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
Narrev, a vast continent of diverse peoples, cultures, creeds, and more. A land that has seen suffering and splendor. The year is 1910, 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 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 are built, 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 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 donel, ‘tis a sweet and seemly thing to die for one’s country.
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 war - or jump right in.
Individual nations are player created, with randomly rolled stats serving as a guideline upon which you should build your nation.
We do have slight fantasy in this setting - no wizards or dragons, but it's entirely possible you'll be sharing your trench with a machine gun totating minotaur and a shotgun carrying dwarf.
Rules
Use common sense.
You get two rolls on the server, and five points to distribute freely. Unless your rolls are both truly awful, two rolls is final.
No godmodding, powergaming, etc. You get the point.
What the GM says, goes.
Try to keep your empires close together, with the homelands all on one continent.
Application
Name of Nation:
Government:
Species:
Culture:
History:
Territory Claims:
Economy:
Technology:
Army:
Navy:
Air Force:
Rolls: (Can be generated by using 'rp!roll' in the Discord server.)
Other:
So, come one, come all! Join in, if you think it looks fun! I plan to put the first IC post around the 26th-27th.
Species: Humanoid fish people with primitive gills allowing them to breathe under water for up to 10 hours, webbing in their hands and toes to swim better, able to dive to depths of 130ft (40m), and have a clear, third, eyelid that allows them to see underwater. 'Cethosi tears' are often used to describe fake tears, as they get rid of salt build up via it leaking out of their eyes with water.
Population: 25 Million
Culture: Cethosi culture, unsurprisingly, is tied to the ocean. From it their demi-gods were born, on it they expanded and united the Cethosi tribe, and it gives them life and sustenance daily. They have a deep respect for the ocean, and go to great lengths to ensure that it is respected as well. The Mother gave us life, but she is a force of nature that will never be tamed, never forget that.
Every Cethosi is first and foremost a sailor and a fisherman, and every single one of them is a powerful swimmer.
The Cethosi honor code is fairly simple, with every man's word being his bond. If a Cethosi gives you their word, they will hold to it until it complete or they are dead. If it becomes known that someone is an oath-breaker, they will be shunned by the community at large, until they are forced to leave. Most leave the islands entirely, as any ship they take to another island will spread the word of how untrustworthy they are to wherever they land.
Cethosi practice exo-cannibalism, believing that if they eat their enemies they will gain their enemies strength. In war, to prevent vicious last stands that will result in more casualties than necessary, Cethosi will offer the enemy the chance to surrender. Any who do will not be consumed later. Everyone who fights and dies against them is fair game.
Cethosi believe that when someone dies, their power is spread throughout their family. Being descended from Demi-gods, every Cethosi thus has part of divinity in them, no matter how minuscule. After someone has died, their family thanks them for the power they are leaving. They are then given back to the ocean, to nourish that which has nourished them their whole lives.
History: Descended from many Demi-Gods of the ocean, whose final decree was that no impure would set foot on their holy islands, the people of Cethos have always preferred to isolate themselves from the rest of the world. Even during the unification of the islands in the years 1650-1660, Cethos kept outsiders as much out of their islands as they could, even going so far as to execute those they found twice. Up until 1880, the islands kept barely any contact with the outside world. Their sacred decrees were everything, and they would not break it. When the year 1880 finally arrived, the Cethosi Civil War broke out and ravaged the islands for twenty years.
An officer of the Cethosi Navy, Gharn Lashk, had become the leader of a faction pushing for Cethos to open its borders and to increase contact with the outside world. Cethos, he argued, was falling behind in the arms race of the world and it would only be a matter of time before a stronger nation came and conquered them. He had seen the technology Etresna possessed, the armies of the nations that were only a short sail away, and new that his beloved Cethos would not survive a war with any of them.
His warnings were ignored, and he kept pushing. He kept pushing for their borders to open, for trade to be allowed, for them to become modernized quickly before someone took advantage of their weakness. After being stopped time and time again, stopped by his superiors and his king, Gharn took matters into his own hands. He had amassed a strong following, especially among the peasantry of the islands, and he could seize control. Gharn attempted to assassinate his king and the royal family. The attempt failed, and Gharn barely escaped with a handful of his followers. He vowed to return, and finish what he had started. The Cethosi Civil War had begun.
What would follow was twenty years of vicious naval battles, bloody beach assaults, and the massive ramp up of modernization and defensive fortifications on the islands. Ships and guns became more and more modern as both sides bought from outsiders, islands became entrenched on all sides awaiting the next assault. Gharn got all that he wanted and more. He only had to bring half of the islands under his control to complete his dream. He couldn't afford to let them destroy each other any longer. He needed to end the war quickly, so he reached out to the outside world. Specifically he reached out to Etresna, and made their alliance stronger. In return for Cethos' naval aid and keeping some of the islands they take, Etresna will help him win this civil war. Etresna fleets and military soon deployed in aid of Gharn's rebellion, and their aid proved invaluable in winning Gharn the war.
As Etresnamaden and Cethosi Rebels stormed the palace of the main island, the royal family and their last loyal troops barricaded themselves in the palance. It was a magnificent structure, made of ebony wood, that had been apart of Cethos history for hundreds of years. It was said to have been a gift from the Demi-gods, before they died. Gharn gave them one chance to surrender, to join him. They refused. Gharn set fire to the entire palace with everyone inside. As the Royal family burned alive, the flames of the old ways flooding the skies with black smoke, Gharn was crowned new king of Cethos.
Ten years have passed since then. Gharn's reconstruction of the military and its fortifications on all the islands, in addition to Cethos acquiring two client states, has left the economy perilously weak. If not for its tight alliance with Etresna, Cethos would have no doubt been stuck with its devastated army and navy. The economy has slowly been built back up, exports previously kept within Cethosi borders being shipped out to other nations. With their navy strong, their army dug in, and their alliances sealed, Cethos stands ready for whatever this new era brings.
Territory Claims: All of the pink islands off the coast of Etresna.
Economy: The Cethosi economy is perilously weak. After the Civil War an the military rebuilding, the economy had no trade beyond Etresna to fall back on. While that was enough to prevent complete economic collapse, Cethos simply doesn't have the funding to increase and improve many things. With the recent discovery of oil on and off their main islands, the outlook is better. As trade opens and things previously kept from the world are sent out, their economic weakness might change. As of now, Cethos is tightly tied to Etresna for economic support.
Technology: While by no stretch of the imagination a leader of the pack in the technology arms race, Cethos has, with the help of their allies Etresna, kept themselves effectively modern.
Army: The Islands Defense Force, ISF, is a small and purely defensive branch of the military. Numbering only 125,000 in total, the ISF is spread out across the island holdings of Cethos, entrenched in the fortifications built during the Cethosi Civil War, and repaired to modern specifications in the past ten years. Every island has some form of fortification, the smallest having pitfall trenches, barbed wire, and machine gun bunkers, the largest having coastal artillery emplacements, sea mines (not deployed), barbed wire, pit falls, machine gun nests, etc. The vast majority of active duty soldiers being veterans of the Civil War, the ISF stands ready and able to repel any possible invasion of the islands.
Navy: With 500 ships, 22 of which are Dreadnoughts, and 12 submarines the Cethosi Navy is one of the largest navy on the seas of Narrev, and Cethos goes to great lengths to maintain their naval supremacy. The Navy serves as Cethos' only military influence outside of their home islands, and as such is a massive force compared to the army. The Marine Corps alone contains 200,000 active duty members and another 150,000 on reserve. These active members are spread across the navy ready to form a beachhead for allies, or help defend. Their effectiveness is limited by their complete lack of artillery and the fact that even to bring a quarter of their forces to bear would require risking a quarter of their fleet.
Air Force: With no money to fund this innovative technology, Cethos has no airforce to speak of.
Rolls:
7 - Territory - Your nation is somewhat small, with room for perhaps a city or two and some farmland. 13 - Tech - Your nation is decently modern, with an effective grasp of technology. It is by no means a trend setter, but it stays up. 7 - Army Size - Your army is relatively small, but is maintained year-round. 5 - Economy - Your economy is weak, and is teetering on a recession. 14 - Production - Your nation is somewhat majority industrial, with decent resource exploitation. 20 - Navy Size - Your nation rules the waves. Your merchant fleet is the best out there and your matchless navy seeps with tradition. 1 - Airforce Size - You have no air force. 20 - Mobilization Ability - It takes a week to mobilize.
Client states
Population: 10 million
Army size: 60,000
Navy: N/A
Overview: A mess of snarling tribes and contentious members, Hyaen has always been a divided nation. Until Cethos arrived and forcibly united them, and continues serving as a peacekeeper and settler of disputes, the tribes had separated themselves into various city states, to divided to stop the slave raids of Redcliff. Once Cethos arrived, the tribes acquiesced to the greater Cethosi strength one by one, until Cethos had all of their loyalty. They were allowed to keep their autonomy, but with Cethos keeping a watchful eye on them.
5 - Territory - 5 Provinces 3 - Political Stability - This nation is doing alright. 6 - Nationalism - This nation is ashamed of its culture and is completely subservient to your nation.
Population: 6 million
Army: 40,000
Navy: N/A
Overview: Natives to Shrask, the Slaugs are a largely isolationist nation. They would much prefer to be left alone, even from each other, minding their own business. Alas, the ways of the world prevented that, and when Cethos arrived offering their navy in return for Shrask's allegiance, they couldn't refuse. Still, Cethos maintains a very hands off policy towards them, not wanting to anger them.
5 - Territory - 5 Provinces 5 - Political Stability - This nation is peaceful and stable. 3 - Nationalism - This nation is somewhat nationalist, and is fiercely independent.
Government: The Hegemony is an autocratic state ruled by the coligo party for atleast a century. With the chairman of the party as the Primus Ticus and acting as the de facto leader, he is voted upon by the high council a group of elders and pure blooded humans who are supposedly the wisest in the land. The Primus Ticus has complete control over all economic and military actions while also working with other ministers and military leaders as advisors.
Species: Pure humans
Culture: The Redcliffs are a proud people. They see themselves and other humans as the proper and pure beings of the planet, believing other species should die or be enslaved. They are also well known hunters, they do not just hunt your average deer,ducks and bears but also exotic creatures they deem as savages. They have 4 classifications and they are as followed, Human-Self-Explanatory (Ex:Humans), Humanoids-These beings look and act similar to humans but are different in minor ways such as heights and looks (Ex:Dwarves,Elves), Non-Humans-These beings are far from humans but can act like them as in walk and talk(Orcs), Savages-These beings vastly different then a human and in their eyes are seen only as slaves or even better death. (Ex:Hyena people,Fish People).
History: It’s hard to pinpoint when the Hegemony first came to be. Though it’s speculated they’ve been around for centuries and they first came together to protect themselves from the evil dragons to the east and the weird wolves of the south. Eventually as time went on, they realized they didn’t have the strength nor fiercity of their enemies, so they had to rely on better tactics and technology to keep their place in history. After slowly, but surely clearing the out the lands they needed for farming and other industries they turned to hunting their rivals for sport. While the Hyanids were troublesome they were rarely united and easy pickings, The most daring of hunters tried their chances against the dragons and while many failed a small handful were able to kill and bring them back as treasures. One man in history named Gerald Hardten was able to travel far west with a small group and slay a large eastern dragon, this rose his family from small peasantry to high nobles and the Dragon’s bones became the centerpiece of the capital where visitors would come from far and near to see.
Eventually, the time of nobility was ending but the lord not wanting to lose their power reorganized the country into a autocratic democracy, the high lorders now called the High Council would act as an advisory board to their elected Primus Ticus, this along with the new party system put in place led the people astray and showed that family and power meant nothing seeing that anyone could rise to the highest seat in the land.
Since 1900, The hegemony and Cetho-Hyanids have been in an uneasy cold war with a massive build up on the border all the while looking towards the imperium and to an extent the Wyrmlands for support, even though tensions are still rough due to the death of their precious eastern dragon.
Economy: While the lands of Redcliff are full of raw resources and potential, meanwhile the industry of redcliff have been laid for what feels like a lifetime. Only recently has Redcliff opened up their borders and started trade in the freemaket even if they cater to mostly human majority nations.
Technology: While the Redcliff Hegemony has always been advanced to most of the world, they have yet to catch up with their rivals the Etremadens. While Etresna has advanced technologies in all aspects of life, the Hegemony has focused more on their own infrastructure and industry as well as their growing airforce and army, even if they are lacking in naval upgrades.
