Current
Harambant, who once went by Harambe, now only recalled in light of what followed.
2 yrs ago
RAIN OF SPIDERS (SPIDERS spiders)
4
likes
3 yrs ago
It seems today, that all you see,
3 yrs ago
Holy Spirit Activate
1
like
3 yrs ago
Remember the indigenous people of the Americas today.
5
likes
Bio
Hello, I am me from the internet. I migrated here from Kongregate's Forum Games Forum, so feel free to look for me there if you wish to follow a career in internet stalking people. (ಠ_ಠ) ( ͡° ͜ʖ ͡°)
“I really don’t follow how your faith believes its perfectly acceptable to doom 4,000 years plus of sentient beings, on a pre-set path of no escape from sin, just so their descendants can be offered the ‘chance of salvation’ when the god murders its own son.” ~vikaTae
“Don’t be an ass or a pussy, ’lest you get screwed by life. Being a mouth or a hand is somewhat safer, and an eye socket is pretty much sacred in this regard, so always keep a look out.” ~BCLEGENDS
A lot happened in the next few minutes. First off, Evelyn attempted to take the blame from Alessa, when there was really no point to her doing so, for she couldn’t have known what her projection would wind up doing. She... lost control of it, apparently? And not in the sense of losing control of herself, either; if it was literally out of her control, then she couldn’t be held to fault for that matter. Not the way Alessa could.
Apparently, though, Director Kens wasn’t punishing them for any of it. Or at least felt he wasn’t. To Alessa, being barred from patrolling was certainly punishment, though perhaps not the sort she was looking for - and sure, she understood that her mental health needed to be kept track of, but if that meant crime could just happen, without any possibility that she could stop it? That was just torture.
...was it worse than the memory of that blood, though? Maybe not, when she considered it. She didn’t want to keep going back to that. Why was she still going back to it?
She was jolted out of her trance by Lillian. And, well, the younger girl’s speech got through to her. Sure, okay. Maybe she was putting too much blame on herself for events that, in hindsight, couldn’t really have been avoided. Could they have predicted there’d be villains there? Could they have predicted that... that Dean would...
Everyone else began to filter out. First Lillian, then Ira in tears, then Elliot with a grim expression... Alessa might’ve stood there for a little while yet, if Evelyn hadn’t exclaimed out loud about something before apologising to the director and taking off at a sprint. Which reminded her... she needed to go home herself. Yeah, that’d be... yeah, she ought to do that. She had foster parents. She ought to see them sometime.
‘See you tomorrow, Director... and I am sorry about the warehouse, I am,’ she ultimately insisted, taking her time to eventually step out of the room. She didn’t really want to be on her own, at the moment. Everyone was splitting off, and yet she needed to do something to distract herself... maybe she’d get on with those reports when she got back.
Raymond Haywood: Icehouse Hideout
It made sense that the Broker had some interaction with parahuman abilities. That was, perhaps, evident in how he was literally immune to them. What made less sense was his ability to interact directly with their source. “Passengers”, he called them. And apparently, control over a passenger gave one control over the host’s power - not to mention their brain. What a shame about Love Craft. And, in hindsight, about the alternate Whimsy, but then she couldn’t have been helped to begin with.
But, it couldn’t be helped. What could be helped was Ryan’s point-blank refusal to accept fault for his actions. Even a minute of inaction from one of the underaged would-be heroes could have led to a far, far smoother mission; instead, her presence allowed Overrun to draw them all back in, as she’d managed to delay them all long enough for him to appear. Equally, of course, it allowed him to remove Overrun as a threat permanently, or so it would seem. Not to mention, what PR? Surely he knew full-well that the entire thing would be twisted to make out like they had burned down the warehouse? Did the Protectorate even know anything had been stolen? Not if they hadn’t predicted they’d be there to begin with, for certain.
But no, of course Heartless had to justify himself, then storm off to avoid being criticised. Was he being petty about that? No, as the on-field leader, he had to make sure they kept up to standards. Saving potential future threats was not up to standard, something Drake clearly understood very well.
‘You certainly aren’t wrong,’ he clarified once Heartless had vanished. Best to let those who were in the right know they were in the right, it was good for morale. Speaking of which, Sofia seemed... listless. Apparently, he had to offer her morale as well. Well, why not? She’d let herself become a more useful asset in the future if she felt she could trust her allies; that was how it always worked in the army, after all. As she passed him, he put a hand on her shoulder, and merely uttered ‘You did a good job today. Well done.’ Simple, to the point. Something to make her feel good about herself.
By contrast, he didn’t feel good at all. He was still angry with Heartless, still angry about how the mission had barely avoided going off the rails. He needed to do something else... he had some spare money, didn’t he? Maybe he’d ask Matrix about some way of improving his gun some more. Maybe he’d figure out exactly what Matrix’s specialty was, and capitalise upon it... yes, yes, that appealed to him greatly.
Alessa Heather: Home
‘I’m home.’
