[hider=WIP Astalia sheet] Name of Nation: Free Cities of Astalia Government: Aristocratic confederation Species: Humans: Baseline humies. Eosauri: A species of bipedal and warm-blooded reptilians. They live longer than humans, 110 years on average. Physically, they are slightly smaller, less endurant and for the most part weaker when it comes to brute strength. However, the shape of their legs and the added balance of their tail makes them very fast over short distances. In addition, they adapt to low levels of light more easily, being able to see clear as day in all but the darkest of nights. They have a similar diet to humans, at the notable exception of a strong intolerance to any kind of dairy products. Vampires: All sentient have been found to be able to be turned into vampires. They boast surnatural physical prowesses, both in strength and agility, and are able to make use of a unique form of magic that allows them to reanimate corpses to be used as mindless puppets. These zombies can be used for any task that does not require particular dexterity, and so are often found working in the fields and factories, day and night, without the need for rest or sustenance. [hider=History] The nation's origins can be traced back some 900 years in the past, when the original Astalians, driven from their land by a barbarian horde, invaded from the south, subjucating and integrating the local people into their society. They recieved help from the Eosauri who had been pushed into the forests by the previous human kings, and so they were granted the right to live in the new Astalian Kingdom. A long period of relative prosperity followed. Astalians had no particular ambitions for large-scale expansions. Instead, they focused on cultivating the land, waging the occasional war against their northern neighbors. In a few centuries, Astalia had expanded to its current size. The once wise and benevolent kings became inept and vain. Power slipped more and more into the hands of local lords, and while the king technically had authority over them, he did not use it. Lousy aristocrats began to start petty skirmish wars against other nations and even sometimes among themselves for their own gains. The "Cursed Dynasty", as the kings of this time are now referred to, neglected the matters of the state. The aristocrats abused their power, and the population suffered as the country declined. This continued until another war happened, one unlike the previous ones. The Volyudki came from the East, crushing an entire army in a single battle when they invaded. As they stood at the brink of destruction, the Astalians came together once more. Every man, from 15 to 60, was given a pike, musket or sword, while the women toiled day and night in the workshops to produce blades, bullets and powder. The rate of casualties forced the ruling class to promote officers from the ranks of common soldiers instead of restricting it to aristocrats. At this time, the country united for its survival. The Volyudki invasion was turned back, at a tremendous cost both in lives and on the economy. The Astalian common folk, who were now armed and seasoned veterans, were reluctant to give up their weapons and return to servitude. In this period of turmoil, some aristocrats and rich citizen started thinking on some new and revolutionary ideas. Enlightened ideologies started to spread like wildfire, and it was clear that a rebellion was about to happen. Some nobles saw it as an opportunity to overthrow the king and place themselves at the very top. Two years after the end of the Volyudki invasion, Astalia descended into war again, a civil war this time. Half of the noble families rebelled against the king, and many of those loyal to the throne saw their own troops desert to join the rebels. The combined rebel forces were led by a skilled and charismatic general named Thibald Carrel. He was already a hero from the previous conflict, and although he was an aristocrat, he was unusually close to the men under his command, who in turn trusted and respected him. Carrel won a few decisive victories that broke the last of the remaining royal troops. But as his soldiers stormed the royal palace, the rebellion was already fragmenting. A portion of the rebel aristocrats sought to fill the power vacuum themselves, and were plotting for this purpose. However, Carrel would not have it this way. He immediately stripped the nobility of their privileges, including himself, and created the Republic. With virtually the entire nation's army behind him, no one dared protest. The aristocrats who had rebelled would be allowed to form the Senate as a governing body, but their power was to be kept in check by an assembly of elected officials. In the years that followed, Astalia underwent considerable changes. Thibald Carrel, as one of the first two consuls, worked with a host of lawyers, philosophers and common citizen to write the Code of Law that was to shape the Astalian Republic into what it would eventually become. The Astalian Republic managed a quick recovery from these events and turned towards the wider world. Its army was stronger than it had ever been, and the Astalians could now envision greater ambitions beyond their borders. Then, during the previous century, Astalia's ambitions clashed against others. During the last years of war and chaos of the global conflict between empires, the Astalians grew desperate for means to end the war. Thus, through barely understood rituals and occult magic, the vampires were created. They proved to be potent weapons indeed, and safeguarded the nation from collapsing. However, they could not be controlled. The vampires turned against their would-be masters and carved their own domain from the