[hider=The Nation Sheet] [center][h1]The Nation-Republic of Bravsaara [/h1][/center] [center][img] http://i.imgur.com/ehtVXDd.jpg [/img][/center] [hr][hr] [h3][b]Geography:[/b][/h3] [b]|Geographical Location of Country:|[/b] East of Belzarov. [b]|Country Size:|[/b] 1.6 million square kilometres. High population density. [b]|Cities:|[/b] There are four major cities in Bravsaara, these include the capital city of Furremveke, located near the western border with Belzarov. This is the city that suffered the most in the struggle for independence. It has a huge industrial output, filled with factories and worker’s houses. Thanks to damage suffered in the war, its industrial output is not quite as large as it was previously, however, having barely come down from a war economy, the factories are fired and ready to produce more. The second-largest city is located in a natural harbour to the south and is named Vallengoth. Previously one of the oldest cities in the entire empire, it still bears high Gothic architecture and narrow streets. Its harbour, however, is anything but old fashioned. Boasting a large dry dock, a natural deepwater harbour and trainlines to almost anywhere in Bravsaara and further afield, Vallengoth provides the main way to export and import goods into the countries, with a number of more civilian-based companies, and the centre of plastics and alloy development. Then, vying for third largest spot is the city of Darkestadt, located in the northern peninsula, and Varklaste, located towards the south-east. Both are cities of heavy industry, churning out steel, vehicles, guns and more for the war effort. Sadly, it seems that neither will be able to step down and make consumer goods, and in fact both are busy increasing their economic output in order to cope with a predicted spike in weapon sales. In fact, the only real difference is that Varklaste is located remarkably high above sea level, and near what can only be called an underwater [i]lake[/i] of crude, whilst Darkestadt is in a lower area, and contains more coal than oil. [b]|Natural Resources:|[/b] Bravsaara was previously the most resource-rich part of Belzarov. This hasn’t changed a bit, Bravsaara being blessed with copious amounts of crude, coal, iron, wood, and many other metals. Unfortunately, the ground quality isn’t, perhaps as good as it could be, and agriculture can be difficult in Bravasaara- large amounts of food is imported. Furthermore, it is still one of the smallest countries in both population and physical size in the world. [hr] [h3][b]People & Culture:[/b][/h3] [b]|Population:|[/b] ~90 million people, mostly concentrated into the number of cities that the country has. [b]|Demographics:|[/b] The majority ethnicity is the native Belzars. 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. Bravsaaran Belzars tend to lean closer towards blonde and copper hair colours, and generally have lighter grey eyes. Belzars make up around 80% of the population. Due to the Iron Pact, a recent wave of immigration from Zengrav has lead to more and more Zengravi have been seen in Bravsaara. The majority of these immigrants are Urza peoples, with smaller amounts of Quin. Almost no Minga are seen. Other ethnicities make up less than 2% of the population. Foreign ethnicities are not treated necessarily [i]badly[/i] by Belzars, however stigma and suspicion is present due to the rather sudden influx. [b]|Government:|[/b] Although nominally a republic, one of the overarching reasons for the split with Belzarov included the view that Belzarovian democracy was weak. Technically speaking, Bravsaara is a One-Party Autocratic Republic. [b]|Ruler:|[/b] The current ruling party is the Bravsaaran BDAP, the revolutionary party that caused the split with Belzarov and lead the country through the war that followed. The current party leader (or ‘Arvanguard’ in the Belzarov tongue,) Hristov Kryvonis. [b]|Volksgeist:|[/b] What does it mean to be of a nationality? That is a question as old as nationalities themselves, ever since monarchy was replaced by those no longer subjects to a crown. To the Bravsaarans however, it has been something they have known long before their struggle for independence. Bravsaara is Bravsaara. Similar to some, distinct from all. The collective sense of duty and collective identity has driven Bravsaara throughout its history, no matter what the people themselves stand for. Now a modern and independent country, Bravsaara’s national identity is solid, even as its people and culture has changed. Swing fills the coffee houses rather than choirs in church, and people hammer blocks of steel rather than mattock at dirt, but at the core, the people are the same as they have ever been. People that are hard and know a fine day's work, and go home to a decent and under ruler that knows what they're doing. Especially ingrained is