The house wasn’t the most exorbitant in the world. The walls were mostly painted a singular sky blue, and the furnishings were fairly standard for a middle class family, all things considered. It was, however, more than sufficient, considering the family that lived there: a couple who had never gotten around to having kids of their own, and of course their foster child. Herself.
‘Hi, Alessa!’ her foster mother called from the kitchen, bustling in to greet her. In her forties, she was, with fair skin and dark hair, and surprisingly spry for her age. Perhaps that came with not having one’s own children, not having to deal with the difficult early portions of raising them properly. Her own mom certainly hadn’t been that perky when she was still alive. ‘I was just wondering if you were alright. I’ve been told what happened, dearie, and I’m SO glad you’re okay!’
‘Yeah. Me too.’
The woman who had claimed her as her child frowned then, clearly distraught by the blunt response. ‘Ah... listen, I know today might’ve been tough-’
‘Yes.’
‘...and, well, perhaps I don’t know in full exactly how difficult the work itself is. I know I couldn’t be a crime fighter, after all, ahaha…’ She coughed as she realised her joke had fallen flat. ‘Well, in any case, you know that whatever you need, if you want to talk about anything, ah, sensitive, then I’m here for you, my sweet.’
Her foster mother’s smile, somehow, was entirely genuine. Alessa ought to respond in kind. It’d be good for her to chat with her once in a while.
‘Not right now. I have reports to do.’
Alessa turned away from her mother’s somewhat distraught face and headed up to her bedroom. It’d be best to ensure the mission report was done by the time she got back in the next day, after all. That way, she wouldn’t forget to hand it in until it was too late, right? Or, for that matter, get caught up in.
In the bodies.
...she started putting pen to paper then. It was a distraction. Not much of one, but a bit of one.
Aww, He Really Does Like You! I Knew It All Along!
I too also did know that, Big Guy. Thenk. But, he lied, for his true friend is the furfriend in the fur blanket up on the fur roof. Only that is the real best friend. But it's okay, Dirk can be the second best friend when they are the best friends togewther with each other and do nice friend times with their friends.
You're making excuses to shore up your own pathetic lack of social skills. You're a waste of space.
Shut up, Derek, he's just mad that he can't make his own friends because he's a voice in your head. We can have real times. First, drank the cereal and milk and cereal. It's the thirst quencierest. Wait, not. No. Okay but there's more time to do now!
'Okay but Bonesword,' Dirk says, standing and going around the table to the skellington. 'You need to not lie at me please. I know the truth.' And the truth is the truth Boneswords already knows, so he doesn't need to be told that it is a real deal of a deal real now, does he? He knows, so times for the next phase step, as the Divine Purpose decreed. He grabs him at the spine, then lifts his tiny child skeleton weight, which is simple for a person as STRONG as Dirk is, and then he is thrown body into the badger's hammock, and I said 'KISS' as I tossed him. Yes, this is cool and good. They'll be the best allies. Like the Divine Father and the Divine Mother.
Like them.
...yes, that is when it happened. The BEST FRIEND.
Okay, apparently Seizure was now in grabbed me and went to the ship. That wasn't Divine Purpose, but since the that were the Divine Purpose worked anyway, apparently? So it is cool.
Wow, did you actually want to jump into the ocean? You're an utter moron.
And you, Derek, are an utter. You. Yes, that is it. You utter, and not into the feeish.
Anyway, Slap was dead. Wait, no, he just has a knife at his temple. He's okay. Otherwise, Kaptain King Krunch, or LLL for short, pronounced "lll", wants to be very friendly with the people that are my friends. We were just about to head to dinner before we got bowls of cereal for dinner. No, they're bowls of milk. That's no fun. Wait, no, they're food from the fruit food bowl. Empty bowls. Amazing.
You can't eat nothing Dumbass!
Oh yeah?! I'll prove you that you can't do any food eating food nothing, Jamewithaniintheexactmiddle! Because Mon Kapitan Kool Ranch Doreoes just produced hand cereal. Oh. Ew. No. Why would that ever be the a good thing.
...it smelled really nice. And also tasted really nice. Like burgers. It's burger cereal. Oh no. Oh no it's better than Slick's cooking. How, though? Slick was the best chef in the entire planetverse. That's a lie. There was never any there the that when how could grgargsadgghhg
YOU ARE THE [redacted] EVIL NIGHTMARE MONSTROSITY BASTARD
'I-it's good...' Dirk says, crying slightly as he ate it. He distracted his mind from the disconcertion distraction disreprimand that word for things not being how they be are by being existing at each other Kool Whip Buddy that had the existence. There was Smithster Anderson, there was Eighter like that one robut probably, and there was a Waste of Space. Why? Because he was also drunk. But super drunk, more than any Red Rammer in the Red Ram ships ever happened. Dirk instantly hates him.
'I'm Dirk Messir,' he said to the DK Kroo, also called the Dingus Kereal Krew for long, 'and I have a cool idea. Which is that cereal to be tastes cereal.' He'd tasted cereal once, because it fell out of one of the.