battered and bruised nation, turning it into a loose confederation of city-states ruled by immortal warlords struggling against eachother for power. [/hider] [hider=Religion] [hider=Pantheon] Yotethri, God of the Sun, War, Justice and Bloodshed Cnagh'vha, God of the Moon, Greed, Malice and Knowledge Bhyrri, Goddess of the Sea, Health and Sickness, Death and Travel Ycthaaghas, God of the Earth, Life, Cycles and Doom Vh'ethr'ithe, Goddess of the Stars, Madness, Torment and Power [/hider] The Astalians have a peculiar approach to their religion, considering it more study than worship. Their gods are primordial beings, neither good nor bad, as much susceptible to be destructive as they are to be benevolent. Those are not creator gods but rather eldritch entities residing beyond time and space, but powerful enough to manifest themselves in certain aspects of the material universe, which have been assigned to them by the priestesses to the best of their ability. The Astalian clergy, if such a name can be applied to the priesthood, is exclusively female. The reasons for this ancient tradition are nebulous, and few find it appropriate to question it. There is no hierarchy among the priestesses, as they hold no power over eachother or the common people. Their mission is to get into contact with the gods and their world, studying its powers and energies with rituals and incantations. Then, they dispense this knowledge to all who come to their temples. The vast majority of Astalians go to their local temple at least twice a week, as they believe that their souls will be sent to the realm of the gods upon death. These runes, rituals and incantations are as many tools to be used in their following existence like a hammer and nails are in life. The priestesses also provide spiritual peace and comfort to their communities, and also frequently accompany armies to tend to the wounded. They are beloved guides and teachers, while also viewed with a certain degree of uncomfort. Such knowledge comes at a price, and they are often afflicted with short moments of madness. They might randomly start giggling for no apparent reason, or stare at a particular point in space for a dozen minutes or two. Sometimes, they experience terrifying hallucinations and nightmares that are difficult to appease. For this reason, they are held in high respect, with a hint of fear by the rest of the population. [/hider] Territorial Claims: Astalia is currently located between the Volstran empire territory to the north, and separatist ethnic Astalian states to the south. It considers all land in the space between the ocean, Volstran and Abnawaandia to be within its sphere of influence. It also claims several small islands and territories, mainly to serve as naval repair and resupply docks. Economy: Mines Arms manufacture Metallurgy Helium production Aircraft and car engines Textiles industry Imports: Food Oil Consumer manufactured goods Cotton Medical drugs Natural Resources: Iron Coal Chrome Nickel Copper Sulfur Lead Timber Peat Salt [hider=Army] Grenadiers: The grenadiers make up the bulk of the Astalian army. Well-trained and experienced, they do most of the fighting, be it at range or in close quarters combat, in open areas or in the trenches. They also provide the Army with its light artillery and motorized elements. Combat Engineers: The combat engineers handle more specialized equipment, like antipersonel mines, demolition charges or flamethrowers. They are also in charge of building fortifications, laying down barbed wire and conducting mining operations. Shock Troops: Armed with sawed-off shotguns, pistols, extra grenades and various close quarters combat weapons, the shock troops are assault specialists, used to fighting inside the enemy trenches. Grenadiers can be drafted into the shock troops if the need arises, however this practice is avoided if possible. Astalian Guard: The Astalian Guards are the most battle-hardened veterans of the Army. They fill the same combat role as the grenadiers, however as an elite corps they have a higher proportion of heavy weapons. The Guards' numbers are relatively small and are thus assigned to portions of the front where the fighting is the most intense, or kept in reserve to plug a breach in the lines or follow through a successful attack. Mounted Rifles: As the name suggests, the mounted rifles are horse infantry used as scouts, artillery observers and vanguard forces. They are lightly equipped and by no means a line or assault formation. They never engage in prolonged fighting, instead acting as a highly mobile force to carry out raids and reconnaissance. Astalian Guard Cavalry: Like their infantry counterparts, the Guard cavalry fulfills the same missions as the mounted rifles. However, they carry small amounts of heavier weaponry like dismantled light field guns and machine guns. This allows them to be more effective in firefights, at the cost of some of their mobility. Heavy Artillery: The renowned Bombardment Corps of the Army are essential to the Astalian doctrine of "decisive battles". Massed heavy guns of all calibers are always needed, be it to break enemy attacks, to strike at targets of opportunity or to pound enemy positions into the ground in hours and sometimes days-long preparatory barrages. [hider=Infantry small arms] Lazare 1902 revolver rifle 7.92mm: Standard service rifle, with a 6 rounds capacity. Reliable and easy to maintain, relatively cheap. Requires the user to wear a face mask to avoid burns. Allard-Morel FVP9 bolt-action rifle 7.92mm: Long bolt-action rifle, fitted with a scope and used only by sharpshooters. It is an accurate and expensive weapon with a long range. FH Bertoni No.2 9mm: High-power automatic pistol for officers