Army: The army of Redcliff commonly referred to as Redcoats due their crisp red uniforms (Think old English), the army currently stands strong at 120,000 men. Half of which are currently stationed on the Hyanids borders with trenches and other emplacements. The standing army practices rigid strategies of line formations to keep things tight and orderly as well as precise accuracy in their weapons training. The cavalry corps previously used as scouting parties in the slave raids maintain their purpose as scouts except this time for the numerous pieces of artillery, they also practice charging down enemies on the retreat. Finally the artillery pieces of redcliff are some of the most advanced in the world behind only etresna in terms of range and size.
Navy: While a small navy when compared to that of Etresna or cethos, it is able to maintain its edge in terms of technology having better ranged weapons then that of cethos. The hegemony has focused on small quick raiding ships rather than a fleet in being doctrine. Lead by magnificum praefectus Jacob Protts
, who oversees 90 and some ships as well as maintaining it’s ports. Owning 32 submarines with the most up to date technology.
Air Force: The Redcliff Ravens, the so called air wing of the military, while small is heavily modernized. With many young thinkers of the military believing they could be and will be used in offensive scenarios specifically against their main rivals overwhelming navy.
Rolls: 9 - Territory - Your nation is decently sized, with room for a few cities and a decent amount of farmland. 18 - Tech - Your nation is effectively fully modern, and innovative to boot. It is likely the trendsetter in multiple categories. 6 - Army Size - Your army is relatively small, but is maintained year-round. 8 - Economy - Your economy is weak, but is relatively stable. 18 - Production - Your nation is almost world-class, with excellent production all around, as well as excellent resource exploitation 8 - Navy Size - You have an okay navy, it is still largely merchant vessels however. 7 - Airforce Size - You have a few biplanes. 5 - Mobilization Ability - It takes a few months to mobilize.
Species: Humans and assorted demihuman part-beast population (predominantly wolfkin and rabbitkin)
Culture:
Anvegad is a very culturally diverse empire, owing to it's origins as a hundred minor city-states and kingdoms. While acceptance of the National Assembly and the King of Anvegad as overall ruler is absolute, individual territories are still permitted considerable autonomy and their own cultural traditions. As a whole, their society is slanted towards authoritarian principles and emphasis on the nation over the individual. General Anvegadians tend towards a very "work hard, play hard" attitude with high focus on labor and productivity, and proceeding to party in the beer halls afterwards.
Certain quirks of it's origins and diverse population with a sizable demihuman minority include several female-dominated city-states and wildly differing attitudes towards marriage and family structure. This has resulted in more than a few kerfluffles in the post-Unification War consolidation of the Empire that still remain today and are visible in the all-female regiments originating from the more hardcore matriarchal states. By and large most citizens just put up with the antics of other city-states so long as nobody is in too much askance of their own, though it seems to be a baffling system at times to outsiders.
Socially, demihumans are treated as second-class citizens across most of Anvegad territory. While no systematic persecution is in place, they are economically and politically disadvantaged and tend to be looked down upon. The primary exception is the meritocratic military, where anyone can rise in position so long as they have ability. Two of the Great Eight were demihumans.
Religiously, the dominant faith in the Anvegad Empire is Yiggidism and the worship of the Valkyries that maintain the link between the mortal Midrealm and the higher Celestial Realm through the tree of Yiggdrasil. By this faith, all souls must earn their ascent to the Celestial Realms and to become one with the Valkyries and achieve true enlightenment, those unfit to ascend are returned to the mortal midrealm, while the worst deviants are rendered into the material of the world tree. While not a official state religion, the common faith was a key plank in the unification of the Anvegad territories and is widely respected. The core tenants of the faith are loyalty, duty, honor, valor, family, and justice, with a typical follower expected to display their faith through action rather than prayer. While the stereotype of a worshipper is a death-seeking berserker on the battlefield (not unjustified given habits of some more zealous units during the Hundred Kingdoms conflicts still clung to by some cavalry regiments), the modern faith instead espouses a need to fight on behalf of those who cannot. A soldier must fight and survive for the sake of saving the souls of the factory workers and farmers who are unfit to be frontline soldiers, while in turn the families and civilians must render total loyalty and support to those fighting for their souls.
History:
The Empire of Anvegad was once simply the city-state of Anvegad, one of the Hundred Kingdoms of the Northwest subcontinent that were endlessly locked in a cycle of conflict and competition since the Silver Age of Feudalism. Alliances would shift and change with every war, no pact or agreement was upheld for long. Most foreign powers kept from intervening in the region for the simple reason it would be a nightmarish task trying to occupy the place.
It would ultimately take eight heroes of Anvegad to begin the long process of uniting the city-states into a nation by the beginnings of the Age of Industry. Some by force with miraculous victories of encirclement and maneuver, or simply the implementation of heavy artillery and imported fortress-buster howitzers. Some via diplomacy with marriage pacts secured in love, or assassination of the worst warmongers of rival states. The Unification War would be a decades-long struggle of politics, war, and maneuver, but under the Great Eight it was a inevitability eventually accepted by all. Ultimately it would end not in martial victory, but mutual acceptance of
While today there remains political and economic divisions between the varying cities and territories of Anvegad, the nation has rallied around the idea of being all one people in the face of a changing world and a desire to end the cycle of revenge for the sake of a Golden Age. But there are very few who believe it will last for long, even as the leaders of Anvegad proclaim wishes for peace and a desire to stay out of foreign wars.
Territory Claims:
Economy:
Anvegad is a large nation with widespread resources, as well as a strong heavy industrial slant in their modernization efforts. Past leaders and policies slanted toward autarky (self-reliance) in the face of the collapse of the Anvegad navy and decision to stay out of colonial land-grabs have resulted in Anvegad being able to cover most of its core economic and resource needs on domestic assets alone, though it is still open to foreign trade of its strengths (manufactured goods, oil, high-grade anthracite coal, aircraft) to cover for relative shortfalls (rubber, aluminum, shipbuilding).
With a lack of a navy and a merchant marine, Anvegad has had no choice but to rely upon private sector merchants for maritime trade, as well as embrace the probable reality that if war breaks out they will have no overseas trade. While this won't cripple Anvegad like it would more global powers, it does put a crimp in their ability to expand their economy and production power to remain competitive with the world.
Technology:
Technologically, Anvegad rates average by world standards across the board. While hardly a world-leader in technology, it has strived to keep apace with the world and implement the most critical developments as fast as possible while letting the private market assimilate the rest. This in part stems from the sheer size and population of Anvegad making it difficult to rapidly implement change even when the nation as a whole is behind it. In many ways this has actually been to their benefit in adopting the best practices of other powers while avoiding the potentially costly and disastrous expenses of developing experimental hardware completely on their own, but the list of Anvegad "firsts" is distressingly short.
Army: The Anvegad Army is divided into the infantry, cavalry, artillery, and logistics divisions.
The Infantry corps is the backbone of the military and it's largest organization in terms of manpower. As a whole, the infantry corps is slanted towards slow-moving siege and assault warfare as a result of the final conflicts of the unification wars and lessons learned from the bitter city-fighting in the last holdouts, as well as a hard calculus in being unable to motorize more than a fraction of the legions of troops even with Anvegad's growing automobile industry. The majority of trucks they do have are devoted to logistical support rather than moving troops around, and renders the frontline infantry to be a mighty colossus with a lumbering gait.
In total, the Anvegad Army maintains a standing army of 100,000 full-time professional regulars, approximately 400,000 reservists and regional defense troops at partial combat readiness that can be mobilized relatively quickly, and theoretically millions of troops in event of a maximum conscription mobilization. Actually mustering, training, and mobilizing all of the potential conscripts from hundreds of different territories and states is a daunting logistical challenge even for Anvegad however, and one it's military leaders are hesitant to draw upon due to the probable organizational hell a maximum mobilization would entail, ontop of the questionable combat effectiveness of the conscripts. But the will, patriotism, and plans to do so are in place if necessary.
The standard firearm of the Anvegad Infantry is the Zeirchmeister mark-2 Armory Rifle, a heavy caliber bolt-action firearm built for high stopping power and reliable fire rates at expense to range and accuracy under the general pretense that the average soldier rarely uses their weapon at maximum range and putting more rounds downrange with only one shot out of five in a clip needed to kill matters more than precision. Inaccuracy can be compensated by multiple riflemen shooting at once. The Armory Rifle also benefits from a extremely sturdy closed-feed bolt design that gives it considerable reliability even in adverse conditions of dirt and mud, though this slightly complicates manufacture under existing machining techniques. It is also fitted with a bolt mount for dagger and sword type bayonets as needed while basic cleaning supplies are stored in the stock for regular maintenance.
The Anvegad Army is also a keen adopter of machineguns, with the crew-served Hildir-06 serving as their core automatic weapon alongside licensed copies of foreign guns rechambered for Anvegad heavy rounds. Ongoing modernization efforts have put a recent emphasis on supplying them en-masse to infantry units since designs for semi-automatic rifles turned out to be busts, but presently only a handful of divisions have more than ten organized into five-gun support sections meant to function as strongpoints on a battlefield for infantry to rally and operate around. The primary flaw of the weapon is it's sheer weight even compared to other commonly used water-cooled HMG's of the time, requiring a six-person crew to effectively haul and operate, and several more to haul sufficient ammunition and replacement barrels for extended use. While studies are underway to develop a lighter version for squad-level use, they are largely paper-drawings and theories for now.
On a more contentious note, several rabbitkin units from the eastern city-states also utilize shotguns for close-quarters skirmishing companies in lieu of armory rifles. While problematic to use both tactically in field combat and logistically for their specialty ammunition and the various rabbit units still being unable to standardize upon twin or quad-barrel break-action shotguns or newer pump-action tube-fed guns, the Rabbit "Blitzer" units swear by them for city-fighting and assaulting strongpoints. Use of the shotguns is almost considered a war-crime by other Anvegad units that were on the receiving ends during the Unification War, especially given the lethal "Ripper" shrapnel ammunition commonly used, but for now they are still in use for lack of a more civilized replacement that is just as portable, lethal, and useful in close-quarters situations.
The use of mounted infantry has a wildly disparate history among the former city-states. Some favored cavalry as mounted horse-archers in cycling shoot-n-scoot maneuvers, others as heavily armored spearheads to break through enemy formations. Even after unification, there has been little effort to standardize the cavalry and they retain most of their regional trappings and unit traditions from before Unification.
Typically a cavalry trooper is equipped with some level of body armor (curass for light cavalry, partial plate for heavies), a melee weapon (sabers for skirmishers and light, halberds for heavies), and a rifle supplemented by multiple pistols for shooting and close-quarters gunslinging.
The cavalry is in slight competition with the artillery corps owing to their refusal to turn over their integrated horse-artillery units over to centralized fire command, with almost all of the units believing that tactical attached artillery matters more than indirect fire. The age of cavalry is seemingly waning, unless they can find their chance to shine once again.
The Anvegad Artillery Corps has a long and venerable history as a meritocratic and battle-proven pillar of Anvegad military success since it's initial inception as Prince Ozo's Royal Artillery, which would go on to lay down the basic tenants of artillery warfare against fortresses to be followed into the modern age.
In recent times since the development of the hydropenumic reciprocator in artillery pieces, Anvegad has begun to lag behind other nations in the adoption and implementation of the latest fire control and direction systems. Rather than try to create inferior copies of their own and try to kitbash them into existing systems, Anvegad has instead focused on mass-producing the guns they have for saturation bombardments and laying down the logistical basis for longer and more extensive bombardments than ever before. By certain flukes of bureaucracy and hard-headed perfectionism by the current Supreme Gunmaster, logistical plans have been drawn up to the extent of weeks-long bombardments across miles of frontline with thousands of guns, a terrible nightmare scenario most gun-commanders are hesitant to consider even upon the worst enemies of Anvegad. But according to the logistical math, it is more than possible with the scope of modern industrial power so long as the right preparations are made
The ALSC is the second-largest division of the Anvegad military behind the infantry in terms of manpower and the artillery in material assigned to it, and for good reason. While stories are sung about the valor of the cavalry and the sacrifice of the nameless soldiers on the frontlines, few appreciate the titanic effort it takes just to get them there in the first place. Many disasters and miracles during the Unification Wars would cement the importance of solid logistics in the minds of Anvegad's generals, and it's importance has only increased as artillery and aircraft are seen as increasingly crucial in the great war to come.