Them. Sugureta.
Oh, yes, that guy. And after all that, even he manages to be a better person than you.
Anyway, that was good bowlfood, lucky it isn't mouthbowlfood, and tasted of many sweetness of some sort. Then a badger said hi too. Joanne, or probably Jolyne, Jolyne, Jolyne, JOLYYyyYYYYNE. It was, in fact, a walking talking hammocking badger, who Seashore chatted with. And she was short.
Bonesword was also short. But he wasn't a badger. He was a mushroom. Skeltal. Skeltal with mushroom hat. Short mushroom skelton. You could say he didn't take up mushroom.
Shut up Moron! You can't make jokes Dirk! Oh wait, no, that's your actual name. But it would still work as a- I mean You suck Maggot!
He's Wrong Though! You're The Coolest Guy! And I Liked Your Joke Very Much!
Yes. I am good at making matches. Slick was too, but he turned everything into matches. But that's a different story. Somehow, there were ways of people having the existing men. How indeed to do that all there then... yes. Perfect yes.
'Bonesword, who's the best friend in the land?' Dirk asked, but was eating food and managed to not drop it out of his droplet face. He had the plandea, and the Divine Purpose would tell him he could be that there besto mano. He'll get it. Oh yes I would.
‘I knew he was a threat.’ Raymond’s words weren’t exactly unwarranted - whilst the drive back to the Icehouse Hideout hadn’t had much incident to it, he could feel Blabbermouth’s ramblings having some sort of effect on him even through the gag (now left in one pocket to be cleaned of saliva later). It was, he realised after the fact, an incessant niggling feeling, the sort of sensation that had gotten him to start ever so slightly regretting putting the gag on the alternate version of his companion.
Nonetheless, he hadn’t even realised it was there until it suddenly vanished, and Broker explained exactly why Blabbermouth was so dangerous: he couldn’t turn his power off at all. In a way, then, he felt quite justified in feeling a need to be brutish toward him at the time, even if Jason smacking him in the side of the head was perhaps mildly excessive.
Then came his death. His, and... well, he supposed the alternate Whimsy no longer needed a name. Headhunter remained unperturbed, minus the mildest of combat-instinct flinches as the initial unexpected shot went off, for he was quite sure she had her reasons for being slain too - excess baggage, if nothing else, or perhaps her power remained always on even with her eyes open, such that she could never eat or drink anything? In which case, her death was a mercy for her - yet the others claimed it was excessive. Well, maybe it was, without context to it.
‘For the sake of easing everyone’s minds, Broker,’ Raymond began politely, ‘would you mind explaining why the alternate Whimsy had to die too?’ Once an explanation had been received, and after seeing the box handed over and listening to Chatterbox’s statement that the Broker’s power interacted with other abilities somehow and the sentiment relating to what they’d agreed upon earlier, he’d simply nod and move over to where Heartless stood, as if to grab his own drink. And ah yes, he had his issues with him, too.
‘Since Mister Dwyer mentioned it, the original Overrun is dead, unless he can regenerate from being blown into giblets.’ Raymond’s mention of his murder was almost casual, and in a way, it was. He was a career assassin. Overrun was but one more kill to add to his tally. ‘It seemed a necessary matter to keep us alive at the time, but apparently failed to stop his power from functioning. As an addendum, I believe some clones were similar to the original power-wise, hence the original’s death not erasing them, whilst others varied in their abilities.
‘On an unrelated note, Ryan, you decided that bullying the Ward girl doing the scouting was the best way of shutting her up, instead of, say, tasing her unconscious? And then you went ahead and saved her life unnecessarily, after she threatened to kill us as a giant dinosaur. Dare I ask, why do any of that?’ Despite his usual whisper, his tone spoke volumes of his displeasure. He’d curbed his desire to actually strike the man, for it’d likely have no particular success if the man simply dissolved into shadows to avoid it. Nonetheless, his fists were tightly clenched, if only to give them something else to do.
|Cities:| Being an exceptionally large nation, Belzarov has rather a lot of villages, towns, and cities to work with, covering fields from agriculture and livestock rearing to modern mining and industry, though few focus on it at present given that the industrial center of Belzarov is currently rebelling against them.
Its capital, located at roughly the midpoint of the country, beyond the borders of more hostile terrain but not within prime farming land, is Zetvolkrov, one of the larger towns of a former enemy that has long since been deemed the most appropriate place for the government to lead the country from, specialising in light industry such as weaving and brickmaking to send off to other parts of the country.
Its largest city, however, is in fact one of several: along the Northern edge of Belzarov lies the Stenarad, or Shield Wall, a collection of ten cities designed to act as the first lines of defense against invasion from the North, and in particular from typically-fightey nations such as Zengrav; whilst a lot of energy has been refocused further South in light of the Bravsaara Secession, the Stenarad still holds roughly 25% of the Republic’s standing army, and Stenarad Zet in particular, located nearer the three-way border between Belzarov, Voskiya and Chernogov, contains both the largest population in the country and the largest military concentration in the Northern half of Belzarov.
