the women, and the more modern white dresses. That ends up with a very traditionally adorned dress that the women dress daily, but that still is modern enough for use outside the country. Music is more of the same and while traditions and festivals are deeply rooted in Hermasia, modernity has also taken its toll as cars and factories, have changed the clean landscape of the kingdom.
History wise, Hermasia has a long history of knights and lords, who valiantly fought off invaders and married ladies from other countries. This tradition has now devolved into an aristocracy that follows the king like their ancestors always did. Castles and other relics of the past, that would otherwise be forgotten and unused, are still in use in Hermasia with many aristocrats clinging to traditions of olds and forming their little retinues around themselves. Even if they no longer have any power.
When it became clear that war was coming to the continent, Hermasia made a clear decision to remain neutral in those foreign affairs. Even if it hurt the position of Hermasia, the king would not sacrifice the blood of his people for a war that he knew would cause great pain and change the world forever. After all, Hermasia had retained most of its custom and core values from long ago, there was no need to risk it for some foreign cause.
Now that the war is over, Hermasia continues to stands proudly on its area of the world has escaped from the brutality and cruelty that the war had brought to the countries that were part of it. But even as the world changes around them, Hermasia doesn't and while they take from outside what the seem necessary. The country is, after all, a relics on its own right.
Accepted. Please PM me your Round 1 & Round Draft draft from the Pact Nation Historical Draft and the Defeated Nation Historical Draft. Because you are not the first to go, please send a list, in order of priority, of the 3 traits you want most, in case the first (or second) that you want, is already taken. Thank you.
2. Head of State & Age: The High Emperor Henrich Von Burgghusen
3. Political Alignment during the Most Atrocious War: Pact Nation
4. Culture: In Vornheim, it would be normal to see men and women walking about in dull and distasteful, to other nations, outfits of gray, woolen clothing. It was a normal thing to be seen in such outfit, and also normal for the beards of men to be a symbol of honor and pride, especially amongst the eldest of the nation. Within this land of mixed blood though, there are a multitude of tradition and a slew of different faces to adorn this great land of serenity.
The nation eats a typical meal of potatoes, greens, and many different meats, the national cuisine in fact is roasted cow legs, grilled potatoes, and fresh lettuce, it is called “Königs Essen” and it is eaten nation wide by rich and pauper, if they can afford the ingredients, alike. Speaking of paupers, they make up a majority of the nation’s working force and is often the first to be conscripted from. Most of the time, they are not treated very well and still do not hold as many rights as the rich and privileged do. In fact, they barely have rights to protect them during work, yet they are expected the High Emperor’s word as law.
The Empire is modeled after old feudal kingdoms, from where it originated, and the old land holds a strict hereditary model, lineage of princes’ and their fathers dating back ages upon ages ago. That said, little has changed over the years, a stubborn and ignorant people to change, arrogant that these things would help them in social structure. Even the paupers are besieging to change, testing things that their families had been in for centuries would be strange and dangerous for if they grew too powerful they would be seen as a threat to the Emperor’s rule, often they would never be heard from again.
2. Head of State & Age: Emperor Matenosen Brezaran de Naza (First of that Name, 31 years of age.)
3. Political Alignment during the Most Atrocious War:Defeated Power
4. Culture: Grenaza is a not a unified ethnic bloc by any means or stretch of the imagination, although those of Grenaza would argue that this is a benefit more than any detriment to their state. Formed in days past of political marriages and conquests of local nobilities and of the myriad of cultures, the Empire has a culture all its own, one of a union of the disparate cultures but also of the connections with the still very much alive progenitor cultures.
Only relatively recently throwing off the shackles of the Empire's feudal past the high culture is still dominated by the Elite, even if now they are without large estates and personal power. This means that most trends are set through those noblemen and women; from the Imperial Family in Empire-wide means to the lowliest noble family in their traditional lands. Generally, the Imperial family has maintained their power although some of it has fallen out with the times.
Food tends to focus on meats with additional fruits and vegetables to compliment the central meat of the dish. As well the traditional large meal has been the midday meal although this has shifted in recent times to a later meal. Local variations are myriad on the many national dishes, each region adding or removing various pieces to the dishes as is to their cultural tastes.
In fashion, while national trends are followed they rarely are very specific, with each region adding its own local flare, as a matter of cultural pride but also in what is more appropriate for the region. Generally, dress in Grenaza is very colorful and bright, something followed in general Grenazan optimistic attitudes, often with local flares of various styles and adornments of great variance.
Art is mostly focused on the visual, in fact, fashion and visual arts are often viewed as primary artistic pursuits while others like music are often considered secondary or best left only to compliment the primary pursuits. This varies amongst regions, as do most things in the Empire, however, most regions have a lower opinion of music over visual arts. This does contribute somewhat from the still prevalent social elites to cause music to be viewed as more common and lower class if not accompanying another medium.
When it became clear that war was coming, the Grenazan people and their young Emperor was not just hopeful, they were sure of a quick victorious war. While realities may have been different, and the cost had been high in the six-year grind that was the war, Grenazan optimism has dimmed but it is not extinguished in the injured realm.