The ALSC is responsible for managing military railroads, supply routes, telephone and telegraph lines, and a number of labor battalions and field sapper units in support of frontline troops. Its responsibilities have only grown since the advent of industrial warfare and all the horrifying prospects it brings, and there is active talk of contingency plans for the ALSC to begin to branch into direct control civilian sectors as well to secure production and logistics in event of incompetence or sudden urgent demand for short periods.
Despite it's large size, the Anvegad Empire was never a naval power by any measure. Bad coastlines, lack of long-term planning during the city-state period, and a focus on land warfare have left it's ports limited in size and shipyards only fit for civilian freighters at most. After a series of disastrous operations in it's past and a hurricane that drowned the last Active Fleet and crippled the Merchant Marine, Anvegad is ill-inclined to engage in another expensive military shipbuilding program and has turned the surviving naval elements into a Artillery external ordinance bureau manning coastal batteries and navy-schools to maintain some institutional experience in the hopes of one day restoring the merchant marine. But no Anvegad leader believes that day will come any time soon by Anvegad shipyards alone. For now Anvegad's coasts are defended by horrid terrain and strong internal lines to surround and crush attempts at naval invasion, while it's generals accept the reality of no naval power projection for the foreseeable future.
One of the few fields Anvegad has pioneered in the industrial age is flight, with the world's first biplane having taken off from the workshop of a Anvegad inventor and the design quickly being militarized during the final stages of the Unification War to improve recon and later for coordinating artillery strikes. While other powers have since surpassed Anvegad in pure technology of flight, the fledgling Anvegad air force has the organization and experience few can match in close air-artillery coordination and support for thousands of aircraft, with an estimated 1,500 planes in service of the Empire by 1910 (partly due to the collapse of the Navy forcing a replacement for coastal patrol craft).
While Anvegad's planes are predomiantly for scouting and artillery spotting, to the point where there are dedicated squadrons for specific gun-regiments, few think the skies will remain peaceful for long, and plans are already being made for armed warplanes with bombs and machineguns, while airplane manufacturers are preparing for production above and beyond anything asked before.
Rolls: (Can be generated by using 'rp!roll' in the Discord server.)
19 - Territory - Your nation is magnificently sized, a premiere empire of the day. There is plenty of land to go around. 13 - Tech - Your nation is decently modern, with an effective grasp of technology. It is by no means a trend setter, but it stays up. 6+4 - Army Size - Your army is decently sized, and is maintained year-round. 16 - Economy - Your economy is slightly above-average, and the nation can usually fund what it needs. 14 - Production - Your nation is somewhat majority industrial, with decent resource exploitation. 1 - Navy Size - You have no navy. 19+1- Airforce Size- You have a massive air force made up of a huge amount of biplanes. 9 - Mobilization Ability - It takes two months to mobilize.
Heorot is a monarchy with its own royal family that as ruled in an unbroken line since the days of its founding with a sole exception during the Age of Mist where a powerful noble deposed all of the royal family except for one, young Beowulf. In the early days, there was emphasis put on the "royal blood" concept and as such the bloodline is prone to minor instances of inbreeding -some more direct than others- which has left some mutations in the bloodline.
The current king is King Leodradic IX, married to Queen Gwynda, once a daughter of a small noble family before proclaiming she would marry only the heir to the kingdom. Both of them are mentally unstable and rather obviously insane, however both of them have a hidden cunning that many do not realize at first glance. While many of their laws and edicts passed are nonsensical and annoy their court to no end, some have proven to actually benefit the realm.
Such was the case with the Anti-Forest Fornication Act which while listed off a great number of random illicit activities prohibited in forests, is seen as a base for environmental protection and the Three Fancy Hat Edict which said that anyone owning more than three sufficiently fancy hats would be taxed more with fancy hats being a luxury only the rich can afford.
This has obviously not sat well with several nobles and more than one attempt has been made on the pair's life but every time, the plans have been foiled, exposed or otherwise failing due to the most incredible acts of randomness. Just like the effects of their more successful laws, its highly debated if the King and Queen actively have an effect on their survival or if they are just lucky. Yet, the pair are very popular with the commoners who find their antics endlessly amusing and have yet to been at the but end of any serious, harsh laws.
Although insane, the two have a deep and trusting romantic and professional relationship with King Leodradic letting his wife take over many responsibilities usually left to the men of the court and government to which she has proved a surprising skill at. The Queen has proven a skilled if not enthusiastic stateswomen and speaks 16 different languages (although half of them are nonsensical gibberish like "Tree" or "Sea Dwarf"). The King on the other hand has personally overseen military training and exercises, even going on mildly suicidal expeditions into the deep forests of Heorot proving at least a capable commander despite not being exceptionally gifted at it.
Species: Human and Dwarves
Culture:
History:
Hundreds of years ago, deep within the blood of the Heorot, there had been a northern tribe known as the Hethroalgar who lived in the far north and like many of their neightbors looted the southern lands for plunder and riches. They lived simplier lives of raiding and battle but were as every civilized as the southerns, at lesat to themselves. However this all came to an end when they were forced out of their homes as a great warlord rose up and they were unwilling to join him. Rapidly assembling ships and rafts, they piled everything they could as their warriors bled for their safety and sailed south once more for the final time.
The seas were not easy and despite all of their prayers and worship, the Hethroalgar had lost at least half their numbers to the harsh tides. When they landed, they were greated by dwarven settlers who had reinhabited the beaches since the Hethroalgar razed the human settlement in raids prior. Wary of the newcomers, the Dwarven king attempted to remove them throuhg military force. The Northmen however where no keen on being forced out of a home again and there were still enough among their numbers to resist. In time, the King decided to give the Northmen three impossible tasks in the hopes they'd wipe themselves out doing it or just give up an leave. These tasks have since been known as the Trails of the Mountain King.
First was Baraz Kali'Galum, "Slay the Beast". For centuries a great dragon had slept under the mountain hold of the dwarves, sitting upon the precious minteral deposists which the dwarves ddespirately wanted. Sending their best men lead by the legendary Wulfrik Heorotson, the humans dove into the underground to do battle with the dwarves. However, instead of attempting to fight the dragon, Wulfrik instructed the warriors to sneak silently up to the dragon and stuff its mouth and nose full of raw lead while a group of women sung calming songs and peoms to calm the dragon's sleep. When the dragon awoke and saw the intruders, he attempted to roast them all alive, melting the lead in his mouth and nostrals, suffocating himself. And without loosing a single warrior, Wulfrik had slayed the beast.
Infurated, the dwarven king set them on the next task, Galmaze Raithrul, "Split the Mines". Taking half of the mythical stash for himself, he left the humans with the other half hoping that they would tear each other a part over it from greed. The warriors of Hethroalgar nearly did exactly that before a woman known as Sivir Faylnyr, wife of Wulfrick Heorotson, had organized the non-warrior men and women and created a system of dividing the loot based on deeds, experience and past actions, inadvertently creating the base for the legal system of Heorot
At his wit's end, the furious dwarf king ordered the humans into the deepest depths of the mountains to hunt for the legendary tomb of Orath Runehand, hoping to trap the warriors within by blasting their tunnels. Oblvious to the plot against them, Wulfrik along with his brother, Tyrigg, lead their warriors into the deep underways of the mountain, not knowing that their entrance had already been blocked off once they were out of sight. By the time they realized what had happened it was too lake, but Tyrigg convinced everyone that there had to be another way out of the tunnels. Calming any immediate mutiny, the warband would stumble upon the tomb of Orath Runehand, half starving and delusional. It said that there they met the ghost of Orath who was so infuriated upon hearing the trials the humans had been put through after leaving their native home, he struck the ground with his rune-forged hammer and split it in two, shattering the dwarven holds above and creating Ironfrost Pass, one of the few relatively safe route through the mountains. More than one source claims that Tyrigg who was the one to tell the story had actually embellished the story using choice words he knew would anger the dwarven spirit in such a manner that he'd exact punishment against the corrupt king.
Now freed from their tomb, the warriors rushed into the halls and holds of the dwarves who had all been frightened by the massive earthquake under them. With their own warriors unable to put up a fight and more burred under ruble, Wulfrik and his brother forced the King to abdicate his throne and grant the humans their home as new settlement for the Northmen. Legends hold that instead of bowing to the Northmen, the king assembled his personal guard and fought with Wulfrick and his warriors in a ferocious battle that caused a river of blood to flow from the throne room out into the halls. Finally, after besting the king in single combat, Wulfrik again shouted his demands but the king only cackled madly as he crawled his way over to an edge, blood leaving a deep crimson path behind him, and threw himself into an open pit of lava which erupted when his body hit the surface.
Now both dwarf and human ran as fast as they could from the mountains as they erupted into flame and began to crumble. Once out in the open plains, the dwarves decided that they were no longer in any position to resist the demands of the humans and allowed them to live on their land, slowly assimilating into their society over the ages. From the "Trials of the Mountain King" was born three figures that would go on to be venerated as ancestor gods, Wulfrik the War-King, Sivir the Honor Maiden and Tyrigg the Iron-Scholar. Indeed it would be Wulfrik who would be crowned the first High King of Heorot, naming the kingdom after his own namesake.
In the ages since, Heorot has seen multiple kings and queens come and go as well as two major civil wars, one which had deposed the Heorot dynasty and install the Scytha dynasty, and another lead by Beowulf Heorot to reclaim his family's throne. Time and time again, the people of Heorot have defended their home form invaders by sea from the Sea of Morska and by land through the Dwaizarh Mountains, continuing the legacy left in their Northern blood.
Territory Claims:
Long has the land of Heorot been cruel and untamed with tales of monsters and otherworldly beasts stalking the Dravenwald Forests, prowling the misty foot hills of the Reach, swimming in the depths of the River Tibyr and haunting the old dwarven tunnels. Such a reputation has earned the land the name of the "Wildlands" especially in ages past where to this day, it boasts the highest number of paranormal reports in the world. This has had the effect of making the people of Heorot a very superstious populace who even in modern time with science and reason, cling to folklore of monsters and beasts in their lands.
The most prominent geography in the Kingdom is the mountain range known as the Dragon's Spine that go so high that many pierce the cloud layer and very few paths lead in and out of the mountain range, the largest of which is Ironfrost Pass which houses the largest defensive fortifications in the kingdom. Within this mountain range is where a great deal of industry takes place, using old dwarven ruins as the base for factories and mines. However, a great deal of dwarven tunnels have been lost to time and just as many monster myths live in the dark halls of lost dwarven holds and mining tunnels as does those on the surface. The Dragon's Spine is also cited as the reason why Heorot is always colder than the rest of the continent, sometimes the temperature dips down to that of their ancient homeland in the North.
The soil of Heorot lacks a great deal of fertility and thus few things can really grow and those that can rarely grow in large numbers. However, the forest of is plentiful with wild plants and game which some hunt and forage for, if not for the fact they can't make a living any other way most of the time. Making up for this, the rivers and the sea are teeming with fish and seafood as well as great forests of seaweed kelp harvested by the locals.
Economy:
Technology:
Army:
Officially formed in the 1500's and then reformed in the late 1700s, the Herot Royal Army has had a long and proud history which they proudly trace back to the age when they were still a northern tribe that raided the southern realms. Because of their pride in traditions, they prefer to fight in colder climate such as mountains with lighter troops and commonly take advantage of waterways.
Military service is purely voluntary and thus comparatively small despite letting both men and women serve (although women tend to see more rear guard actions such as supply officers or artillery crews). The tremendous industry of the Heorot however ensures that every soldier, company and regiment is extremely well armed, fed and equipped with plenty of surplus stocks to spare.
The Kraggson Model 1871b is a slightly updated design of a very old gun chambered for the .30-33 Kragg round that was built with the dwarven philosophy of building things to last. Through a mixture of stubborn pride and apathy, the army has yet to feel the need to adopt more modern designs. In addition, instead of using water-cooled machine guns, the army stills uses finely wrought gatling guns and artillery pieces that go back decades only slightly modernized over the years. Shotguns are also common place in the military and unofficially used to designate symbol as a common infantry man will have a simple utilitarian boom stick while officers take pride in their fine artisan crafted weapons with inlays and engravings.