Further South, one of the most impressive cities is Satzayen, the biggest industrial hub outside of Bravsaara - largely because of its proximity to Bravsaara, a mere fifty kilometers away. The Secession took its toll on the city’s populace and infrastructure, but equally, its furnaces remain fired up in preparation to churn out weaponry for the military at any time, not to mention other important industrial resources such as steel and vehicular transport, as well as a significant army base located just nearby for the purposes of defense and ranging attacks into Bravsaara.
|Natural Resources:| Belzarov is replete with lumber, specifically wood from temperate and jungle forests due to the large longitudinal area it covers, as well as owning a great deal of farmland in the rolling fields and hills of the North, but the main source of ground-based resources like crude and coal were located in what is currently the Bravsaara Secession; whilst the rest of the land has some access to these resources, much of their industrial economy is currently based on trade, a problem that will be rectified once they reabsorb the Bravsaara region.
People & Culture:
|Population:| ~200000000 (two hundred million), even despite the loss of a few tens of millions of people in the Bravsaara Secession.
|Demographics:| Surprisingly for its large area and varied history, Belzarov mostly only bears a few distinct ethnicities. The majority ethnicity is the native Belzars, at around 80% of the population. Belzars normally have fair skin, caramel-coloured hair (although darker coloured hair and ‘dirty blondes’ are also common, and they have a higher likelihood to express red or copper-coloured hair,) and brown or grey eyes. Belzarovian Belzars vary somewhat in bodily tones depending on what part of the country they are born in - generally speaking, the further South, the more tanned their skin, and the darker their eyes. Equally, immigrants from other nations are readily accepted, granted of course that their contribution to the land is positive rather than negative.
|Government:| Democratic socialism - A largely planned economy focused on ensuring all people have similar, suitable amounts of wealth and high opportunities to one another, right up to and including the rulers of the nation; consequently, the means of production are mostly owned by the producers themselves, and distributed nation-wide accordingly by a number of administrative branches. A lot of people mistake them for a pure democracy.
|Ruler:| The “People’s Council” that runs Belzarov is an electorate of 1000 seats drawn from the wider populace, plus an extra 1 for the largely honorary title of "Leader of the Majority", specifically the current largest party in power. By law, it is illegal for the Council to deny any contender for a seat without good reason, such as serious criminal activity in the past, and though a lot of political parties exist, the main parties include the People’s Socialist Party, led by one Vuldosty Kuldvorak as present party head and Leader of the Majority, and the Democratic Republican Party, with Alexandra Cegorakh as the current leader replacing one Vasiliski Moltorova, both heavily tilted toward what modern layfolk would call the “left wing” of politics. Notably, the main supporters of the Bravsaara Secession, the former People’s Independent Management Party and the remnants of the former BDAP, has been entirely excised from the People’s Council, since they are each held responsible for what amounts to a wide-scale revolt and loss of vital resources at a crucial moment in history.
|Volksgeist:| Culturally, many folks remember their original tribes, but thanks to a lot of social support from the state, they generally identify with Belzarov over these, save a few regions such as current-day Bravsaara. Those who see the world beyond the borders of their nation and return often declare that Belzarov remains the most populous-supportive nation in the world, and many of its citizens hold pride in considering themselves forward thinkers.
Either despite or because of this heavily progressive worldview, they have a tendency to not interfere with nations beyond their own. Trade with, yes; attempt to overthrow in the name of democratic socialism, no, even if the target is fascist or autocratic. That said, they are not above throwing themselves into efforts to defend their land or those of their trading allies from external forces, and if an enemy nation invades them repeatedly, then logically, the only decent response will eventually be to mount a counter-invasion in order to destroy the foe utterly.
The sole exception to the above notion of pseudo-pacifism is the so-called “Bravsaara Republic”, former Belzarovian land that a lot of Belzars hold in poor regard as a result of their secession and the ensuing civil war, which is technically still ongoing. According to a dictat from the People’s Council, Bravsaara is still officially part of Belzarov, not an independent nation; thus, Belzarovian invasions of Bravsaara are still considered efforts to quell a rebellion, rather than taking over another nation’s land.
|Religion:| One significant holdover in Belzarov from its days as a mass of warring states is the notion of many differing religious beliefs, ranging from every creature having its own set of spirits to guide it to the notion of a single powerful being guiding its tribe through good and bad times as it sees fit. For its part, the governing body tends to avoid restricting religious worship unless it would actively harm the nation, and prefers to ensure any new beliefs properly integrate with those that are pre-existing to avoid unnecessary internal conflict.
The land comprising what is currently Belzarov was, just 150 years ago, a great number of warring feudal-era principalities, each vying with one another constantly for land and food in the zero-sum game that is pre-modern existence, and largely ignored by greater empires for lack of easily-accessible resources or technologies. As it happened, whilst some had gained a little bit of land over time, the game would ultimately go to whoever conquered another of their allies first, as a positive feedback loop of ever-increasing numbers would escalate their armies beyond what the other pseudo-states could hope to fend off.