1. Nation Name: The Kingdom of Retherfed (After the war forced Republic of Retherfed
2. Head of State & Age: King Lukas Gate(43) (Fled) (President Joseph Friver) (38)
3. Political Alignment during the Most Atrocious War: Your may will have been a Pact Nation, a Defeated Power or a Neutral Nation. - A Defeated Nation lost terribly during the war, beginning with very little Prestige but is at the top of the Defeated Nation Draft. [0/3 Nations Total]
4. Culture: Before the Atrocious War, Ratherfed was a center of culture, finance and unity. Their unity which was all rooted in the idea that every Retheren was superior to that of their neighbors. The Kingdom of Ratherfed, which was once made up of multiple states that each vied for power eventually over the years through diplomacy and military campaigns became unified under the Gate’s family.
Unification was officially recognized in 1885 after the last minor country agreed to join the union, however due to the internal hostilities before the unification, the kingdom was never able to obtain colonies. What they instead focused on was a powerful military base and economy if sorely lacking in navy. Their centralization on the mainland continent was key and made is easy to become a large center of trade which was used to expand the ever growing military-industry complex that the Gate’s family had always longed for.
Eventually at the onset of the atrocious war the Kingdom had high hopes, their military was prepared, their command structure was key and their allies strong. However due to new technologies, and old tactics. As well as prior nobility taking point rather than on-field and competent officers leading, lead it into a long stalemate. Eventually, after years of fighting, the front seemed ready to push and win but due to internal conflicts and weakened allies the Kingdom fell and soon became a Republic, while many soldiers see this new government as weak and traitors and EVERY Retheren sees those apart of the pact as traitors, only time will tell how long this peace lasts.
2. Head of State & Age: The High Emperor Henrich Von Burgghusen
3. Political Alignment during the Most Atrocious War: Pact Nation
4. Culture: In Vornheim, it would be normal to see men and women walking about in dull and distasteful, to other nations, outfits of gray, woolen clothing. It was a normal thing to be seen in such outfit, and also normal for the beards of men to be a symbol of honor and pride, especially amongst the eldest of the nation. Within this land of mixed blood though, there are a multitude of tradition and a slew of different faces to adorn this great land of serenity.
The nation eats a typical meal of potatoes, greens, and many different meats, the national cuisine in fact is roasted cow legs, grilled potatoes, and fresh lettuce, it is called “Königs Essen” and it is eaten nation wide by rich and pauper, if they can afford the ingredients, alike. Speaking of paupers, they make up a majority of the nation’s working force and is often the first to be conscripted from. Most of the time, they are not treated very well and still do not hold as many rights as the rich and privileged do. In fact, they barely have rights to protect them during work, yet they are expected the High Emperor’s word as law.
The Empire is modeled after old feudal kingdoms, from where it originated, and the old land holds a strict hereditary model, lineage of princes’ and their fathers dating back ages upon ages ago. That said, little has changed over the years, a stubborn and ignorant people to change, arrogant that these things would help them in social structure. Even the paupers are besieging to change, testing things that their families had been in for centuries would be strange and dangerous for if they grew too powerful they would be seen as a threat to the Emperor’s rule, often they would never be heard from again.
Accepted. Please PM me your Round 1 Draft. Because you are not the first to go, please send a list, in order of priority, of the 3 traits you want most, in case the first (or second) that you want, is already taken. Thank you.
2. Head of State & Age: Emperor Matenosen Brezaran de Naza (First of that Name, 31 years of age.)
3. Political Alignment during the Most Atrocious War:Defeated Power
4. Culture: Grenaza is a not a unified ethnic bloc by any means or stretch of the imagination, although those of Grenaza would argue that this is a benefit more than any detriment to their state. Formed in days past of political marriages and conquests of local nobilities and of the myriad of cultures, the Empire has a culture all its own, one of a union of the disparate cultures but also of the connections with the still very much alive progenitor cultures.
Only relatively recently throwing off the shackles of the Empire's feudal past the high culture is still dominated by the Elite, even if now they are without large estates and personal power. This means that most trends are set through those noblemen and women; from the Imperial Family in Empire-wide means to the lowliest noble family in their traditional lands. Generally, the Imperial family has maintained their power although some of it has fallen out with the times.
Food tends to focus on meats with additional fruits and vegetables to compliment the central meat of the dish. As well the traditional large meal has been the midday meal although this has shifted in recent times to a later meal. Local variations are myriad on the many national dishes, each region adding or removing various pieces to the dishes as is to their cultural tastes.
In fashion, while national trends are followed they rarely are very specific, with each region adding its own local flare, as a matter of cultural pride but also in what is more appropriate for the region. Generally, dress in Grenaza is very colorful and bright, something followed in general Grenazan optimistic attitudes, often with local flares of various styles and adornments of great variance.