Ever since olden times, the Heorot way of war could be summarized as swift and brutal favoring rapid aggression to over take the enemy. More than once the attacking besiegers found themselves being charged by Heorot defenders or being chased across vast distances by the Heorot. The Kingdom claims the first use of "mobile foot" by using special wagons that were capable of transporting small groups of men by horse and could even be turned into boats. To this day, the Heorot use these tactics now replacing horse wagons for trucks.
Navy:
Drawing upon age old traditions adopted to a modern age, the naval warfare maneuvers of the Heorot are unorthodoxly aggressive and unique. Instead of focusing their tactics around large capital ships, the Heorot have always had a preference towards smaller, faster ships as well a boarding actions. In the age of sail, Heorot pirates and raiders where infamous for their abilities to board ships or destroying them at close range.
In more modern times, the Heorot have designed special ships called "Knorrs" -sometimes labelled "longships" to outsiders- a mix between Torpedo Ram vessels and transports. These ships have a very low profile compared to their contemporaries and are fielded en masse at high speeds to break through an enemy's defenses to "crack" open ships by either ramming and boarding them or using torpedoes. Their usages was popularized by the stunning naval victories against the most recent Uruk Invasion where night attacks by Torpedo Boats with Royal Marine compliments crippled naval forces, most notably during the Battle of the Ice Cliffs.
Air Force:
Rolls:
8 - Territory - Your nation is decently sized, with room for a few cities and a decent amount of farmland. 8 - Tech - Your nation is still antiquated, but modernization is about to begin or in its beginning stages. 6 - Your army is relatively small, but is maintained year-round. 17 - Economy - Your economy is well-off, and a majority of what needs to be funded is. 20 - Production - Your nation is at the top of its class, and a large portion of the world’s goods are produced here. 12 - Navy Size - You have a decently sized navy, with a fairly militarized portion. 7 - Airforce Size - You have a few biplanes 17 - Mobilization Ability - It takes a month to mobilize.
Looks good, though I uh... naval combat in WWI took place at considerable distance. That kind of tactic might work under cover of night, if you get lucky. As a chief weapon of the navy though... if a single warship spots you at a few miles out, or somesuch, you're pretty much doomed.
Its not so much as a primary tactic as it is an additional plan that the navy sometimes does, especially against cargo ships in universe. OOC wise its just to give them a unique twist and because it would be fun for them to have some neo-viking stuff in their arsenal.
Species: Goblins and humans with some degree of crossbreeding.
Culture: Science and Silver are the two pillars of Tushienia society that their nation is built upon. The island nation is incredibly young, having only been established 20 years ago by a collaboration of humans and goblins pirates who sort to pursue profit for their genius by outright claiming an island with few natural resources that no one really wanted and establishing a trading hub there. With a complete lack of scientific morals and an influx of wealth and 'test subjects' by those who sort a safe place to perform questionable experiments without fear of the law, Tushienia became one of the leading technological powers on the planet, trading the fruits of its labor with other nations to support itself.
The weak willed and kind hearted do not survive in Tushienia, the politics of the island nation rewarding the cut throat and successful at all costs members of society with 'Trade Barons' being the leading figures of the Republic. While brutal and uncaring, Tushienia also offers those who live there a surprising amount of freedom, not giving a damn about what race, gender or species someone is and allowing anyone who is made of the right stuff the chance to crave out a place in society.
History: Tushienia is a young nation that was established twenty years ago by several human and goblin pirate crews coming together in the name of profit. The crews wanted to establish a safe port in order to operate out of and after a bit of searching they found an island that was somewhat poor on natural resources that no one lived on that was in a fairly reasonable location. While many of the crew were content with just having a safe pirate haven to call home, one of the goblin captains had an idea...
Since the island wasn't owned by anyone, technically there were no laws there beyond what the pirates themselves enforced which made it a prime location to be a trading hub for those of a more... questionable taste. But while that would bring in some degree of business, why not offer something that people wouldn't be able to get anywhere else? While the concepts of 'civil rights' and 'morals in science' was relatively new in the grand scheme of things, enough nations and cultures had started to develop them and that was proofing somewhat problematic towards those in the science field that wished to perform experiments or develop new technologies in methods that were being hindered by their respective governments and cultures.
The island of Tushienia threw open its arms to the unethical and amoral, scientist and inventor, businessman and slaver. What started life as a pirate haven quickly grew into a city where science and profit was the law of the land and the most successful business tycoons, scientists and inventors that could claw their way to the top could lay down the law in order to keep the small nation ahead of the technological curve and profitable.
Within the twenty years of its existence, Tushienia has become a technological powerhouse but it has been somewhat hindered by lack of production to produce the kind of trade profits that the barons are after. That's going to have to change...
Territory Claims:
Economy: The economy of Tushienia is built around the creation of science and technology and selling the results of both to the highest bidder. It's wealth almost completely comes from trade, with the occasional influx coming in from questionable sources (IE. Piracy) as a number of shadowy individuals from other countries find Tushienia a safe place to hide either themselves or sources of wealth that they don't want their home countries to find. The nation also gains a healthy profit from the trading of slaves, through a fair number of them disappear into the science labs to live out the rest of their lives as test subjects.
Technology: Within the twenties that it has existed, Tushienia is considered one of the leaders of the technological world. While it may lack the means to mass produce its products, the demand is incredibly high. As a city, Tushienia is one of the most advanced in the world, with even its slums having electrical power and access to technological marvels that even in poor condition is far greater then the best a good chunk of the rest of the world can offer.
When it comes to military technology, Tushienia isn't afraid to sell the fruits of its labor... however, it is not foolish about it. As a practice, it'll keep the truly advanced and best equipment to supply its own armed forces while selling the more... outdated technologies to others. The weapons and military technology it does sell is still generally of good quality and worth having, but by the time it hits the market Tushienia has already equipped itself with the brand new cutting edge gear.
Army: Each Trade Baron has an active staff of personal guards and their own private force of solders to do with as they desire, but in the even that the nation as a whole goes to war it is expected for them to unite their forces and hire the mercenaries, privateers and pirates that call the city of Tushienia home in order to form a decent sized armed force. The personal forces of the Barons are generally equipped with the top of the line equipment that the nation can produce while mercenaries, pirates and privateers generally bring their own equipment. The government does provide equipment and supplies to those signing up to fight for their cause; While it generally isn't to the same high standard as the Trade Baron's personal forces, the offered equipment is generally a pretty solid standard with the option of taking a small paycheck in exchange for better gear. Looting and slave taking are also generally acceptable practices unless the order comes down not too for one reason or another.
Navy: Because of its reliance on trade, it is of no surprise that Tushienia invests of lot of time and effort into its naval abilities. While each Trade Baron has their own private fleets, Tushienia actually does have an independent navy of its own that is funded by the nation's government in order to safe guard the trade fleets traveling through their waters; While Tushienia profits from piracy, it likes to keep that sort of thing away from its own waters in order to encourage business.
The Tushienia Navy and the private fleets of the Trade Barons are kept technologically advanced, with each new upgrade tested and installed whenever possible. They have also invested in a new method of oceanic warfare in the form of their newly developed submarines. After all, why risk a fair fight when you can just surprise and sink the bastards?
Rolls: 1 - Territory - Your nation is cripplingly small. It would be a mistake to call it a city-state, as it is smaller than a city. It has few people and lesser still to offer. It has managed to survive conquerors by being simply irrelevant.
20 - Tech - Your nation is among the premier modern empires of the day. One of the earliest adopters of industrialization, your nation is a trender setter in many of the technological fields.
2 - Army Size - Your army is restricted to personal guards and retainers, but the nation maintains a system that allows for small armies to be conscripted during wartime.
13 - Economy - Your economy is average, and is stable.
3 - Production - Your nation is largely agrarian, with some natural resource exploitation to a small degree.
12 - Navy Size - You have a decently sized navy, with a fairly militarized portion.
1 - Airforce Size - You have no air force.
17 - Mobilization Ability - It takes a month to mobilize.
Looks good, though I uh... naval combat in WWI took place at considerable distance. That kind of tactic might work under cover of night, if you get lucky. As a chief weapon of the navy though... if a single warship spots you at a few miles out, or somesuch, you're pretty much doomed.
Otherwise, off to a great start!
To be completely fair, ramships were a thing just a decade or two before WW1. It isn't a stretch that somebody would actually roll with it. Torpedo rams were basically small yet well armored ships with very small above waterline height and only armaments enough to ward off smaller vessels. They might've also carried torpedoes but that wasn't a requirement. I can see somebody going with torpedo rams. Heck, they might be even vindicated if say ships stomp the Uruk in a previous war. Heorot could be Japan to my Russia here.
This is true - but lightly armored boarding actions against proper warships seems a little sketchy to me. Against lighter ships, or in fog cover - that's a different matter.
I believe he said it was primarily against merchantmen and such, soooo...
The culture is quite diversified and can range depending on which community you decide strolling through. There are just as much conservative as liberal communities, with more traditional areas sporting segregation such as non-humans deciding to stay their residences away from humans and vice versa. The beauty of New Diya is it breathes with the citizens, it has a rather open door policy and bends to the ideas of its citizens as long as these ideas are well intended. The government of New Diya primarily regulates trade, military defense, maritime operations, foreign policy, diplomacy, and law.
History
If we are to speak of New Diya’s beginning, then we must first start with Nysar’s and Isant’s end. Before there was New Diya, we had the Diya Federation, and before that, it was every nation for themselves. The Nysari and Isanti lineages of power roll back into ancient times, how they managed to co-exist on the same continent before ever fighting as they did in recent years was a mystery. Each were growing in their own way, Isanti sticking to more of a traditional way, where human’s ruled and had no other rulers. While the Nysari kept a more balanced ideology of how succession, direction, and policy making would be conducted. Many of the non-humans inhabiting behind the lines of Isant would find themselves subjugated by the rule of law made by humans, and enforced by humans. These rules of law gave no opportunity for anyone other than humans. Eventually, many of those non-human inhabitance would leave Isant and claim refuge within Nysar. Nysar and it’s progressive council would welcome non-humans with open arms, and in return Nysar’s economy would grow, as would their entire nation.
The Nysari would climb quickly to meet the strength of the Isanti, who in the turn of the century seemed to have more of a dominant grasp over the continent. No matter how strong Isanti was, their reign was never meant to last with the aged ideology they clung to. Eventually Nysar would reach agreements with Kloust, Eleusis, and Osae, the three neighboring nations all losing their identity while Nysar gained theirs. Nysar due to its growth decided on meeting with heads of the other three nations. Nysar’s council persuaded they could benefit from one another flying under the same banner than separate, each having their own pros and cons, each with something to gain from the other. This agreement was held in a small neutral town called, Diya. Thus birthed the Diya Federation, named after the town the foundation was set on for the newly declared relationships.
Feeling threatened after the Diya Federation was established, and quite disgusted at the idea of non-humans and humans co-existing, Isanti began mobilizing their forces. Within two years time, Isanti launched a surprise assault on Kloust’s borders. The assault met Kloust’s defenses and quickly trampled them over, Isant liberated a majority of Kloust within a month. Osae and Eleusis mobilized in time to stand a fight against the mounting Isanti assault, but were cracked open after a few months of fighting. The Nysari would strategically enter the theater of war by going around the Isanti front and cutting off supply routes, while surrounding the Isanti fighting force in Osae and Eleusis. This strategy allowed Osae and Eleusis to push back to their respective borders and merge with the Nysari forces. The three nations of the Federation would then push toward Isant after freeing Kloust and within a year’s time, the Isant government collapsed.
The nation of Isant fell into anarchy until it was liberated by the Federation. What leaders were left of the Isanti population, and the other four nations would meet in Diya to review plans for reforming the tattered nation. Due to Isant’s complete dismantlement, Kloust’s fall, Eleusis and Osae’s near destruction, the only remaining power completely intact was Nysar. After long deliberation in what to do, the Nysari leaders proposed a complete overhaul that left all the leaders shaking their heads up and down. The borders would merge under one complete power and within these borders they’d divide responsibilities of leadership by elected officials. There were to be 23 regions, each region housing 12 districts, each district housing 5-8 counties. There would be one regional voice to every 12 district voices, and the district voices had to mediate their county voices. This allowed for all voices to be heard, but without crowding the decision making process.
The town of Diya would be declared the new capitol and now under the same banner, the nation would recognize itself as New Diya or the New Diya Republic.