the idea that anyone can be useful in Bravsaara. Those that cannot swing a hammer may swish around beakers, and those without the ability to do either may at least carry a rifle. Women are not exempt from this. Years of war for the very survival of the nation has meant that Bravasaran woman can be seen in factories and laboratories, and there are even, shockingly, all-female volunteer regiments. Bravsaaran woman also serve as medics, drivers, radio operators and quartermasters in the 'regular' army. [b]|Religion:|[/b] Traditional religion has fallen by the wayside slightly in Bravsaara. The need to go to church is not as strong as the need to go to the factories, although the recent conflict has meant that unofficial military preachers are springing up. The government neither encourages nor dissuades religion in the country- as long as Bravsaara comes before any religious entity, everything is fine. [b]|History:|[/b] As would be expected, Bravsaaran history is linked closely with that of Belzarov. It was, for the longest part of its history, simply another region with its own tribes which lived there. Then, came the industrial revolution, and the uniting of Belzarov. Suddenly, Bravsaara became the focal point of the Belzarov economy, and yet, they felt as if they were not being treated well. Despite their proportionally greater contribution to the republic, they did not receive fair compensation. Their votes, they saw, counted the same as lesser regions. The same as those which had long since fallen behind in their industrial output, and had no right to have the same voice as the powerhouse that was Bravsaara. Democracy was not proving itself to be 'equal' and 'fair.' It was a weak and divisive system, that gave the weak power over those stronger than them. So began the war of Independence. Marches and strikes that had been ignored turned violent. The workers rose up, and at first they were splintered, united only by the idea of Bravsaaran independence. The BDAP, long since a party for sterner stewardship of the country, was at the forefront of this clash. After the so-called Bloody Night, where the party was purged of many members by future Arvenguard Hristov, the BDAP established itself as the party for a 'Free Bravsaara.' After six years of harsh war, the country now emerges, and whilst combat still rages, their borders have been secured. Having joined the Iron Pact, and with the backing of Zengrav and Lavania, as well as the Corax Dominiom, they declare this new year as not only the start of a fresh decade, but as the birth of Bravsaara itself! Long live Bravsaara! Long live the new regime! [h3][b]|Armed Forces|[/b][/h3] The Bravsaaran military was founded In the fires of its independence struggles. With a much smaller population (and, for that matter, size,) than its mothercountry Belzarov, the people of Bravsaara had to make up in other ways. Economising on manpower is common, with the military relying on better weaponry and unexpected tactics in order to win the day from their opponents. [b]|Weaponry:|[/b] The discerning Bravsaaran soldier will normally carry with him the Belzarovian made IR-19, a bolt action rifle containing ten shots, reloaded individually. If they’re not armed with that weapon, they might also use the Bakelite-stock Radom-Gerin 19 which is almost identical apart from a straight-pull bolt in order to allow for more rapid firing at close ranges, a marginally shorter barrel and overall reduction in weight, as well as a more modern knife bayonet lug rather than the older spike, or ‘pigsticker’ lug. Furthermore, Bravsaaran soldiers equipped with the Radom-Gerin can reload using curved stripper clips, loaded with the full ten shots. The Radom then automatically causes the stripper clip to ‘ping’ loose once the bolt is closed. Soldiers are encouraged to keep hold of stripper clips after they have been used to reload a gun, in order to be refilled and not to waste metal. Soldiers bringing back enough stripper clips can expect to receive a small amount of monetary compensation- for this reason, Bravsaaran soldiers can often be seen catching the air after a reload in order to obtain the clip. For closer ranges, there are two (or, three depending on how you see it,) options. The valgaron semi-automatic machine gun, containing 24 bullets in an open bolt system that practically vomits out bullets, and the rigelvan pump-action shotgun, containing seven, and one more in the chamber. Unusually, the choke in the rigelvan is located quite far up the barrel, allowing for two variants to be produced- the standard issue rigelvan, and the kompakt 4, boasting a reduced barrel size and wider choke, in exchange for the loss of three extra shells. The rigelvan is, however, a slamfire shotgun, meaning it can be fired as fast as the operator can pump it. 