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    1. Maxxorlord 11 yrs ago
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This?

Died?

Never! If we are all the same folks from before, I reckon everyone is just busy. This be a good, dedicated group of awshum people here.
This is my CS, and it is almost finished. I wanted to see if it was alright so far, and if it is I'll go ahead and work on some history.

Map: Paint is being a bugger, and I can't seem to get the picture into a link form..I'll do that after I finish my history

Name: The Federation of Chekan Tribes

Government: Stratocracy

Economy: Government controlled, with the exception of luxury products (IE: dyes, clothing, board games, pottery, ect.)

Population: Approximately 6,000,000 citizens counted in the last census (As of the first month of the last year.)

Society: Society in the Federation is influenced strongly by the past cultures and history of the various tribes in the Chekan region. The Chekans are a very loyal and patriotic people, and show this with their total devotion to God and country. Every male in the Federation must serve a four year term in military service, starting at the age of sixteen. This term of service doesn’t mean that each individual spends four years in the standing army. On the contrary, due to the military running the government, military service could be practically anything. However, every male has to go through the training rites. The training rites are a series of physical and mental tests that are more or less the same as other countries’ basic training boot camps. After the four years of military service are concluded, the men can choose whether or not to pursue a career in the military or follow their own path. Most chose the military, due to the higher paying jobs and more benefits.

Everything in the Federation revolves around the possibility of war. From entertainment to education, war is a vital part of Chekan culture. The Chekan people could be seen as glorifying war and violence, praising bloodshed. They would argue that this is not the case. They would state the opposite, in fact. Chekans live for war, so that they may be ready for when war comes upon them. The state is always in a position of alertness, always staying vigilant for the signs of brewing conflicts. The Chekan people are more worried about protecting peace, than enjoying it. Because of this, Chekans are not known for their entertainment or luxury. Rather, they are known for their national pride and unending courage to defend their beliefs.

The people of Cheka believe in a god called Baresook, the Great Bear. Legend tells that the creator of the Chekans favored bears as his prime subjects, making these creatures in his own image and nurturing them for success. That is, until Great Chief Naka single handedly hunted down an entire subspecies of bears, which the Great Bear had thought of as his greatest creations. At first, Baresook hated Naka and wished death upon him. But the Great Bear watched Naka and his people, the early Chekans, and grew to love them. So the Great Bear adopted the humans as his own people, and protected them from plague and gave them great courage in battle.

Military: The Federation’s military is split into three branches. Overall, there are 1,800,000 people signed up as part of the military. However, the standing army of the Federation consists of around 300,000 men.

The Warband

The Federation’s infantry portion of the military, the Warband is made up of 150,000 men split up into ten warhosts. Each warhost holds 15,000 men each. The Warband is equipped with outdated equipment, with the most common weapons being bolt-action rifles. Semi-automatics occasional grace the Warband, and are put to good use, being given to the best marksmen available. Anti-tank rifles are even rarer, and as such are only wielded by the best the Chekan people have to offer. Machine guns are non-existent within the Warband.

The Warband still puts to use traditional cavalry. The fourth warhost is devoted entirely to horseback riders, in fact. These riders are the best of the best, useful for scouting and flanking maneuvers. The fourth warhost is the only warhost that use semi-automatic rifles, taking the best riflemen from the other warhosts and training them to fire on the move from the back of a horse. About forty percent of the men in the fourth use semi-automatic rifles. The fourth warhost is the warhost that suffers the most casualties, almost as many as the rest of the other warhosts combined during the last Tribal War, where other tribes started to use automobiles in military roles.

The doctrines of the Warband are the same as the rest of the Federation. The main strength of the Warband is their mobility. Warhosts are able to travel great distances far faster than even some of the armies of the superpowers, due to their light equipment and intense marathon training. The Warband is exceptional at fighting in forested regions, however lacks any ability to fight trench warfare.

The Armored Cavalry
The mechanized component of the Federation’s military, the Armored Cavalry is the pride and joy of the Chekan people. The Armored Cavalry has 130,000 men in its service, who were all hand picked out of the young recruits, chosen to become Armored Cavalrymen after they preformed beyond the expectations of the Grand Council in the motorized test. The Armored Cavalry has two thousand one hundred armored cars in use. 1500 of these armored cars were of the Rolls Royce chassis, armed with a single Vickers medium machine gun on a 360 degree turning turret. The other 600 vehicles are the most up to date armored military vehicles in the Chekan arsenal. They are the M3 Scout Car, armed mostly with the 2 pounder guns and act as the most effective anti-tank weapons the Federation has available.

The Wind Riders

The air force arm of the Federation, the Wind Riders are famous for their nigh suicidal fighting style and horde-based dog fighting tactics. There are 5,000 men serving as Wind Riders currently, with 100 Nieuport 23 fighters imported from the Republic of Faliase. The Wind Riders also employ the use of 500 hydrogen-filled balloons used as reconnaissance tools. However, the Wind Riders are best known for their use of parachute-wearing warriors being sent behind enemy lines using airships. There are 60 airships in the Wind Riders built for this purpose, capable of carrying and dropped thirty men.