Territory Claims
Economy
The commerce and trade within New Diya is strong and growing, they are above average when it comes to revenue. This is because New Diya is easily accessible for most nations to trade with, their navy is one of the finest, and they have trade outposts peppered throughout the many islands in the ocean.
Technology
New Diya had been more focused in its earlier years with exploration and colonization. They spent more of their resources in establishing settlements across waters so trade could easily be conducted. The effect of such prioritization has left their technology average at best. They are certainly not behind, but they are no where near some of the nations today.
Army
New Diya Defense Force has 130,000 professional soldiers willing and able to fight for the principles and culture the nation provides for their families. There are 300,000 reservists, and the ability to draft a vast number of conscripts in only a few months time if necessary. New Diya trains their military in hand-to-hand and rifle tactics.
* Special Note:Vanguard
The front lines of New Diya’s Defense Force, these soldiers are equipped with a short blade called a “Caiman”, standard issue rifle, and 3‘ x 2‘ metal shield called the “Shell”. Their training has been specialized and their resilience and versatility reflects it.
Caiman- Double edged blade with a sharp smooth point. One edge sports rigid teeth curving down similar to a saw or crocodile tooth, used for utility and survival purposes. The other edge is sharp and works great for slashing flesh.
Shell - 3'x2' metal shield with the top corners edged out creating a "J" space. This space is used for supporting the rifle when either fortifying a position, moving forward while firing on a position, or charging enemy lines. There is a subtle flare around the top of the shield as to promote space for the soldier's vision to see what is in front of him/her without exposing their own head.
Navy
New Diya would not be what it is today without her navy. It is with the navy that New Diya has been able to reach across the globe and effectively build its once war torn economy through trade. Their experience in maritime operations is unquestionable, and their confidence is unwavering. They may not be the premier Navy of the globe, but they sure conduct themselves to be so. Organized, large, and in charge, there are no objectives the Navy won’t find a way to handle.
Air Force
New Diya has yet to invest in production of any biplanes.
(18) - Territory - Your nation is magnificently sized, a premiere empire of the day. There is plenty of land to go around. 8+2 (10) - Tech - Your nation is average when it comes to technology. (14) - Army Size - Your army is well-sized, and maintained on a year-round basis. (14) - Economy - Your economy is slightly above-average, and the nation can usually fund what it needs. (17) - Production - Your nation is doing well for itself, with excellent production in both farming and manufacturing and good resource exploitation. 15+3 (18) - Navy Size - Your nation navigates and controls the water better than most. Your merchant fleet is experienced, and your navy is well versed in amphibious tactics. (5) - Airforce Size - You have no biplanes (9) - Mobilization Ability - It takes two months to mobilize.
CULTURE The overwhelming peasantry majority continue to center their lives in largely isolated villages, where they act as members of a corporate body and help manage the community resources and monitor the community life. Across much of the country, these lower-classes are serfs who are bound permanently to parcels of land, whose farming is handled by tenant farmers who pay rents and obligatory services to the noblemen landlords. Peasant leaders supervise the fields and ditches and grazing rights, maintain public order and morals, and support a village court overseeing minor offenses. Inside the family the patriarch makes all the decisions, and is tasked with arranging advantageous marriages for his children. Much of the villages' communal life centers around spiritual services and holy days. Peasants draw lots to choose conscripts required by the army. The noblemen handle external relationships and politics for the villages under their control, and are not typically involved in daily activities or decisions.
HISTORY
TERRITORIAL CLAIMS Your ass is grass, and I'm the lawnmower!
ECONOMY The Sexchellois economy is largely pre-industrial, primarily characterized by subsistence farming. Farm households are also engaged in handicraft production, mostly for home consumption, but with some goods sold, with the market economy based solely on extraction and processing of natural resources and agricultural products for local consumption.
TECHNOLOGY
ARMY Sexhellois military organization retains many of the features that have sustained it for centuries, bolstered by its sheer size of hundreds of regiments of infantry, kept up to strength by a long established tradition of conscription, but the demands of modern warfare and rapid technological advances have given rise to extensive changes in equipment and tactics. The core of the Sexchellois army is still its elite regiments of Ashigaru infantry, although their composition and role have changed greatly since their extensive (and brutal) reorganization in the wake of the civil war. The Ashigaru are trained as riflemen and grenadiers, and some regiments have recently begun to undergo extensive training with advancements in automatic handguns to serve as shock troops on armored and naval units. Ashigaru regiments are totally self-contained entities, and even include their own medical and logistic services.
Alongside these elites, the bulk of the confederation's armies are made up of Mitsaki regiments – conscript light infantry given basic training and equipment, and which form the mass manpower of the state’s armies, utilizing a unique brand of unconventional equipment thanks to the adverse terrain of their homeland. Backed up by tough and versatile cavalry and artillery, they are a force to be reckoned with, especially in tight terrain. These specialized details are crewed solely by a special class of soldiers known as Okandu. Originally irregular, almost exclusively peasantry, light infantry units who also served as guards and watchmen, the Okandu regiments have evolved to become custodians of the war effort, and are busily building a whole new military tradition. Fighting mainly as aggressive, fast moving formations, each Okandu soldier is fully conversant in the art of melee combat as well as rifling.
The last and most mysterious branch of the land troops are the Anibishu Knights. Although known as a powerful political force, and the ruling class’s own bodyguards, the Knights also field forces alongside the regular imperial military. Though few in number, the Knights boast some of the most skilled and feared soldiers in the world, backed up by technological expertise second only to the Samurai of yore. These modern offshoots eschew the use of firearms altogether, favoring a combination of swords and chemical warfare to truly become the stuff of legends.
NAVY
AIR FORCE
ROLLS 15 - Territory - Your nation is decently sized, and even has some overseas territories. It’s by no means impressive, but it is a start. 13 - Tech - Your nation is decently modern, with an effective grasp of technology. It is by no means a trend setter, but it stays up. 20 - Army Size - A worryingly large amount of your population is active-duty military. It is maintained year-round, and seems almost infinite. 19 - Economy - Your economy is well-off, and a majority of what needs to be funded is. 4 - Production - Your nation is largely agrarian, with some natural resource exploitation to a small degree. 10 - Navy Size - You have an okay navy, it is still largely merchant vessels however. 5+2 - Airforce Size - You have a few biplanes. 3+3 - Mobilization Ability - It takes a few months to mobilize.
Government: At the federal level the Free State of Pohae is a democratic republic. The free state is divided into twelve regions, eleven “Bulankhets” which act as semi-autonomous tribal territories and the free city of Pohae. These twelve regions, often times through direct democracy, elect ten representatives to serve upon the Federal Council every six years. The Federal Council then acts as the representative body of the government, passing and enforcing laws, establishing and maintaining the judiciary, electing when to go to war, and maintaining the nations budget. Any citizen within the Free State of Pohae is capable of disputing these decisions and can call for a direct vote from the people to overturn it.
At a local level these twelve regions function semi-autonomously, whose local governments are determined independently of the federal government. For example, many of the Bulankhets are under the authority of a powerful tribe whose local governments often consists of either elected elders or hereditary warlords. Other territories, such as the free city of Pohae, elect representatives through direct democracy. These regions are capable of passing and maintaining their own laws independent of the federal government, trade internally amongst themselves, and tax citizens to fund public projects.
Species: The predominant species within the republic is humans alongside a notable population of Orcs, Goblins, and Demi-Humans from neighboring nations. Found mostly outside of major cities exists small colonies of Satyrs and Centaurs whom are native to the territory.
Culture:
Pohae’s history of being conquered by foreign empires and settled by wandering tribes has left its people diverse and its culture everchanging. The city itself contains a healthy mix of peoples that can trace their lineage almost anywhere in the world. There are five distinct culture in the city of Pohae itself: The Pohae (Aition): The Pohae are mostly humans that can trace their lineage back to the original Kratorian settlers of the region. They are the most predominate group within the city and often times seen as either wealthy aristocrats or merchants, though this isn’t always the case. Uniquely, they are one of the only cultural groups who worship the Kratorian pantheons. Due to their history as conquerors of Pohae, the native tribes often refer to them as the Aition, meaning oppressors in ancient Pamwatu.
The Uipoth: These are humans who can trace their lineage to Segon or share similar characteristics. Their name can be roughly translated to mean “he who walks on two legs”, though it is disputed. While oftentimes distinct in social status and ancestry, it isn’t uncommon for the terms Uipoth and Pohae to be used interchangeably for humans.
The Ftochos: Meaning “undesirable” in Pohae, this is a term used by city inhabitants to describes recent immigrants from the neighboring tribes. Often these are the poorest of individuals, living within the slums of the capital. The majority of these people are Centaurs and Satyrs, though there are small populations of Orcs and Humans.
The Prasinos: These are often wealthy Greenskins from the Uruk Empire. Despite being few in number, they have begun to position themselves in influential roles in the city of Pohae, challenging the aristocrats and merchants politically.
The Prestag: Distinguishing themselves from the Ftochos, these are Centaurs whom have lived within the capital far longer than their cousins. Though hardly wealthy in comparison to the Pohae or Prasions, they are often merchants whom live comfortable lives. In many cases, to refer to a Prestag as a Ftochos is a death sentence.
Outside of the city center however, the Bulankhets are divided into hundred of tribes and peoples. Though most often these cultures are divided into three broader groups:
Xoneusi: This is a term for people who come from one of the original tribes that split off after Xoneus’ death at the hands of the Segon Dynasty. Located usually in the north west, these are often the wealthiest of tribes. They have a disproportionate amount of power in the Federal Council due to being the largest of nomadic cultural groups.
Pamwatu: This is the broadest of cultural groups in Pohae, it is often considered a “catch-all” term for Centaur tribes who didn’t follow Xoneus. They are few in number, but hold a significant foothold in the far southern territory. Though rare, it can also be used to refer to Orcish and Human tribes as well. In comaprison to the Xoneusi, they are incredibly poor and gain most of their wealth through trade with the capital.
Joq: The Joq refer to the ancient Satyr tribes located in the east. Though they are both a hardy and honorable people, they are dwindling in number. Most Joq tribes live comfortably, especially in comparison to the Pamwatu people.
History:
Throughout history the territory known as Pohae found itself either divided or conquered. Tracing its history back nearly two thousand years ago, it was first settled by a people known as the Juwor, a proud and honorable tribe of Centaurs. Eventually, this mighty tribe would begin to divide into four distinct clans, the Hawae, the Ilazas, Ulisul, and the Pamwatu, finding themselves warring against each other for hundreds of years.
The first conquest of the region is believed to have occurred well over a thousand years ago by a foreign tribe of Satyrs known as the Joq. Though the true size of this tribe is disputed, it is believed that it had conquered the other four major clans within the territory in less than a hundred years. This dominance would continue to be maintained for nearly a century before they to collapsed into numerous warring tribes, dividing the territory once again.
Over the next seven hundred years the territory exchanged hands between nomadic tribes and neighboring empires, the most notable being the conquest of the region by the Segon Dynasty less than a thousand years ago. During this time many of the tribes where either exterminated or unified during the Dynasty’s attempt to centralize the region and bring under their dominion. However, the territory would eventually be returned to the nomads after the Pomai rebellion. Lead by a centaur named Pomai, he united several other Centaur, Satyr, and Orc tribes to push out the Dynasty.
This period of unification would be short lived however. Fifty years after Pomai liberated the nomadic tribes from the cruel Dynasty, it would find itself under threat of complete annexation by the Kratorian Imperium. At first Pomai was capable of securing favorable terms with the aggressive empire, offering tribute in exchange for independence. Terms that would change shortly after his death six years later. The tribe was split between his three sons, Grymios, Ceto, and Xoneus. Noticing this moment of weakness, the Kratorian Imperium seized the opportunity to annex the region and bring it under their rule beginning what would became known as the Pomai Wars (1390-1410).
Though taking place over a significant period of time, the Pomai Wars had few decisive battles. Instead when the Kratorians crossed into Grymios’ land, the eldest of the three brothers, his tribe was quick to avoid the Kratorians directly on the battlefield. Instead they resorted to a series of raids along their supply lines and camps, making occupation nearly impossible. However even in face of seemingly insurmountable odds, possibly due to either Kratorian stubbornness or pride, they moved forward with the annexation.
