Hidden 6 yrs ago 6 yrs ago Post by Antediluvixen
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Antediluvixen Kemonomimi Dystopia Creator

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Dulce et Decorum Est

Pro Patria Mori...



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



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.


Hidden 6 yrs ago 6 yrs ago Post by Rtron
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Hidden 6 yrs ago 6 yrs ago Post by LordZell
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LordZell The Zellonian

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Name of Nation: The Redcliff Hegemony



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.

Territory Claims: gyazo.com/92e4a1734c16a2ab2df2d0b1a4d…

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.

Other: Population : 54 million
Hidden 6 yrs ago 6 yrs ago Post by Skylar
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Name of Nation: The Anvegad Empire



Government: Parliamentary Monarchy

Species: Humans and assorted demihuman part-beast population (predominantly wolfkin and rabbitkin)

Culture:



History:



Territory Claims:

Economy:



Technology:



Army:
The Anvegad Army is divided into the infantry, cavalry, artillery, and logistics divisions.













Rolls: (Can be generated by using 'rp!roll' in the Discord server.)


Other:
Hidden 6 yrs ago 6 yrs ago Post by ClocktowerEchos
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ClocktowerEchos Friendly Neighborhood / Landmine Enthusiast

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Name of Nation: Kingdom of Heorot

Government:

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.

Other:
Hidden 6 yrs ago Post by Antediluvixen
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Antediluvixen Kemonomimi Dystopia Creator

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@ClocktowerEchos

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!

Hidden 6 yrs ago Post by ClocktowerEchos
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ClocktowerEchos Friendly Neighborhood / Landmine Enthusiast

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@Monochromatic Rainbow

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.
Hidden 6 yrs ago Post by Antediluvixen
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@ClocktowerEchos

For cargo ships, I'll okay it~
Hidden 6 yrs ago 6 yrs ago Post by Bright_Ops
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Bright_Ops The Insane Scholar

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Hidden 6 yrs ago Post by Antediluvixen
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@Bright_Ops

Approved!

Now get yourself a proper claims picture, ya scrub
Hidden 6 yrs ago Post by Willy Vereb
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@ClocktowerEchos

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.

Hidden 6 yrs ago Post by Banzai Tracers
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@ClocktowerEchos

I love your countries founding 3 trials. Very cool. I even posted a picture of a ww1 viking in artsharing that you might be interested in.
Hidden 6 yrs ago Post by Antediluvixen
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@Willy Vereb

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...
Hidden 6 yrs ago 6 yrs ago Post by PsyKick
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"The Tale of Two Halves, Become the Head of One."
- General King Iyrez of Nysar; the title of his book documenting the history of Nysar and Isant.






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Sexchellois Confederation


Hidden 6 yrs ago 6 yrs ago Post by Boop_Im_A_Dragon
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Name of Nation: The Free State of Pohae

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:




History:


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:


Other:
Hidden 6 yrs ago 6 yrs ago Post by Banzai Tracers
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Empire of Takeda


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Is there new schedule?
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Still WIP, but it's mostly done.
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