As it happened, the Beharov tribe was ultimately the victor in that regard. A combination of good farming land and being contained within natural river boundaries preventing too many invasions allowed it first to develop more and more people, and eventually to spill out from the riverlands in the 1800's to take over the surrounding lands, and more importantly to put their people to work as serfs, both nomadic soldiers and stationary farmers: first the Dolzans, then the Chunibos, then the Magraths and Voltaks, then more and more and more tribes, even pushing deep into the jungle and desert territories further South and taking over any tribes in those regions too.
By the 1830's, the Belzharov Empire had expanded to account for just about the entire subcontinent, even going so far as to break through a natural chokepoint to begin invading the Bravzhaar region to the East. Yet, for all their size, the Empire was suffering a great deal of instability, as its slave farmers began making waves against what they perceived to be an upper class far smaller than themselves with little to no accountability for how they roamed the land, whilst at the same time the warlords of the shattered Zengrav Empire to the North began to push up against Belzharov's borders, threatening to take over if the threat wasn't addressed immediately.
Seeing their potential destruction at hand, the roving tyrants in charge at the time put up solutions to both these issues: first, they set up outposts in the north, a wall of troops supplied with all the weaponry and food they could want, intended to fend off Zengrav before it could march in; second, they allowed the peasantry and slaves a few concessions, such as reducing the penalties for gazing at Belzharovian nobility for too long and replacing the death penalty for not paying one's due taxes with mere temporary indenturement.
Over time, Zengrav's threat fell to the wayside. Nonetheless, the outposts that had been set up to defend against it still grew, becoming towns, and then cities. So, too, did the more nomadic members of the empire settle down, so as to rule their people more efficiently, allowing new villages and towns to spring up in places where they never had before, whilst pre-existing peasantry settlements evolved and grew ever larger. Seeing no real threat from doing so, the rulers of the Empire continued to allow their people concessions, though they always ensured that they were the ones who controlled the supply lines within the nation, just in case.
Almost unintentionally, the culture began to shift. The people began to be seen as important assets by the government, and in turn gained the people's trust with more and more important matters, especially once the people themselves became the most important aspect of the government. By the time their nation's official title changed from Empire to Republic, at the cusp of the century, Belzarov had transformed into a society that was, inexplicably, close to its opposite in personality and spirit a century ago, its people happier than a lot of other nations in the world, its borders open to visitors of all sorts (even including the prince of the Xiath Confederacy in the late 1910's), and very quick to industrialise for what had previously been a mass of tribes turned ravening horde.
But alas, a few areas remained unhappy even with all the positive changes for their people over time, and in recent years the most restless county had very consistently been Bravsaara, whose representatives in the People's Council regularly complained that the Belzarovians had degraded and softened after "falling into the pits of democratic rule". They had been the prime beneficiaries of Belzarov's industrial revolution, bearing the majority of the Republic's crude, precious metals, and other mineable resources - and eventually, they chose to take those resources for themselves.
Pressed to action by ever-more-radical political parties, Bravsaara announced that it was done taking orders from its former masters, igniting a civil war in 1924 that has lasted into the present day. Their hoarded resources and allies within the Iron Pact have more than sufficed to hold off Belzarov's sheer numbers, and the sudden loss of most of their industrial resources has left Belzarov in quite a bind since the war's beginning. Though their trade with fellow democratic nations and groups such as the monarchist Commonwealth is stronger than ever, they are well aware that they cannot keep outsourcing their raw materials, and many worry that Bravsaara's guarantee from the newly-united Zengrav, not to mention the threat of the Reformed Nation itself, will ultimately lead to tragedy on an apocalyptic scale.
|Armed Forces|
Though it lacks many potent resources at present, Belzarov has one resource it can expend with impunity: people. The fact that it largely avoids doing this if it can help itself is testament to the republic’s good nature. The country’s standing army is generally around 1-2% of the population, or 2000000-4000000 (two to four million) bodies, but in a pinch, older laws exist that allow for conscription and accelerated training of able bodies from non-essential roles, even up to and including the People’s Council if it is feasible for replacements to be brought in. Such conscription, at full bore, can increase the army’s number to as high as 30000000 (thirty million) troops or more, essentially generating a human wave intended to overwhelm opponents with sheer force as a historically-successful plan of attack.
|Weaponry:|The standard Belzarovian soldier will normally carry with him the Belzarovian IR-19, a bolt action rifle containing ten shots, reloaded individually. Successful efforts have been made to replicate the Bravsaaran Radom-Gerin 19 with a wooden stock, largely due to how similar it is to the IR-19; consequently, the Belzarovian version of the Radom, named the Meliora, uses somewhat less advanced straight stripper clips to push ten rounds into the weapon before reclaiming the clips to be refilled. Other than this, the two versions of the Radom are very similar: a straight-pull bolt in order to allow for more rapid firing at close ranges than the IR-19, a marginally shorter barrel (the Meliora retains most of the IR-19's weight), as well as a more modern knife bayonet lug rather than the older spike, or ‘pigsticker’ lug.