In 1409 the Kratorians brokered a deal with Xoneus. That should he unite with the Kratorian’s against his brothers, that he would be given ownership over their territories as a vassal state of the Imperium. He graciously accepted. That winter Xoneus called for a meeting with his two brothers claiming that he desired to unify their three clans and finally end this war against the Kratorians. It was there that Xoneus would betray them. Under the cover of the night, the Kratorians marched into the camp and razed it, mercilessly killing both Grymios and Ceto. Weeks later Xoneus pledge his loyalty to the Kratorians and they in turn established the city of Pohae. Originally been named after the Xoneus’ father to symbolize unification, it quickly became to others a symbol of tyranny.
Under the Imperium the city became prosperous, many of its citizens being a unique blend of humans from the neighboring territories of the Kratorian Imperium. Soon it became known as the “gateway to the west”, an essential trading hub within the Imperium. For its’ citizens this was the golden age of Pohae. However, Xoneus’ tribe slowly grew displeased with the treatment of his people in the territory. Not only were centaurs and satyrs a clear minority within their homeland, but the Imperium made sure to slowly remove and restrict the autonomy of his people.
Eventually when the Imperium went into decline, the Xoneus tribe rebelled. With intentions of razing the city, the bastion of Kratorian authority. The Kratorians, weakened from collapse could not fight off the enraged clan. Instead it was the intervention of the Segon Dynasty that ultimately saved the city. Fighting back the brother and ultimately slaying him at the battle of the Ikcheon. As a reward for saving the people of Pohae, the Dynasty annexed the region once again finally reclaiming the lost territory, however history would soon once again repeat itself.
After a hundred years of occupation, the people of Pohae would once again rebel against it’s foreign overlords and reclaim control over their homeland. Allying themselves with the remnants of the steppe tribes, they would eventually establish their independence during the treaty of Nonyeong in 1532.
Though these four hundred years of unification haven’t been without conflict, the Free State of Pohae has managed to remain independent. Fighting off invaders from the north, east, and west throughout its lifetime. Proclaiming itself as a beacon of freedom throughout the world and holding strong to the title of “gateway to the west”.
Territory Claims:
Economy: The Free State of Pohae’s economy centers around the city itself. Due to its road connections to the Sesong Dynasty and the Eastern Empires, as well as a powerful navy to ensure dominance in trade, it is a desirable location for merchants across the world to meet and sell goods. Domestically the city predominantly trades in furs, spices, and technology. The furs and spices often being acquired from the neighboring Bulankhets.
Technology: The Free State of Pohae has remained relatively modern, due to its place as an essential trading hub for nations. There are a few tribes who struggle to access basic utilities such as electricity due to a lack of infrastructure, but both the capital and larger surrounding tribes live fairly modern lives.
Army: The Free State’s military is divided between the Federal Army and the Bulankhet militias. At the Federal level, the Army consists of mostly human males between the ages of 20-24 from the city of Pohae and its surrounding territory. It is Estimated that the standing army is around 80,000 strong, though it has special permissions to draw from local militias and the general population during wartime.
The Bulankhet militias are controversial at the Federal level. They are often ill equipped and poorly trained in comparison to the Federal Army, serving little tactical advantage on the battlefield. Maintained simply to protect the autonomy of the Bulankhets, rather then for the benefit of the Free State. There is no estimated size of the Bulankhet militia’s numbers, though it is agreed upon that it is likely far smaller than the Federal Army.
Navy: Due to Pohae’s heavy reliance on trade, the Federal Navy is by far it’s strongest military asset. The nation has opted to rely upon a massive fleet as a deterrent against foreign expansion, effectively making forms of naval expansion nearly impossible and forcing enemies to cross the massive and empty steppes of Pohae to reach its capital.
Air Force: The Steppes of Pohae have made for an effective testing ground in recent aerial technology. Maintaining a small air force of nearly two hundred biplanes to potentially scout approaching enemies.
Rolls:
4 - Territory - Your nation can be best described as a city-state. It is composed of a single city, and likely imports its food from outside its borders. 12+3 - Tech - Your nation is decently modern, with an effective grasp of technology. It is by no means a trend setter, but it stays up. 8 - Army Size - Your army is decently sized, and is maintained year-round. 10+2 - Economy - Your economy is average, and is stable. 10 - Production - Your nation is a mix of agrarian and industrial. 15 - Navy Size - Your navy is decently sized, with a large merchant train and a large military portion. 15 - Airforce Size - You have some biplanes. 10 - Mobilization Ability - It takes two months to mobilize.
Name of Nation: New Alexandria "The Peaceful land". Motto: Seek out hard times, for they create heroes.
Government: Constitutional Federal Republic. The Federal government is ruled by the 'Steward' (the president of the nation) who is elected from the representatives of the House of Representatives at the Federal level by a democratic election. The house votes upon policy decisions and drafts laws. The power of the House of Representatives is balanced out by the council of detectives, a policy advisory council and branch of the Ministry of Justice. To enter into the council one must be a detective of a shire. The Shire Reeve is not permitted to enter into the council as his office is elected democratically, but the detectives under him are. (although he is not a member of the House of Representatives and is elected at the state level) These bodies advise how best to use the constitution to achieve the aims of the public. The detectives are especially chosen for this job because it is considered that they are the true eyes of the law, that they are the first Observers and they are the most adept at observation as an art and science. In essence, the eyes are connected to the brain. A third electoral circuit operates to elect members of the private sector to positions as advisors to the House of Representatives. This is done to avoid a party system whereby private interests bribe and curry favour with the parties of the House and otherwise impact democracy. Having these private sector positions voted for in each constituency makes the aims and persons of the private sector more open and transparent.
There are two main parties in New Alexandria:
The National Liberal Party The Conservative Neutral Party
Culture: New Alexandria is a small country located on the Mediterranean coast. It declared sovereignty from the ??Kratorian?? Empire around 1895. The people there all have a heritage, identity and family connections to Alexander the great. They are all decedents of Macedonians and other areas conquered by Alexander's empire. As such they have a diverse set of religions but a similar genetic lineage.
The war of independence saw much fighting. Urban fighting in the waterways of the Sonder. Cavalry actions on the plains outside it, and even in the mountain range which stretches between Agape and Sonder with the Alpine Corps. Assistance was gratefully received from Etresna in the form of arms and ammunition and food supplies. They also prevented the ports from being blockaded. Eventually the Alexandrians prevailed and to day they are fresh faced and ready for a new era.
The Alexandrians are a universally armed culture with the military being maintained at the federal level but a minuteman prerogative being maintained at the State level. The Education system of Alexandria has a martial side, where upon graduation the user receives a bronze diploma as newly qualified minuteman. As such most of all the Inhabitants have the most basic training in physical fitness and expedition preparation. Silver and gold diplomas are attainable through higher education.
Species: 94% Human 5% Hobbit 1% Other
Religion: 74% Catholic Orthodox Christian 15% Judaism 7% Islamic 3% Macedonian Polytheism 1% Not declared
Ethnicity: (Census not up to date) 87% Alexandrian 3% Etresna
Territory Claims:
Cities: Agape (Capital City)
Agape, meaning love and charity, is the capital city and seat of government of New Alexandria. Both the Assembly and the House of Representatives meet there. The city is also unusual as it has a working tram network. The city reaches both the coast and the inner areas of the penninsual, it even shares a boarder there with its neighbouring country.
Sonder
Sonder is a city that has its roots in ancient times. Built upon the sandbars and small islands off of the coast half of the city is literally on the water. Punts and motorboats are the most common form of travel and the country has a world renowned taxi service. Due to the close proximity of the Volcano "Ramshead" the nation is subject to many earthquake tremmours, however the city also boasts the famed Alexandrian concrete. It was a scene of heavy urban fighting during the war of Independence but remarkably very little damage was sustained by the Concrete buildings, attesting to their solid construction.
Riddick
Riddicks inhabitants are quite a bit different from the rest of New Alexandria, they have a reputation for being more self reliant and rough hewn indeviduals. This is due to their relative proximity to the continent they have had to survive many inwaves of ethnicities and because of this they boast the highest number of non human species.
State Economy: 40% Freight Shipping 13% Specialised Industry 10% Media and Information services 7.5% Medicaments 7% Mercinaries 6.8% Watches 6% Parts of Motor vehicles 5.2% Unclassified Transactions 4% Petrolium 1.5% Tourism
Exports: Nexus arms Tocmeister Timepeices Tocmeister Motorcycles WEX Postal Service Great Rail Freight Detail Freight Shipping
The standard firearms of the Alexandrian army excel in neither accuracy nore firepower but do equally well in all characteristics. Learned military historians will account that the real advantage in Alexandrian arms is their ease of use and erganomaxity, especially in a crisis. Alexandrian weapons engineers have realised that weapons must be as ergonomic and easy to use as possible. The strength of Alexandrians, it is said, comes not even from this tactic. But the mental dexterity to realise it and furthermore.
Alexandrian Concrete. The Alexandrians have lived on the coast of the Medeterranian for a long time. In that time they have learnt secrets from the Ancients and even a few of their own. One such secret is Alexandrian Concrete, having been used in Alexandrian cities and towns on the east coast for many hundreds of years, the beautifully constructed tall 3 story buildings faced with cornices and plaster belie a far more stronger and robust construction. Alexandrian concrete uses the ash sand from the volcano "Ramshead" near by. Microscopy has found this ash is 3 times more pourus than regular sand used in concrete elsewhere. This results in a structure 3 times as strong. It has long been a practice of Alexandrian artisans to use the water from the nearby "red geysers". These geysers, fuled by the volcanic activity bubble forth from iron veins deep in the ground and the red iron builds up in the edges of the pools. Using this "soluble iron" water in the construction of the concrete results in a chemical reaction in the concrete which replicates reebar concrete but with a far more complex continuous structure. The blocks of concrete produced are the size of an 'Alexandrian unit' and are used in the houses and even ivy covered sculptures in the city of Sonder. It is said they are all but impervious to the ravages of time and the military has long recognised the houses as resistant to explosives that are not direct hits. A fact that was widely known and exploited by Alexandrian forces during the cityfighting at the of the Revolutionary War.
Alexandrian Defence Force the "Silver Men". The army is split up into branches. Each has an emblem distinguishing it from the rest. The colour of the uniform is coffee brown.
The weapons they employ are detailed below in each branch section. (If you want to buy any of the weapons detailed here please contact me)
Patriots:
The Patriots are the name given to those Alexandrians who tread the path of the warrior. There are a few diverse devisions of them. They are operated at the federal level, unlike the Minutemen. They are trained primarily as standard line infantry riflemen. Indeed it is the Rifleman that is the primary frontline unit of force, not the machinegun or artillery bombardment as such emplacements are easy to outmanoeuvre. There is even an alpine division who specialises in mountain warfare and winter operations. They are a professional soldier service that is of gold or silver diploma quality. The Patriot Devision raised in Sonder is especially adept at swimming and urban warfare.
They are mostly a defence force owing to the current neutrality policy of the nation. However there is a privately run organisation that sells mercenary services to other countries, these are termed "Patriot Bachelors" or just "Mercenaries". The expertise gained by these Bachelors is invaluable to the maintaining of stability of New Alexandria and they are often paid as advisors to the regular Defence force in times of crisis or during field training.
The weapons they employ are detailed below.
Nexus Ram
This snub nosed pocket revolver is popular with officers due to its small size and ease of handling. It is often contained within a leather belt holster when issued to officers.
This revolver has several unusual features borrowed from other designs. It has a gas seal system borrowed from a Nagant M1895 revolver, as the hammer is cocked, first turns the cylinder and then moves it forward, closing the gap between the cylinder and the barrel maintaining high cartridge pressure as the bullet jumps the cylinder flash gap. This allows the revolver to be fired while still inside a pocket without any chance of burns and practically eliminates the chance of burning ones hands on the cylinder gap. Unusual among revolvers, the Nexus fires from the lowermost chamber in the cylinder as opposed to the uppermost. This is intended to reduce muzzle flip by directing the recoil into the shooter's wrist, rather than over, it greatly increasing accuracy of follow up shots due to the low bore axis. The accuracy is further enhanced by a double-action/single action trigger and the inclusion of both a muzzle break compensator built into the barrel and a large slab compensator above the barrel which acts as the sight aperture.