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. However in the later parts of the revolution, the Guddlehad was replaced by the Beskrynosnov 29, 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 he heavy variant, but provides surprisingly powerful anti-infantry capabilities to soldiers qualified to use it. The Guddelhad is still seeing use on support mech platforms, as its slower rate of fire and increased reliability are more important when mounted on a platform, which helps with the downsides of its weight and stationary nature. Officers and specialists have a choice between two sidearms. The Belzarovian-made Republikrevolver, a single-action revolver that kicks like a mule, but can kill a man with one well placed shot, and the more modern Revolver 26, a double-action revolver loaded with half-moon speedloaders, albeit with a smaller calibre. For the more specialised weapons, there are a number of options. The P-Flame Mark 1, irreverently known as the ‘flintstick’ is a large and bulky device, with two tanks each containing separate substances. When combined and jetted out over a pilot light, they can project a stream of flames over 50 metres, with a thickened fuel that burns even when doused in water. Unfortunately, the P-Flame has a bad tendency of the fuel tanks being pierced, sending the operator flat on his face as the remaining fuel is violently ejected from the hole. The flintstick carries enough fuel for around six seconds of continuous fire, after which an operator is supposed to remove the fuel tank and fight with his sidearm until a rifle becomes available. As well as the flintstick, there is also the reinrigel disposable anti-tank rocket launcher, delivering a nasty payload of high explosives in a simple, one-shot tube that weighs very little and can be tossed away after usage. Mechs, tanks, and in a pinch even infantry will all find themselves rapidly blown to pieces, and air vehicles aren’t safe either. Low flying zeppelins attempting to make bombing runs, or being sniping platforms might find themselves with the unwanted attention of the flakflugerin, an early MANPAD that fires a cluster of shrapnel at very high velocity, perfect for splintering wood, tearing through silk and canvas, and generally causing mayhem. Once fired once, much like the reinreigel, the flakflugerin should be discarded. Finally, are the man-portable mortars, grenades and satchel charges that troops may also carry. Bravsaaran satchel charges carry six individual explosive charges attached to a single timer, exploding with enough force to level civilian buildings and bunkers. Where smaller demolitions is required, smaller explosive devices, made up of a bundle of two or three charges can destroy artillery, flak installations, and blow apart soldiers hiding in tricky areas to assault, should flamethrowers not be at hand. Grenades in use include the standard Belzarovian stick-handled grenade, a bundled grenade, an explodes-on-impact smoke grenade and incendiary grenade. For the mortars, the option is between high-explosive and a chlorine shell. [b]|Vehicles:|[/b] There are a number of vehicles produced in Bravsaara for the army. Infantry transport, has, by and large, been a priority, with the overall lack of trained pilots and close-rubble filled streets restricting the usage of an airforce and armour, although Bravsaara is scrambling to make up in these areas. Infantry support vehicles include the AW200 Motorcycle. the AW200 is a two-stroke, wide-throttled motorcycle, designed to be as rugged and reliable as possible. It's widely claimed that you could run the AW off of oil grease and coal and the engine wouldn't complain about it, although these are, of course, exaggerations. The AW200 is also the original platform for the AW 'Chaintrack-' a [url=https://upload.wikimedia.org/wikipedia/commons/3/34/Bundesarchiv_Bild_101I-725-0184-22%2C_Russland%2C_Soldaten_auf_Kettenkrad.jpg]curious machine[/url] that primarily sees use in pulling heavy loads in urban environments. The AW200 is also capable of mounting a sidecar, which can fit the Beskrynosnov and plenty of ammo, causing it to see use as a support vehicle in small-scale skirmishes, and a general scouting vehicle for where heavier vehicles would not be able to work. As well as the AW200, there is the Eherse TTV, a a half-track which can easily be filled with a squad, or have mortars attached to it. Furthermore, the Bravsaaran army makes extensive use of so-called 'Tanka Trucks,' a colloquial name for any general purpose civilian truck that has been fitted in order to ferry troops and goods. More and more, these trucks have been phased out for the more modern Eherse Blitz truck, a military-specified troop transport vehicle. In the air, whilst the Bravsaaran National Airforce (or BNA,) is not quite as well respected as the infantry, it still has a decent influence as a recon and supply