Foreign Relations: Chekan people have never really made much contact with outsiders until they formed the Federation, then it became a necessity to interact with foreigners. As such, the Federation has no long standing pacts or grudges against foreign powers.

United Kingdoms of Harrlow: Neutral – The Federation has little contact with Harrlow due to being land locked.

Republic of Faliase: Neutral, borderline friendly – The Federation has had a few dealing with the people of Faliase, most of which being small trade. The only major trade between the Federation and the Republic were the one hundred fighters from Faliase the Federation paid good money for. The Chekan people respect the Republic of Faliase for their revolution and many bloody wars they fought against other kingdoms to gain the right to exist.

Greater Wechsein Reich: Neutral – While the Reich may be enemies of the Federation’s only trade partner, the Federation holds no ill will against the Reich, due to the many things the two countries have in common. The Reich is seen as something the Federation may some day become; however the Chekan people dislike some of the ways the Reich operate, making any lasting relationship with the Reich unlikely.

The People’s Socialist Republic: Neutral – The Federation is weary of the new regime of the PSR, and thus has made little contact with them.

The Union of Free States: Hostile – The people of the Chekan tribes hate the Union. This can be attributed to the Union’s many wars and genocides against tribal peoples that the Chekans share a common ancestry with. The Federation has never openly declared war against the Union, however trade with the Free States is forbidden. Members of the Union’s government are banned from entering Federation territory as well.

Phenaerum: Neutral – The Federation acknowledges Phenaerum’s existence.
The United Territories of Civitas: Neutral – The Federation acknowledges the United Territories as a sovereign state.
Republic of Random: Neutral, almost unfriendly – The Federation believes Random to be a potential danger, however they keep this to themselves and acknowledge Random exists.

Eisenkreis: Unfriendly – The Chekans dislikes the attitude of superiority the people of Eisenkreis possess in excess. Trade with Eisenkreis is frowned upon, and racism against the Eisenkreis is common practice among both civilian and official peoples.

People’s Republic of Varcia: Neutral, almost unfriendly – The Federation is weary of Varcia, deeming their nation a threat to the safety of the Chekan tribes. There are no official sanctions against luxury trade with Varcia, however the population usual avoids this due to attacks on merchants who attempted to send a caravan of pelts and dyes into Varcia by rioters. The rioters were never prosecuted for their violence, and the merchants have gone missing.

The United Kingdom of Valeria: Nation is still too early in development for me to put in any relations.
Confederacy of Kretchen States: Neutral – The Kretchen States are of no concern to the Federation, due to their distance away. The Federation acknowledges their existence.
United Districts of Fauulore: Neutral – In the same boat as the Kretchen States. The United Districts are too far away for the Federation to care. The Chekan Tribes acknowledge their existence.

History: WIP
LA la la, CS making all the days~

Question! How long before the start of the RP would the navy have settled Outremer?
Is there room for one more?
Thanks!
Jasonhero said
Dark really doesn't like Jason xD


You speak the truth. xD
Leidenschaft said
I'm having trouble trying to figure out if The Group and The Minutemen are going to butt heads or find some compromises. Either way, I welcome both.


A bit of both, I'd imagine.

Love the remix, Spar. Too bad about the audio levels though..

Where might I find the CS template? I think I may have seen it somewhere in the interest check, but I can't find it now.
Took a little while, but I finally finished my faction idea. If it works, I'll be getting a few character sheets up soon.



Faction Name: The Minutemen of Babylon
Members: Approximately five million men and women of various races are aligned with the Minutemen. However, the majority of them are only signed up to assist during a crisis, such as an invasion or terrorist attack. There are only ever four hundred thousand that are active during peace time; each Minuteman keeps a secondary job for a cover up. The identities of individual Minutemen are a closely kept secret of the Central Government.

Structure: The Minutemen’s hierarchy is rather straight forward in nature. The Minutemen purposely change the way the chain of command is built from the average military force, in an effort to confuse their enemies.

Council of War – The supreme command of the Minutemen of Babylon. The Council of War is made up of twenty-two Colonels of the Minutemen, who are generally all of equal standings in experience and ability. The Council of War meets every month over a secured internet feed, for security reasons. These meeting are audio only, and each Colonel’s voice is distorted so that there is little chance of another Colonel being able to point out his or her compatriots if they were captured. None of the Colonels know each other, and are forbidden from using their actual names to keep this so. There is no telling a Colonel out from other officers on the field. The Council of War is the only entity capable of declaring a time of war, which would bring the entirety of the Minutemen into action.

Colonel – The highest ranking members of the Minutemen, these individuals are almost always politicians working for the CGB and are the few Minutemen who have access to the identities of other Minutemen. Colonels are the ones who coordinate troop movement and give out orders to the lower rungs of the hierarchy. Colonels rarely ever take up arms and fight alongside their fellow Minutemen, only ever doing so during extreme emergencies or war time. Colonels are only outranked by the higher ranking officials in the CGB, and because of this generally act as the highest authority in the Minutemen. The Colonels of the Minutemen have split up Babylon into sectors, with a single colonel overlooking the entire sector. There are twenty-two sectors in the Minutemen’s map of Babylon. Each sector has two Captains under its authority, thus putting two Captains under the direct command of a colonel.