The Nexus is designed with a slightly larger cylinder to accommodate 8 rounds of 9mm diameter ammunition, it is capable of using any commercially designed 9mm ammunition, such as the 9x19 parabellum, .380acp .38 super, .38 special, 9×23mm Largo 9×25mm Mauser etc. It achieves this in a beautifully simple way by supplying a variety of moon clips of varying sizes to allow the attachment of rimmed and rebated rimmed cartridges. This allows the user to precisely tailor the type of round he uses to the job he has in mind, be it close quarters or longer ranged combat, it also allows users to use battlefield pickup ammunition which officers greatly appreciate. The maker boasts "There is nothing more insulting to the enemy than to hurl their own ammo right back at them!" When the user wishes to reload the revolver he operates the button with his thumb which releases the swing out cylinder very common with American firearms. He then pushes the extractor which extracts all 8 rounds and the moon clip and loads a new moon clip. There is presently no way to reload individual rounds. The model B rhino sports a auto ejecting extractor, however these are somewhat more delicate and prone to malfunction, nevertheless they half reload times which makes the reload time of the revolver almost as good as that of an auto.
Another distinctive feature is that the cross-section of the cylinder is octagonal instead of cylindrical (though with rounded corners); this is intended to lower the weapon's profile in concealed carry applications.
Lastly, the revolver is naturally reliable as if a round fails to go off the user can just push the trigger to go to the next round.
The only strong disadvantages of the weapon are its weight due to its all steel construction and the limitation of only having 8 rounds. It also only has a barrel length of 2 inches, increasing muzzle flare for some of its cartridges. Its reloading speed is average without the auto extractor and it must reload all 8 rounds at the same time. It is available for export sale to individuals and is of the mid to upper middle price range, making it a luxury item.
The Standard rifle of the New Alexandrian Army and militia is the Kinsman 1910. A pump action rifle, designed with a certain serenity and calmness that embodies the ideals of the "Peaceful land" of New Alexandria, it features sweeping curves and polished wood. But make no mistake, it is a weapon of war. It utilises the .30-06 round. With an internal double stack magazine of 12 rounds. It is loaded from 6 rounds stripper clips through the top with the pump forend in the rear position. It is said this system was selected due to the fact that while firing the soldier does not have to remove his stock from his shoulder, his cheek from the cheekrest, he grip from the trigger. He only need move the forend back and forth into the position he was already firing from. Thus greatly enhancing the time it takes to require the target. The pump action is one of the fastest firing systems in this time period easily beating the 30 shots a minute average of the "Mad Minute". It is also fairly reliable especially in dusty conditions like those of the Alexandrian grass planes.
Lewis Gun GPMG The main machine gun of the Alexandrian Army is the Lewis Gun. It fills the role of a GPMG and has all the benefits of the Alexandria 180. It sports a 47 round pan magazine which has a marking on it that can denote when the ammunition is close to being depleted, it can also be rested on the ground without difficulty as the ammunition is on the top. Most people think that the large foreend on the lewis gun is a water cooler jacket. It is infact an aluminium heatsink. But this does not in any way help the gun so Alexandrian forces have removed it and modified the Lewis into a light sustained fire weapon with a foregrip. The image above is one of the rare pictures of this conversion. It uses the standard .30-06 round. The Lewis itself is a long stroke piston system with a rate of fire of about 500-600 rpm. This is slow enough to ensure reasonable accuracy.
Outrider Detatchment:
The Outriders are the pride and joy of the Alexandrian armed forces. During the war of Independence cavalry actions were common on the Alexandrian planes and the Alexandrians were first to utilise some motorcycle cavalry in that war. Having gained most of their Tocmeister Motorcycles from the factory in Riddck and from vehicles donated by the patriotic public.
Colt Govt m1911. 1911-onwards The standard issue pistol of the Alexandrian Army is the American 1911. Similar to the Colt Government this is a licence built copy. The main difference is the addition of front slide cocking serrations for trench warfare and wet conditions. Since the adoption of the heavy .45acp round, at the insistence of the Alexandrian military the pistol comes with removable front grip finger grooves to "help with the recoil of the large round and to prevent the pistol from shifting in the hands of the user with multiple firings." Its 7 round flush magazine can be replaced with a 10 round extended magazine. Certain trail versions were made with a 15 round drum magazines, though the application of this in combat is not sure. It has the standard 1911 short reset trigger and fast acquisition sights.
Nexus Alexandria 180 "Frying pan"
The 180 is a SMG used predominantly by the vaunted Outriders, motorcycle troops of the Alexandrian forces. It features designs borrowed from a number of SMGs. It borrows the .45acp cartridge and overall look from another design, however it feeds from a large pan magazine located above the barrel similar to the Lewis Gun. This magazine holds 80 rounds and has the advantage of a magazine mounted bullet indicator. This indicator can be seen in peripheral vision while firing, allowing the user to keep an mental count of how many rounds are left before the weapon is empty. Its positioning over the top of the gun also allows the user to drop to a prone position without any interference from a magazine, as they are most often mounted on the bottom. However this system does have one disadvantage as the peripheral vision from below is obscured by the magazine, making it somewhat of a traidoff. The Alexandrian forces have approached this as a training difficulty, training users of this weapon to make especially fast transitions from hip firing to sighting in. The weapons rate of fire is 750rpm, this is maintained by a precisely weighted bolt carrier and spring. Much like the Beretta Model 38 the weapon features two triggers, one precision trigger for more single shots and one for full automatic fire. Two barrel lengths are available, 18in " Outrider Carbine" and a 24in "Vehicle Crew" version. One advantage of the weapon is it is fully ambidextrous for reloading the pan magazine and operating the triggers, however the bolt is located on the left side and is the only part of the weapon that is not ambidextrous. The weapon is somewhat weighty and is often employed as both an SMG role aswell as a Squad Automatic Weapon role, for this reason it fires from an open bolt, which reduces accuracy but is more sustainable for automatic fire. A muzzle break compensator is added in most cases. The weapon is of average reliability and cant really be fired for extended periods.
Diplomatic Protection Service:
The Diplomatic Protection Service or DPS are tasked with protecting the Steward (President of the nation) and any diplomats of the Alexandrian government. They are not, a secret service, as it was thought at the time that the Steward should not be given the power to spy, lest he turn it on the public and become like the empire of which we threw the shackles off. So the DPS was created from a branch of the minutemen, albeit one with the highest and strictest entry criteria. It is essentially a civilian organisation, rather than a federal military. That said, almost 90% of the present DPS personelle are previous soldiers that have finished their tour of duty within the Patriots or the Outriders and reapplied to the DPS.
Nexus Machinepistole83 1896 - 1970 Seeing the popularity of the German Luger and Mauser C96 on the continent the weapons engineers at Nexus elected to produce a weapon to fill the role. Utilised by the highly competent Diplomatic Protection Service that protects, amongst others, the Steward (President of the nation), the weapon is mixture of inspirations from both designs. Experimental designs were produced in many other calibres but eventually only the 9x19 parabellum was selected by the DPS. It fires the round from a 30 round double stack magazine that protrudes out the bottom of the weapon. It uses a variation of the Mauser devised flapper lock system which allows the barrel pressure to drop before the weapon cycles, somewhat lowering rate of fire but increasing muzzle velocity. The DPS were especially excited over the use of a trigger mounted safety, which allowed the weapon to be drawn and used at haste. The rate of fire is 550rpm and fires from a fixed 6in barrel. For ergonmaxity the weapon features a wooden forward grip which is foldable. It comes equipped with a thumbhole skeleton stock made of black lacquered wood. Lastly it features a small slant compensator which increases controllability and decreases muzzle rise on full auto.
Alexandrian Combined Intelligence "ACI": During the Revolutionary War of Independence the Alexandrian forces often engaged in joint intelligence sharing and operations coordination. This system has been kept and been formalised in the ACI. What started out as a very small organisation has grown in recent years to encompass all decentralised military intelligence services under one joint operational roof.
The Alexandrian navy is presently small and in dire need of reform. However it is steeped in history. Today the Merchant Navy most protects ships from piracy by stationing Alexandrian marines on the ships equipped to defend with firearms.
The Airforce consists of a few biplanes bought from overseas. They are mostly used to ferry VIPs from one place to another but the airforce modernisation effort is in full swing.
Rolls: Roll ID: 298552117046542336 7 - Territory - Your nation is somewhat small, with room for perhaps a city or two and some farmland. 12 - Tech -"Your nation is a mix of antiquated and modern, as modernization efforts are in full swing.", 9 - Army Size - Your army is decently sized, and is maintained year-round. 6 - Economy - Your economy is weak, and is teetering on a recession. 8 - Production - Your nation is somewhat agrarian, with okay natural resource exploitation. 5 - Navy Size - You have a tiny navy. It is largely simple merchant vessels. 7 - Airforce Size - You have a few biplanes. 8 - Mobilization Ability - It takes a few months to mobilize.
Empire of Takeda (Official Histories) Land of Dragons (Local dialect) Wyrmland (Common Slang)
Alignment
Neutral
Population:
340,000,000
Government:
The Empire of Takeda is an Imperial Theocracy ruled over by Watasumi, a great Blue Dragon, who lives in a massive sunken temple at the heart of the Empire. Watasumi's decrees are law and binding on the Empire as a whole and none question her word as she is considered the living embodiment of the gods who created the Takeda race. Watasumi issues much of her wisdom and directives through a female Wyrmkin who holds the title of Empress, a position that is hereditary in the chosen ruling family.
Species:
Ryūjin are truly Wyrmkin. Humanoid and bipedal, they have the shape of a Human or Ork but the head, claws, feet, and scales of a Dragon. Immensely strong and fast, they have made up the bulk of the Takeda ruling and religious elite for a thousand years. Like Humans, they have a variety of appearances but regardless of scale colour, height, or gender, they are tough, fast, and very dangerous. Only the smallest among them are capable of operating a biplane or crewing a ship leaving the majority to be found in the ranks of the Imperial Army.
Takeda is inhabited by two primary races. Humans, who make up 70% of the population, are unique to the region with darker skin and deep blue eyes with no discernable iris, and a thin vertical black pupil. They form the basis of Imperial manpower, from forming the bulk of the Army to working the tiered fields found across the Empire.
Culture:
The Empire has a deep rooted history of conflict and strong belief that death is as beautiful as life. The Takeda strive to make everything they do perfect, be it the placement of stones in a temple garden, the killing blow of a sword, or the exact angle of a brush stroke in their art. The ever present threat of death is steeped into their culture, be it through death in battle, or from the powerful earthquakes and storms that can batter their cities.
The Ryūjin hold a special place in society as they are considered to be the closest any Takeda can come to being one with Watasumi. As warriors they are fearless and lead from the front in battle. As religious leaders they are known for their great honesty and kindness to the poor. As leaders of clans they are known for their cunning and guile.
Takeda itself is broken down into major Clans, Clans that have been warring amongst themselves for a thousand years. Only in the past hundred years, with the slow encroachment of foreign ideas, has the practice of inter-clan warfare been reduced to individual duels between champions. Much of the former military might of the clans has been rolled into the new Imperial Military structure under the direct command of the Empress and Military Council.
History
WIP
Territory Claims:
WIP
Economy
The Empire is a regional economic powerhouse as it produces unparalleled high quality steel, some of the finest gunpowder in the world, unmatched silk, and the finest diamonds to be found.
Technology:
The Empires greatest weakness was its refusal to modernize for so many years. Technology is slow in coming to the region and the civilian population has embraced it far more readily than the military which, while using rudimentary breach loading rifles, still places great stock in hand to hand combat. This is particularly common amongst the Ryūjin who have always relied on their great size, speed, and strength to win battles. To say that Takeda is "behind the curve" when it comes to technology might be an understatement. Most recently the Empress has begun exploring options to modernize the Empire as it is clear that failing to do so will expose the Empire to a fatal blow from outside adversaries.
Army:
The Imperial Army is currently a small percentage of the population, poorly armed, but superbly trained. In melee combat the Imperial forces have few equals, and they have made great efforts to maximize the efficiency of their antiquated weapons. Takeda delegations are preparing to approach neighbouring powers in the hopes of modernizing the armed forces.
Navy:
The Imperial Navy relies heavily on small, fast, warships. Attempts to produce larger vessels with heavier guns has been greatly hampered by the lack of technology available to Imperial ship builders. Much of the large Takeda Merchant fleet is made up of vessels procured from foreign nations.
Air Force:
The Imperial Airforce is made up entirely of aircraft purchased from other nations, or poorly made copies recreated in Takeda. The sheer size of the airforce is its saving grace as it looks terrifying on paper. The Takedans hope to begin producing their own homegrown aircraft with assistance from neighbours.