system. The Garvan 'Pelican,' is a canvas biplane with extreme engine efficiency, allowing for it to stay in the air for long periods of time. Whilst there are reports of Pelican pilots dogfighting with revolvers, they normally see use as reconnaissance vehicles, with their infamously unreliable radios allowing them to point out targets for artillery officers. A number of blimps and zeppelins are also used, including a Bravsaaran-made copy of the Belzarovian Zeitgeist. By and large however, the blimps and zepplins work as part of the significant supply chain that Bravsaara has, supplying guns, ammo and fuel to the frontline, along with food and other much-needed supplies. Due to the flammable fuel, this has given the blimps the nickname 'flying campfires,' for their tendency to explode if a single thing goes wrong. Mechs have been used minimally by Bravsaara. Whilst the KMI180 'Bucket' mech, a eight-foot-tall spider legged mech, equipped with a single six-pounder cannon and a number of Guddelhads, with four crewmembers being needed to man in. The interior is smoky, hot, and cramped, but it is an extremely potent anti-infantry weapon, capable of smashing through cover and suppressing enemy infantry, with a remarkably easy way to exit the mech. Because of this, the KMI is actually quite well-liked by crewmembers, although most of them request for a more stable body, as despite the spider-legged locomotion, the height of the mech means it tips over semi-regularly. The only other mech that has seen widespread use is the tiny KMI Infanterizupportplatfurm, (IZP) with a wide, flat surface capable of mounting radio platforms, a Gatling gun, additional ammunition and fuel, or really anything else that is needed. The disadvantage of the IZP is that it can be finnicky to get moving in the right direction, although operators, more and more, have been wiring an explosive charge to the mech and simply igniting it if they need to ditch the machine. [b]|Uniform:|[/b] The uniform of Bravsaaran troopers is a mixture of that of the older Belzarovian uniform, with a flair given to it by the factories of Bravsaara. Included are a long greatcoat, knee-length, steel-capped jackboots, with support for the bridge of the foot and heel, useful for both marching and close combat scuffles, a donkey jacket, flat cap (or peaked cap for officers,) and occasionally a pair of leather gloves, mostly used by machine gunners and engineers. [b]|Organisation:|[/b] Bravsaara uses a conscription system, with all men between the ages of 18-35 expected to be able to serve in the defence of the country if needed. Due to the revolution, almost all men (and, shockingly, some women,) in Bravsaara are trained in the usage of firearms, and the Bravsaaran army is proportionally huge. Those between the ages of 18-22 make up the primary forces of the army, making up the first 34 Army Corps. Then is the Active Reserves, made up of soldiers 22-28, who make up the next 26 Army Corps, followed by the territorial army, made up of soldiers between the ages of 28-35, making up around 19 Army Corps. Anywhere from 5-10 army corps make up an army, lead by a commander in chief. At a lower rank level, the common soldier Is in a fire team of 5-8, normally including a weapons specialist such as a flamethrower or light machine gunner, an engineer (although often an engineer will also be the weapons specialist,) and then riflemen, with one NCO leading the fire team. Two fire teams make up a full sized squad, under the command of a higher-ranking NCO. 3 squads, numbering anywhere from 30-50 men make up a brigade, under the command of a commissioned officer. Five brigades make up a division, and two divisions make up each Army Corp. [h3][b]Stats:[/b][/h3] [b]|Starter Technologies:|[/b] Close quarters combat have taught the people of Bravsaara the importance of infantry and making sure that infantry are supported. With the latest in anti-tank technologies, the brand new Beskryosnov 29 light and heavy machine guns, building-busting satchel charges, and anti-zeppelin MANPADs, it’s safe to say that Barvsaara is [b]adept[/b] at infantry arms. The need to crank out weapons effectively, reliably and for cheap meant that technology had to be looked into, and what they found was Bakelite. Quick to manufacture, resilient and strong, and able to easily be moulded into whatever shape is needed. Bakelite makes up stocks, and far more within Barvsaara. They’re almost certainly [b]adept[/b] at material production. Finally, in order to outpace their mother-country of Belzarov, they needed to make their weapons fast, and resupply their troops faster. Topping up mechs on the field was a priority, and stamped weapons with minimal parts could be put together quickly and were relatively reliable at the end of it. [i]Adept[/i] at supply would be the right way to define it. [/hider]