Art is mostly focused on the visual, in fact, fashion and visual arts are often viewed as primary artistic pursuits while others like music are often considered secondary or best left only to compliment the primary pursuits. This varies amongst regions, as do most things in the Empire, however, most regions have a lower opinion of music over visual arts. This does contribute somewhat from the still prevalent social elites to cause music to be viewed as more common and lower class if not accompanying another medium.
When it became clear that war was coming, the Grenazan people and their young Emperor was not just hopeful, they were sure of a quick victorious war. While realities may have been different, and the cost had been high in the six-year grind that was the war, Grenazan optimism has dimmed but it is not extinguished in the injured realm.
Accepted. Please PM me your Round 1 Draft from the Defeated Nation Historical Draft. Thank you.
1. Nation Name: The Kingdom of Retherfed (After the war forced Republic of Retherfed
2. Head of State & Age: King Lukas Gate(43) (Fled) (President Joseph Friver) (38)
3. Political Alignment during the Most Atrocious War: Your may will have been a Pact Nation, a Defeated Power or a Neutral Nation. - A Defeated Nation lost terribly during the war, beginning with very little Prestige but is at the top of the Defeated Nation Draft. [0/3 Nations Total]
4. Culture: Before the Atrocious War, Ratherfed was a center of culture, finance and unity. Their unity which was all rooted in the idea that every Retheren was superior to that of their neighbors. The Kingdom of Ratherfed, which was once made up of multiple states that each vied for power eventually over the years through diplomacy and military campaigns became unified under the Gate’s family.
Unification was officially recognized in 1885 after the last minor country agreed to join the union, however due to the internal hostilities before the unification, the kingdom was never able to obtain colonies. What they instead focused on was a powerful military base and economy if sorely lacking in navy. Their centralization on the mainland continent was key and made is easy to become a large center of trade which was used to expand the ever growing military-industry complex that the Gate’s family had always longed for.
Eventually at the onset of the atrocious war the Kingdom had high hopes, their military was prepared, their command structure was key and their allies strong. However due to new technologies, and old tactics. As well as prior nobility taking point rather than on-field and competent officers leading, lead it into a long stalemate. Eventually, after years of fighting, the front seemed ready to push and win but due to internal conflicts and weakened allies the Kingdom fell and soon became a Republic, while many soldiers see this new government as weak and traitors and EVERY Retheren sees those apart of the pact as traitors, only time will tell how long this peace lasts.
Accepted. Please PM me your Round 1 draft from the Defeated Nation Historical Draft. Because you are not the first to go, please send a list, in order of priority, of the 3 traits you want most, in case the first (or second) that you want, is already taken. Thank you.
2. Head of State & Age: High Chancellor Richard Alistair
3. Political Alignment during the Most Atrocious War: Defeated Nation
4. Culture: The Tilerian Federation is a land of mixed races, peoples, and identities. The original Tilerian race were a tall, fair skinned war driven people, who conquered those around them, and bent them to their wills. The ancient texts call this the 'Golden Age' of the Tilerian people. Modern history simply refers to it as a mistake. The Tilerian ancestors of old expanded without question or regard for others, assimilating cultures and people as nothing more than trinkets. This expansion came to an end when civil war and slave revolts wracked the ancient empire. A new generation of Tilerians, feeling sympathy for those their people had conquered, rallied with them and fought against their own government. The war was long and costly, with much of the Empires territory being lost.
Only 200 years before the start of the Most Atrocious War did the civil war come to an end. The old guard were dead, and the new generation of Tilerian's rose to power. Made up of both ethnic Tilerian's and other races, the new Tilerian Federation rapidly set about rebuilding itself. Rather than specificity one culture or religion as dominant, the Federation instead declared that all religions were welcome, as long as they did not harm other citizens. This freedom of choice can be seen in the streets of Tilerian cities. Hundreds of different dress styles, colors, and languages can be heard. This has often led to some issues, but it is largely preferred over the past.
The long term wars of their past have spawned new generations of pacifists, preferring peaceful negotiations to solve their problems. New alliances were formed with neighboring nations, and even the annexation of an ancient Imperial holding was secured, nearly doubling the size of the Federation. They were trusting of outsiders, and always willing to give them a chance. This mind set came back to haunt them when the war began. The Federation was located in such a position, that for warring powers to get to their opponents by land, most would have to go through Tilerian lands. The Federation was quick to declare neutrality in the war, preferring to not get involved. They provided aid to both sides in the war, sending humanitarian convoys to war ravaged areas. The pacifistic ways of the Federation came to an end the same day their neutrality did. On of the Pact nations, having grown tired of having to wait for permission to pass through Tilerian lands, decided to invade and simply secure it for themselves.
The Federation lost many lives before they rallied and fought back against their invaders. The ancient warlike ways and tactics of their ancestors were brought to bear against their enemies. Within a year, the entire invading army had been butchered to the last, with no survivors left. The Federation soon joined the other nations against the Pact Forces, not out of any connection or love for them, but simply because they were fighting the same foes. The Federation held their ground at great cost, but were eventually defeated in the war.
The atrocities the Federation experienced during the war has led to a more militaristic mind set for their people. Eyes turn outwards to avenging their dead, and rebuilding the ancient Empire of old.