Close-range weaponry in Belzarov is mildly limited compared to Bravsaaran equivalents, but they have nonetheless kept up decently. The Zaromezhen Karkarrot is a light sub machine gun that fires 300 rounds a minute with 30-round clips over distances of 350 to 500 meters or so, developed specifically to account for limited resources during the Bravsaara Secession; consequently, it has been overdesigned to the point of extreme simplicity and excessive reliability, and will continue to shoot reasonably accurately even if there is mud in the chamber or the weapon itself is on fire. The equivalent shotgun is the Zaromezhen Vantash, a 10-gauge slamfire weapon that can hold up to six shells at a time, including one in the chamber; the larger shot size is more damaging against infantry, and to some extent helps prevent material waste.
The previous standard for heavy machine guns was the Guddlehad multibarrel gatling gun- operated by two people and with a diesel engine attached to achieve a rate of fire of roughly 600 rounds per minute. Whilst this weapon is still very common in Belzarov due to their crippled industrial output, especially on the relatively few mechs they have developed, the later parts of the revolution saw the development of the Beskrynosnov 29 by Bravsaara, with a whopping 1500 rounds per minute and both light and heavy variants. The heavy variant is still crewed by one man, however unlike the Guddlehad, it can be carried rather than rolled. The light machine gun variant is prone to overheating, and breaks more often than the heavy variant, but provides surprisingly powerful anti-infantry capabilities to soldiers qualified to use it. The Beskrynosnov's design has been stolen from Bravsaara by Belzarov and renamed the Guddlehad V2, but is nonetheless uncommon within their ranks for aforementioned reasons.
The standard Belzarovian sidearm, be it for troops or officers, is the Republikrevolver, a single-action revolver that kicks like a mule, but can kill a man with one well placed shot. The Bravsaaran Revolver 26 is very rare to see in Belzarov, as it is considered unreliable and an unnecessary development, though a few officers do possess stolen Revolver 26s for some reason or another.
More specialised weaponry also exists within Belzarov's ranks. With the realisation of how inflammable certain fuels are, the Molott firehurler has been invented, spewing highly flammable petroleum out of a hose from a tank on the user's back with a range of about twenty meters. Whilst it manages to be lighter than the Bravsaaran flintstick, and can be fired for about ten seconds continuously, it also has far less range, and a bad habit of setting the fuel inside the hose, and shortly thereafter the tank itself, on fire if not handled properly; the only way for the user to fix this without blowing up is to immediately turn the pilot light off whilst continuing to spray the fuel in short bursts.
Whilst the Molott seems highly inefficient compared to its Bravsaaran cousin, the Belzarovian AT weaponry almost seems more effective: the Mekpiercer AT Rifle is, very loosely speaking, the equivalent of a rocket launcher compressed to about double the bore diameter of an IR-19, albeit with a rather thicker barrel. Whilst somewhat heavy, the weapon can nonetheless fire an explosive shell a great distance with just as much force behind it as its larger cousin, and manages to be reusable to boot. It also comes with flak versions of its rockets, essentially converting it into a MANPAD and allowing it to target light aircraft and zeppelins with fusillades of wide-spreading steel pellets.
Finally, are the man-portable mortars, grenades and satchel charges that troops may also carry. A typical Belzarovian satchel charge carries four explosives, two fewer than their Bravsaaran equivalents, with enough power to collapse a wall or destroy less heavily-armoured enemy installations as necessary. However, the charges are surprisingly easy to link together to produce a larger wave of explosions if needed, a feature many of Belzarov's soldiers have been grateful for when targeting Bravsaaran bunkers. Grenades in use include the standard Belzarovian stick-handled grenade, a more recent bundled grenade with greater explosive impact, an explodes-on-impact smoke grenade and incendiary grenade. Unlike Bravsaara, their mortar shells are almost exclusively high-explosive or Mekpiercer-style flak in nature, as they consider gas attacks to be both inhumane and inefficient, depending on the wind, though they are working on a mortar version of their incendiary grenade.
|Vehicles:| Whilst many of Belzarov's troops see the use in vehicles as all-terrain transport, most are not intended for direct combat even if they can be retrofitted with weaponry, being lightly armoured if at all. Additionally, tank, mech, and oceanic technology has been left somewhat to the wayside as a result of lacking resources, and as such the primary armoured vehicle in Belzarov is the GH20 assault platform, a heavy device not far off from being a steel box on treads. Though a somewhat inefficient design, it does come with two mounting/firing points for gatling cannons or machine guns, though the preferred armament is a large cannon turret, both to save materials and deal out a notable amount of damage to enemy armour.