Rolls:
Roll ID: 370349117316136961 20 - Territory - Your nation is the cream of the crop, and a majority of the globe is under your command. Vast lands are yours to command. 2 - Tech - Your nation is doing poorly, extremely antiquated. Modernization is still a long ways out. 5 - Army Size - Your army is relatively small, but is maintained year-round. 18 - Economy - Your economy is well-off, and a majority of what needs to be funded is. 2 (+5) - Production - Your nation is largely agrarian, with some natural resource exploitation to a small degree. 7 - Navy Size - You have an okay navy, it is still largely merchant vessels however. 18 - Airforce Size - You have a decent amount of biplanes. 6 - Mobilization Ability - It takes a few months to mobilize.
The Kingdom of Arcanain, often only referred to as Arcanain, is currently ruled by a constitutional monarchy which has been in place for over two centuries. While the head of state is undeniably the monarch King Liam III (born Edmund Liam Sheridan) of the House of Sheridan, the parliamentarian system dictates that the head of government is to be separate of the monarch. The head of government, as the chief legislator and executive power, is the Premier, a title held by one Landon Ashdon, a popular man of middle age that advocates liberal policies and is unequivocally opposed to intervention in foreign wars.
Under the King and Premier is the Parliament, divided into two houses and charged with drafting and passing legislature. The first house, being the House of Nobles, are a limited sort holding only 25 seats of no particular provincial allegiance, each member appointed by the King and approved or vetoed by the Premier. If the Premier vetos the appointment, the decision goes to a select council of 10 members of the lower house, the House of the Public, who decides to support or overturn the veto. This lower house, the House of the Public, consists of 75 seats (3 per province), with each representative being elected in by the province in which they reside.
Finally is the Royal Courts, which interpret and apply laws according to the Constitution. Five members comprise this highest court, which handles the most pressing issues. Under them is system of federal circuit courts divided by province. Under the circuit courts in each province are the local courts.
Species
Primarily Human, with a minority of Elves (High and Wood), along with a sizeable immigrant minority of Orcs.
Population
166 million (approx.) 61% Humans 29% Elves (High and Wood) 5% Orcs 5% Other
Culture
The culture of Arcanain is rooted heavily in the concept of its own folklore based heavily in history. An almost quasi-Celtic culture is predominant, giving adherence to the old basis of clans and families, a clear division of class based on social status, but not always wealth. Fashion and constructs are often also reminiscent of this history.
This class structure starts with an aristocracy, a nobility of sorts, with the primary defining feature being influence, with wealth becoming irrelevant with the rise of industry. At the very top, the royal house, House Sheridan, is present, descendants of the Sheridan Clan. And below them, the families, houses, and clans which, in older times, ruled counties and provinces, though that is not by most accounts true anymore considering the more democratic process in electing governors. Though, this is not excluding families from power, as corruption and extortion in certain counties solidify reigns of terror under these families.
Under the upper class, the aristocracy, is a newer class that emerged only during the rise of industry and manufacturing, along with the return of certain artisan fields. This class, the middle class, are the dead middle of the spectrum, bridging the gap between the lower class and the upper class. While being upper class isn’t dependent on wealth necessarily, being middle class often is, with the consideration of being middle class that members do not work in unskilled labor and earn their keep through primarily salary, not wages or plain subsistence (in the case of farmers). Falling into this category are civil servants, academics, doctors, and other professionals. Soldiers are often also considered in this category because of their pay in salary and steady employment, even though work as a soldier is not always skilled labor.
And finally, at the very bottom of the social hierarchy is the largest class, the working class, known also as the lower class, or as the poor class (as called by richer individuals). The primary characteristic of this class is not that they are poor, or necessarily live in squalor, it is that they work in primarily unskilled fields for wages or to subsist themselves. Workers in factories, farms, construction, and other relatively unskilled fields.
This class structure is not necessarily segregationist by species, however the upper class is almost exclusively Humans and High Elves, with the middle and lower classes being primarily Humans and Wood Elves. Most other minorities, including Orcs, are relegated to the lower class, being primarily immigrants with no ties to nobility and no perceived merit as artisans.
The fashion of the people of Arcanain is primarily characteristic of what the middle and upper class wear, as the working class often wear what they can scrounge. With this in mind, Arcanian fashion is a modernised mirror of old fashion, the flowing and ornate clothing of the old quasi-Celtic society, with variation between drab colors accented by vibrant accessories.
Female fashion is often the most vibrant and eccentric, flowing dresses being the centerpiece, decorated with furls and feathers over fine linens colored bright colors such as white or yellow. These dresses varied in design, with most richer individuals preferring fancier and more costly broad-skirted dresses supported by caged petticoats of materials varying from leather, wood, and even metals. Accessories include bonnetts, white gloves, and exposed coinpurses.
Male fashion, in contrast to the female fashion, often includes more dark and drab colors such as beige, grey, navy blue, and the iconic black. Less eccentric than female fashion, often it is simple dress shirts coupled with trousers and sometimes a vest, with a frock coat or other overcoat being the final piece. Accessories for men include top hats, bowler hats, caps, black gloves, and pocket watches with hanging chains.
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History
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Territorial Claims
See map. (Territory colored in dark blue.)
Economy
Based on a silver-backed currency known as the crown (1 crown = 0.01 oz. of silver), the economy functions with the central bank storing the silver backing the currency in vaults, distributing coins and notes made of cheap materials to represent this silver. These notes and coins are then traded for goods and services, and to pay taxes, in which once the notes end up in the hands of the government, they can use to prop up the governmental budget or convert into silver (in the case of foreign trade or payment).
Atop this system is a meticulous balance of agrarian and industrial infrastructure. The agrarian sector often serves only to subsist the population, and the domestic natural resource market is small, leaving the real money to the textile and metallurgy industries, which export most of their products. This void of natural resources is partially subverted by the import of timber and iron from some other nations, but it still leaves a lot to be desired.
Technology
While antiquated at first sight, the Arcanain technological level is generally a lull in modernisation efforts, which have been dormant for nearly two decades. Steam trains are still the primary mode of transport, with horseback or carriage being second most popular. Automobiles and aircraft are extremely few, with only the richest able to import them.
On the military front, the arms are lacking. Early smokeless powder weaponry, bulky and heavy repeaters of both bolt action and lever action are the standard weapon. Almost all transport the armed forces performs is by horseback or train, with automobiles being out of the question. The navy, while perhaps one of the most formidable in the world, still operates old steamships with wooden decks, iron hulls, and breechloaders firing primitive shell, and in some cases, straight ball and shot. Aircraft are completely unheard of for military use, and besides the occasional spotting balloon, no air power is exercised.
Army
His Majesty’s Royal Army is the primary ground arm of the Arcanain Royal Services. Due to the sheer size of the naval arm and the absence of enticement, the Royal Army has seen a record decline in enlistments and maintains a small active contingent, with most manpower being within the inactive reserves.
Introduced in 1893 by designer Samuel Joye and producer James Royce (owner of the Royce Manufacturing Company) to the Royal Ordnance Board, the M1893 was trialled and adopted the following year as the service rifle of the Royal Army. As a straight-pull bolt action with a remarkably smooth action, the Joye-Royce M93 is renowned for its speed and, coupled with the 33-inch barrel, its pin-point accuracy. Though, this rifle is over-engineered by design. As more of a sports rifle than a military one, its weight is inordinate and its length is unwieldy, the pure bulk accounting for nearly a fourth of the standard infantryman’s equipment weight. It fires a smokeless round-head cartridge in the 8x50mm caliber, but a smokeless, spitzer-tip cartridge is currently in trials.
Introduced in 1896 as the sixth model in the Harden line of cartridge revolvers, the Model 6 was adopted after being run against multiple competitors from both foreign and domestic companies, with competitors including more reliable single-action revolvers, foreign cutting-edge semi-automatic pistols with massive unreliability problems, and even an old cap and ball model was considered to keep consistent with reliability. The Model 6, with its reasonably hard-hitting .38 cartridge and dependable double-action mechanism, was eventually chosen as the standard sidearm for NCOs and officers in the Arcanain Royal Services.
A short-lived service rifle for the Royal Army, the M1887 is a lever-action model produced by the J. Royce Manufacturing Company, very simple compared to the M1893. But with its simplicity came the dislike of some. It was light, yes, but the action was clunky and slow, and it was awkward to load, with no form of stripper clip or magazine to feed its .30-40 rounds into the 7-round internal magazine, and was equally awkward to prime and fire, with a single-action hammer mechanism. Slow, it was discarded before it could see any real action, and was substituted with the smoother M1893. However, the M1887 is far from phased out, often carried by cavalrymen due to its shorter barrel, higher capacity, and lightweight frame. It is also seen often in the hands of Home Guard units, as their nature as an immobile reserve gives them last pick on gear, having to sift through old surplus stocks discarded by regulars and field reservists.
Dated and unreliable, as one of the first designs of its type, the M1885 Repeating Wheel Rifle, a Gatling of James Royce’s design, is an aging type of firearm. Fed from a fixed 250-round drum of .45-70 and crank-operated, it was the first true ‘machine gun’ of the Arcanain Royal Services, and, though praised as innovative when introduced, the troops have come to despise the often dysfunctional 10-barreled brass tube. Requiring constant guiding of rounds, it is labor-intensive to fire, requiring five or six men for a single piece. Crew requirements are as follows: two to aim and maintain the piece, two to load ammo from the caisson and maintain the piece, one to fire and gauge ranges, and an optional extra man to both command the piece and direct the horse dragging both the caisson and the piece when on the move. The 1885, despite its glaring flaws as a piece of another time, is still in service within the Pack & Field Artillery units often sent to the front alongside infantry, though newer automatic weapons are in the works.
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Section: The smallest tier of organization, sections, or ‘squads’, consist generally of 10-15 men, led by a Corporal or Sergeant assisted by a Private First Class. Platoon: Just above a section is a platoon, consisting of 2-4 squads for a total of 20-60 led by a Second Lieutenant often with a Sergeant or Staff Sergeant as his second. Company: Above a platoon is the company, consisting of about 2-4 platoons for a total of 100-160 men led by a Captain with a First Lieutenant as his second, and generally a First Sergeant or Staff Sergeant as his senior NCO. Battalion: Above companies are battalions, which, while often foregone, are the unsung heroes of coordination below the regimental level, reigning in sometimes 2-6 companies (200-600 men) under the command of a Major or Lieutenant Colonel, with a Captain or First Lieutenant as his second, and a Sergeant Major or First Sergeant as his senior NCO. Regiment: The smallest independently operational unit, the regiment consists of 2-4 battalions, or in the case of foregoing battalions, 4-8 companies for a total of 800-1,200 men commanded by a Colonel or Lieutenant Colonel, with a Major as his second, and a Sergeant Major as his senior NCO. Brigade: Larger than a regiment is a brigade, sometimes foregone in the structure of larger units, but vital regardless as a collection of 2-3 regiments (1,600-3,600 men) commanded by a Brigadier (Brigadier General), the first level of General Officer, with a Major as his chief of staff and a Sergeant Major as a senior NCO and aide-de-camp. Division: The largest independently operational unit is a division, essential to the construction of armies and consisting of 2-4 brigades or 4-8 regiments (8,000-12,000 men) commanded by a Major General with a Lieutenant Colonel as his chief of staff, and a Sergeant Major as a senior NCO and aide-de-camp. Corps: As the ‘wings’ of armies, corps collect divisions into a coherent force, usually consisting of 3-6 divisions (25,000-50,000) commanded by a Lieutenant General, or, rarely, a Major General, with a Colonel as his chief of staff, and a Sergeant Major as a senior NCO and aide-de-camp. Army: As the largest peacetime formation of the Arcanain Royal Army, armies combine corps as ‘wings’ along with independent divisions and brigades outside the jurisdiction of any corps for special roles, totaling to an indefinite number of each, though manpower usually numbers between 60,000 to even 300,000 men in larger estimates commanded by full Generals with Colonels as chiefs of staff and Sergeant Majors as senior NCOs, though currently the 140,000-strong Arcanain Royal Army is divided into two administrative armies divided into northern and southern sectors commanded by two Lieutenant Generals, with the only full General in the Royal Army being the Commandant of the Royal Army, answering only to the Minister of War, the Premier, and the King.