Captain – The second highest rank in the Minutemen. Each Captain has command over a single brigade, which is made up of four battalions. A brigade is made up of at least 4’00 men. Captains are the highest ranking officers that may be active during peace time; however they are a rare necessity. A Captain can be distinguished by the red feather in their tricorner hats (Colonial era headgear.)

Brigadier – The third highest rank of the Minutemen’s chain of command. A Brigadier, despite their name, is a leader of a battalion. A battalion consists of at least 1,000 men, and is a conglomerate of two companies. Brigadiers are the highest rank in the Minutemen that is not allowed to speak to their sector’s Colonel, for security reasons. A Brigadier wears a tricorner hat with a blue feather in their hat.

Sergeant – A sergeant is the fourth officer rank in the hierarchy of the Minutemen. Sergeants are leaders of companies, which consist of at least 100 men, and are made up of five Militias. Sergeants can be identified by a white feather in their tricorner hat, and are some of the more common officers on deck during peace times.

Corporal – The lowest official officer rank of the Minutemen. Corporals lead Militias, which have at least twenty men in their ranks. Militias are the lowest and smallest rung of the official hierarchy ladder of the Minutemen of Babylon. Any smaller splits are put in place by officers of specific sectors, and any lower level command stations established work only within that particular sector. A Corporal can be indentified by having a feather in their tricorner hat. (Note: Enlisted men do not have a feather in their hats. Corporals use a variety of colors in their hats to confuse the enemy, making officers harder to target. Corporals may not have red, white, or blue feathers.)

Sapper – A special rank of Minutemen. Each Militia has at least five Sappers within their ranks. Sappers do not have the ability to command Minutemen, however Sappers do possess the special training required to do engineer work. Sappers can arm explosives, use heavy weapons, recharge batteries using battery packs they wear on their backs, and other such things.

Minuteman – The rank and file soldier of the Minutemen of Babylon. They are the first line of defense for the Central Government of Babylon, and the most common to see. They can be identified by their tricorner hats.

History: The Minutemen of Babylon were established as the unofficial military arm for the Central Government of Babylon. The goal of the Minutemen is to defend liberty and peace, to protect the people from both the corruption of BESC and the threat of pirates and invaders. The Minutemen were founded years after the Second Contact War, more specifically after BESC decided to take over control of Babylon. They started off few in number, working as bodyguards for CGB politicians and a variety of free speech activists. As their numbers grew, the Minutemen started to make themselves known when they started to strike against minor criminal organizations. The Minutemen were given their own council by CGB and left more or less to their own devices, unless they needed the assistance of a specific Minutemen group.

Once they were established as a semi-independent unofficial branch of the CGB, the Minutemen began to strike back against BESC forces that were targeting innocents. The Minutemen started to gain a reputation, and eventually announced their existence, although the name of their organization is the only thing that has slipped thus far. The Council of War began using ex-military officers to train new recruits into a working fighting force once their numbers swelled to a significant number. The Minutemen, despite its sheer size, has remained one of the most secretive organizations in Babylon’s public eye. The media regularly criticizes members of the Minutemen for disrupting the normal flow of life and committing acts of terrorism against the government. However, less mainstream news has praised the Minutemen as freedom fighters and warriors of the people.

The Minutemen are generally rather controversial. The Council of War has only recently started to question their own motives for this guerilla war on BESC, due to a number of members dropping away and leaving the Minutemen after a bombing attack on a BESC facility that contained civilian scientists.



Ideology: The Minutemen exist to protect liberty, to defend freedom, and to try and unite all species together, so that they might live in harmony. The Minutemen dream of establishing Outremer as the first utopia in the universe, and from there plan to spread their ideals to other planets. Those are distant dreams, though. For now, the Minutemen are too busy attempting to oust BESC to worry about their image. The average Minutemen doesn’t consider the philosophy behind what they are doing – They merely think about what they’re doing. Sometimes, this can result in individual Minutemen or Militias doing radical things that result in the injury or death of innocents. Sadly, these people are rarely punished, due to the way the Minutemen are set up, there is little way to punish a rogue brigadier unless it is done by their direct superior.

Appearance: (Just slap on a colonial era tricorner hat and you’re good!)
Dark Matter let go of Jason as soon as the boy calmed down and ceased to struggle. He took a few steps away from Jason, watching as he cut up one of the guards he had slaughtered."You're deadset on killing that girl, aren't you?" Dark mumbled in a low growl, before turning on his heels and headind towards the hall that contained their cells. He silently made his way into his room and closed the door behind himself. Once the door closed, Dark climbed up onto the top bunk he used as a bed and sighed. Things were beginning to escalate out of control. Soon, it would be a miracle if Dark Matter had any control over the situation at all. He needed to get in good with Fallen Shadows if his plan was to go as it had been originally planned out.
Indeed, sir.

Indeed.
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