Various other vehicles have been developed by Belzarovian scientists, but one of the most interesting is the Zeitgeist 1, a basic (if fairly large) hydrogen blimp platform with as many manned and armed Guddlehads mounted beneath it as it can reasonably carry. Whilst a somewhat bizarre development with only a few hundred kilometers of range, it has seen some success during the Bravsaara Secession due to the Bravsaara region's proximity to one of Belzarov's main cities, and the fact that it can pour out several metric tonnes of machine gun fire upon an enemy army in a relatively short span of time without being too readily threatened makes it very well-liked by Belzarovian troops, though rather disliked by their supply lines.
|Uniform:| The Belzarovian uniform is generally fairly colourful, though in recent years has toned itself down for the sake of practicality. It generally consists of dark blue leather trousers with suspenders, a deep yellow undershirt, and a dark blue uniform jacket, as well as knee-length leather boots designed to seal out water during the wetter parts of the year and in wetter parts of the nation. The look is finished off with a dark blue peaked cap complete with armour plating to help protect the skull from shrapnel and glancing bullet fire, and is universal amongst all ranks, give or take a certain degree of customisation; a given soldier’s rank symbol is pinned upon their jacket and cap.
|Organisation:| The Marshal of the Belzarov Republic is the overall leader of the armed forces, presently led by one Mikhael Zakharov after his father Votroy passed away some years back. Beneath the Marshal are the Generals of the Infantry, Armour (recently expanded from Cavalry to include armoured vehicles), Navy, and Airforce of the Belzarov Republic, the present-day positions respectively filled by Aleksi Suvorov, Nikol Talzhat, Vutsony Yipsilan, and Varsaara Prudih.
The Infantry Forces of the Belzarov Republic is typically composed of unusually large squadrons of twenty four soldiers, led by a twenty fifth man bearing a commissioned officer rank; this number can, through assignment of NCOs within the squadron to lesser soldiers, consequently be split equally into two, three, four, six, or even eight fireteams of three soldiers minimum at once, allowing even one squadron to present a much more widespread threat to a foe than expected. Whilst conscription laws are in effect, the size of a squadron can bloat to as large as a hundred men each, making them mildly unwieldy, but nonetheless incredibly dangerous forces, so long as the conscripts don't break and run. Four squadrons form a platoon, ten platoons form a battalion, five battalions form a regiment, five regiments form a brigade, and four brigades make up each division. Thus, each division contains anywhere from 100000-400000 (one hundred thousand to four hundred thousand) men, with divisions forming, collapsing and re-forming as soldiers present or absent themselves.
The Armoured Forces of the Belzarov Republic, formerly the Cavalry of the Belzharov Empire, has suffered quite a lot of changes to its structure due to the change in focus. Though it still makes heavy use of cavalry, with a fairly similar structure to the Infantry Forces, a significant portion of its members are now vehicle-bound in some way or another, and limitations to the size of a squadron are accounted for as such: under normal circumstances, the largest size any crew-squadron reaches is ten men including a commissioned officer, depending on the vehicle in question, and one fire team comprises five men should the need arise. That said, one vehicle platoon consists of anywhere from eight to twenty vehicles rather than just four, depending on conscription rates; five platoons form a battalion; and further scaling up is otherwise similar to the Infantry Forces, though there are ultimately far fewer Armour divisions than Infantry divisions.
The Naval Forces and Aerial Forces of the Belzarov Republic, both relatively newer to the armed forces (especially the latter) than the Infantry and Armour, are arranged quite differently to their cousins. The crew of a Navy ship or boat is, generally speaking, composed of anywhere from fifty to four hundred men led by a commissioned officer, whilst aerial "squadrons" comprise three to ten vehicles each, with as many crew as needed to operate each vehicle in the squadron. Though force scaling is otherwise similar to the Armoured Forces, neither the Navy nor the Airforce tend to utilise larger forces in any given engagement than a battalion, simply because any more than that results in a lot of confusion for everyone involved.
Technology
Infantry - Adept 1 (Belzarovian troops have always been the mainstay of the armed forces, and ensuring they are properly equipped is frequently their number one priority, be it by improving their own technology, or stealing that of the rebels attempting to secede from them.)
Armour - Basic
Artillery - Basic
Subs - Basic
Ships - Basic
Heavier-Than-Air - Basic
Lighter-Than-Air - Basic
Materials - Basic
Electronics - Adept 1 (Belzarov is a very large nation, and for much of its history horses were the single quickest way for news and orders to be relayed; with man-portable radio technology, this is no longer the case, and even the earliest of computing tech has allowed Belzarov to increase their processing speed twice over to boot.)
Supply - Adept 1 (Bravsaara's stolen industrial capacity has allowed them to develop much of their technology rapidly despite their comparatively fewer citizens, meaning that the only way for Belzarov to keep up in terms of weaponry is to ensure they can supply as many weapons as possible as quickly as possible. The capacity to refuel vehicles on the field is, of course, a bonus.)
So it seemed the gathered Adepta Sororitas would not need their power armour, for the most part. Or at least that it ought not to see much use, if they wore it. She ought to have asked about that more specifically... well, it was too late now, and she was sure she'd have time to dress appropriately once that was made clear. Otherwise, they need not make any special adjustments in order to adapt to the planet's folk; they set out for the ship in due course.