and shock troops alike. Vincennes ADAT No.1 12 gauge: Very short lever-action shotgun specifically made to have a very large dispersion cone for trench fighting. Light enough to be fired with only one hand, at the user's own risks. Vincennes FUMI No.6 7.92mm: Light machine gun designed to support an attack with suppressive fire. Very cheaply made, the only requirement for the gun being to be able to keep firing reliably. Lazare-Marushina heavy machine gun 7.92mm: Water-cooled HMG Morel MLT3 heavy machine gun 7.92mm: Air-cooled HMG [/hider] [/hider] [hider=Navy] 3 Souverain-class Battlecruiser: The Souverains are the most modern and technologically advanced vessels in the Astalian navy. Combining speed and firepower, they however lack the heavier guns and armor to face battleships head-on. The Souverain-class must rely on its manoeuvrability thanks to its secondary propulsion systems. Armament: 2x twin 350mm guns 6x triple 100mm guns 2x single 75mm guns 2x torpedo tubes 4x seaplane hangar 4 Radiant-class Cruiser Leader: The Radiants fill the role of "cruiser leaders" in the Astalian navy. They are often the centerpiece of the small flottilas that the Astalian naval doctrine relies on, sporting enough armor to withstand the heat of battle while keeping enough engine power to maintain good speed as well as respectable firepower. Armament: 4x single 200mm guns 6x single 150mm guns 18x single 50mm guns 2x torpedo tubes 3x seaplane hangar 2 Vaillant-class Cruiser Leader: The Valliant-class was supposed to be the new Astalian cruiser leader, before production stopped after only two units to be replaced by the Radiants. While its additional engine assembly provided the ship with incredible speed and enough power to mount larger guns on it, the Vaillant was soon found to be prone to engine malfunction, as well as higher than expected fuel consumption. By comparison, the Radiant has both a superior range of operation and lower production costs. Armament: 2x twin 230mm guns 3x twin 150mm guns 14x single 75mm guns 2x torpedo tubes 3x seaplane hangar 4 Gouverneur-class Light Modular Cruiser: In an effort to mitigate the cost of replacing older ships as time goes by, Astalian shipyards have invented a new ship design made to be easily modified by adding or removing gun turrets and even armor plates. The experiment appears to be a success, with the current Gouverneurs' loadout tailored to match the speed of other ships in cruiser groups. Armament: Variable 2x seaplane hangar 6 Trident-class Light Escort Cruiser: The Trident-class is an essential part of any Astalian cruiser group, specially designed to fight off submarines and destroyers with its anti-torpedo charges. Armament: 6x single 150mm guns 4x single 50mm guns 2x torpedo tubes 6x anti-torpedo charge launcher 2x seaplane hangar 3 Sirène-class Light Combat Cruiser: The rare and expensive Sirène is built with one purpose in mind: being able to fight against any other light cruiser, and win. Armament: 4x twin 180mm guns 6x single 75mm guns 4x machine gun 2x torpedo tubes 1x seaplane hangar 20 Aurore-class Assault Destroyer: Nicknamed the "attack dogs", the Aurores are entrusted to daring and agressive commanders as a kill group to be unleashed by an admiral like a pack of predatory sharks. The best defense of an Aurores group is to not get hit at all, using speed, manoeuvrability and smoke screens until they can get close enough to release their volleys of torpedos before retreating. Armament: 2x single 100mm guns 2x single 75mm guns 2x torpedo tubes 8 Parangon-class Hunter Destroyer: While the Trident is a fleet's shield against submarines, the Parangon is the sword, equipped with depth charge launchers and purpose-built cannons. Armament: 3x single 90mm guns 4x single 50mm guns 2x depth charge launchers 2x torpedo tubes 4 Torrent-class Attack Destroyer: These older designs have all been sold off or scrapped, save for only a few after the modernization of the Astalian navy. Now, they serve as heavy patrol crafts in hazardous zones. Armament: 1x single 75mm gun 5x 50mm guns 2x torpedo tubes 4 Monitors: These antiquated lumbering ships are still in service, serving as floating artillery platforms to bombard land targets with their heavy guns. Their lack of any kind of armor and speed makes them utterly worthless against other ships, unless their high caliber cannons can land a lucky hit somehow. Armament: Variable heavy guns [/hider] Air Force: CR.12 Colibri III: A two-seat fighter biplane used for reconnaissance and shooting down enemy aircraft. Thanks to the pusher engine, its frontal machine gun is able to fire forward as well as on the sides and above the Colibri without obstruction, and even towards the back in a limited capactity. HT.13 Albatros: This seaplane sees heavy use in the navy as it is used for scouting, as well as attacking submarines and targets of opportunity as it can be fitted with a depth charge or a torpedo. The Astalian burgeonning air force is also fond of using airships for reconnaissance and bombardment purposes. Rolls: Land Area: 5 Land Fertility: 6 Natural Resources: 12 Social Development: 6 Technological Development: 17 Industrial Production: 14 Total Economic Strength: 6 Land Power: 15 Naval Power: 6 Air Power: 18 Traits: The Nanlon Valley Mines: Bountiful mineral wealth, particularly coal and iron. Aircraft Enthusiasm: Extraordinary dedication and innovation towards air power. The Season of War: Excessive militarization leads to manpower shortages. Astalian soldiers have a lot of veterancy. Necromantic Society: Dead bodies can be reanimated and used as puppets. Induces mistrust and disgust from most foreigners. We Know No Master: No centralized government. Foreign Relations: [/hider]