And then, as they approached the craft, a thought struck Alexa: why, if they were unlikely to be involved in combat, would a Crusader be present for this mission? Such faithful warrior-monks were, to her understanding, purely suited up for battle in defense of an Inquisitor? Indeed, that was the very second thing that left Markus Therebus' mouth, though she imagined Inquisitor Kliment would be meeting them on-planet when he finally made his presence known. Nonetheless, he was a fine specimen, with obvious power within his frame based on how readily he hefted his storm shield to form the Aquila, and she imagined well-suited for battle with a power spear to accompany it.
And on the other hand, he was utterly dwarfed by the Sister of Battle by his side. In fact, she was only a little bit shorter than Alexa herself, far burlier for it, and clearly far more irritable, shown in her stance, her expressions, and her terse self-introduction. All in all, a bastion of the Emperor's Light in ways Alexa herself likely couldn't be, though as her position in the Order of the Transfixed Saint confirmed, she made up for her failings in other ways.
She had, however, expected the Confessor to make some form of verbal acknowledgement toward the new members of the group, and so the fact that he failed to do so seemed, to her sensibilities, like a bit of a snub. Were they not trained in their roles, as loyal to the Imperium, as faithful as anybody else present? Their attire suggested so, and Alexa was nothing if not trusting. She held faith that they'd be true to their attire, and returned the sign of the Aquila to Markus and Caroline when it became apparent that the priest of their group would not.
'Greetings, Sister Caroline, Crusader Markus.' Ugh, she hoped the vox would at least partially convey how pleased she was to see them, but she wondered not. 'I am Sister Alexandra Christina, of the Order of the Transfixed Saint. Your presence with us is much appreciated; I imagine Inquisitor Kliment will be along shortly, or else will meet with us on-planet.'
Dirk Messir - Hanging Out With Your COOOOL New Friends
Huzzah. Dirk has achieved it. Only Dirk. Not only me, though, Caesar helps, and probably everyone else somehow.
Good Job Dirk! You're Number One!
Caesar did everything. The fact you think you contributed only shows how deluded you are.
You are bad Loser! Go jump off the boat Fool!
...but why was also saying this? Who wanted to even do that? Where is porpoise?
...OHHHHH, so they can all get to the other slide. The ship oft the enemy mothercrab. Okay, yes, the Divine Purpose was that perfect the place to go. Yes, good plan. Good plan. Go to the sea.
'I'm going to the other boat, Caesar,' Dirk muttered, sliding out from under the furry man and then moved to the closest side of the boat, and prepared to jump into the sea to go to the other sea boat sea. This is a brilliant idea. Divine Purpose says just go up the other side once you go... oh wait, it said an even better idea now.
'Shave.' I'll walk in the air as I leap out of the side of the boat off of the rails. This is still a brilliant idea.
Hello, I am me from the internet. I migrated here from Kongregate's Forum Games Forum, so feel free to look for me there if you wish to follow a career in internet stalking people. (ಠ_ಠ) ( ͡° ͜ʖ ͡°)
[url=https://www.roleplayerguild.com/topics/173815-static-tabs-do-not-take-up-internet-bctheentitys-character-links/ooc]A link to some of my past characters, which I need because static tabs do not take up internet.[/url]
[center][u]Infamous Quotes From People Who Exist[/u][/center]
“I really don’t follow how your faith believes its perfectly acceptable to doom 4,000 years plus of sentient beings, on a pre-set path of no escape from sin, just so their descendants can be offered the ‘chance of salvation’ when the god murders its own son.”
~vikaTae
“Don’t be an ass or a pussy, ’lest you get screwed by life. Being a mouth or a hand is somewhat safer, and an eye socket is pretty much sacred in this regard, so always keep a look out.”
~BCLEGENDS
<div style="white-space:pre-wrap;">Hello, I am me from the internet. I migrated here from Kongregate's Forum Games Forum, so feel free to look for me there if you wish to follow a career in internet stalking people. (ಠ_ಠ) ( ͡° ͜ʖ ͡°)<br><br><a href="https://www.roleplayerguild.com/topics/173815-static-tabs-do-not-take-up-internet-bctheentitys-character-links/ooc">A link to some of my past characters, which I need because static tabs do not take up internet.</a><br><br><div class="bb-center"><span class="bb-u">Infamous Quotes From People Who Exist</span></div><br>“I really don’t follow how your faith believes its perfectly acceptable to doom 4,000 years plus of sentient beings, on a pre-set path of no escape from sin, just so their descendants can be offered the ‘chance of salvation’ when the god murders its own son.”<br>~vikaTae<br><br>“Don’t be an ass or a pussy, ’lest you get screwed by life. Being a mouth or a hand is somewhat safer, and an eye socket is pretty much sacred in this regard, so always keep a look out.”<br>~BCLEGENDS</div>