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"We have lost the way.

Greed has poisoned men’s souls - Has barricaded the world with hate. Has goose-stepped us into misery and bloodshed.

We have developed speed, but we have shut ourselves in. Machinery that gives abundance has left us in want.

Our knowledge has made us cynical. Our cleverness, hard and unkind. We think too much, and feel too little.

More than machinery, we need humanity. More than cleverness, we need kindness and gentleness.

Without these qualities, life will be violent, and all will be lost."

- The Great Dictator's Final Speech



All the world of Uniya shook to its very core with the outbreak of the Great War in 1899. With the powers of the landship and aeroplane, poison gas and machine gun, the consequences of the industrial revolution finally came to unfurl in a war so great - so horrid - that none might ever think to repeat it again. Promethium engines and mighty factories The War to End All Wars fractured every corner of the world as the full capacities of the world's war machines sprung to life, and so with them did the Great Power's untold colonies and allies did throw themselves into the fray.

Untold millions lost their lives in the seven bloodiest years of history - scars which some say will possibly never fully heal. And others yet say that we are headed straight away onto a path to a second, far more insidious war. But, such talk is surely just rumor and unwarranted anxiety. Right?

The year is 1946, and some fourty odd years have passed since the inception of the most deadly conflict of all history. The rise of communism and fascism have radically altered the global political scene since their inception after the Great War, as part of an eternal struggle against the role of the state and revolution. Needless to say, the world is a radically different place - the pace of industrialization only steadily marching onward - and the horrors of the Great War are, to most, but a distant memory. Yet, not all are content with the status quo which was so proudly proclaimed those four decades ago. All nations of the world seek peace, of course - only a peace on their own terms. And the peace that was settled then has certainly not gone so well for some...



In the wise words of a certain Brazilian NRPer, "It's been too long since there's been a good Dieselpunk NRP on RPG".

For about the 4 or so people who are around for that long and are still in the loop, this is an attempted re-rendition of the Dieselpunk Nation RP The Fumes of War. Sadly, the originals never got too much in the way of IC traction, but the high concept has always been a fun one to me, and i've always toyed around with the idea of it finally getting something underway for a long time.

Thankfully, the original writer has allowed me to take it into a new edition, and for that, i'm proud to present: The Fumes of War. Inspired by dieselpunk and film noir works like Iron Harvest, Wolfenstein, DUST Tactics, and The League of Extraordinary Gentlemen, the themes of FoW, to put it in simpler terms, is what happens when the idealism of steampunk runs out. The horrors of the Great War brings the Victorian romanticism to a clothesline stop, and the rise and fall and rise and fall of society in the wake of this upheaval brings around a black-and-white renaissance. Flappers. Avant-Garde style. Jazz. Futurism. Swing. Rock and Roll. Mobsters. Big, grandiose mega-projects and modern marvels. Bright, glitzy, electric-buzzing cities of the future.

All of these things - if nothing else - are anything less than unsubtle.

Now, to keep things semi-tethered, i'm going to implement a couple of tricks i've kept up my sleeve throughout my time doing NRPs. There will be a couple of important Great Powers - and their overseas colonies - that anyone will be able to implement events for as NPCs. How you interact with them can keep the global political scene tethered to something apropos a global "flash point" for various scenes of intrigue. When the OOC goes live, there will be a "Country Bible" that lists out the actions that are acceptable or not for each respective country, as to assist with your endeavors. For just this Int Check, i'm proposing a Council of Nations similar to the failed OTL League of Nations that intends to have its varied flaws - if not also its purpose.



FAQ:


Promethium? What's that?
Promethium is a fictional substance refined from promethite - a porous, clay-like sedimentary rock that often formed from the decay of prehistoric mountain ranges due to extensive weathering. Unrefined promethite is an acrid substance with a yellowish hue evocative of sulfur and the smell of burning salt. When refined into promethium, however, it becomes a reddish-yellow translucent liquid much denser than conventional petrol. When used in internal combustion engines, promethium fuel engines burn at some nine times greater efficiency when compared to gasoline. The chemical reaction that results as a result of oxidized promethium burning results in the creation of a small amount of water vapor, and largely leaves behind a solid mass of low-quality ferrous and zincoid compounds similar to iron slag. Naturally, promethite deposits are highly coveted, and the production of promethium has fueled the industrial revolution of Uniya.

What's The Rules About Mechanics and Stats?
If you need to ask, you're in the wrong place. If I need to ask you to not pull a magic nuke out of your pocket, you're in the wrong place.

WhAtS tHe TeCh LeVeL?
So, you've played Wolfenstein, right? Like, the new ones published by Bethesda, yeah? And Bioshock, too? Think of that sorta aesthetic. I'm pretty willing to let there be some "rule of cool" shenanigans going around with flying airships and mecha and that sort of thing. For just some reference, i'm gonna draw the line at some nukes. Think like Little Boy and Fat Man bombs that gotta be deployed via a bomber, but no ICBMs - understandably, they're incredibly difficult to manufacture, incredibly expensive, and all with materials that are in short supply. Jets and rocketry technology (Think like slightly better V-2 Rockets and like the ME-262/Su-9/FJ-1) are still relatively new and are in their infancy of design when compared to OTL. Just try not to masturbate over it and remember to actually write about something that isn't the Uberpanzerkampfflauger XVII Ausf. J and it's 200 millimeters of frontal armor.

TL;DR Think like a more 1950s flavor of Dieselpunk that's starting to bleed into Atompunk. Basically, think of like Pre-War Fallout and Wolfenstein: The New Order.





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__________________________________________
Belzarovian Federative Republic
_______________________________________________________________

H I S T O R Y

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---P R E S S I N G I S S U E S

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---E C O N O M Y

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---F O R E I G N R E L A T I O N S

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---P L A Y E R B I B L E

Things they would vehemently defend, to the death if need be:
  • The well-being of liberal democratic national movements around the relative vicinity of Belzarov.
  • The absolute fairness of their ideology and system of democracy and liberal thought.
  • Ideals of religious, ethnic, and social co-existence and harmony.


Things they would support:
  • Pro-democratic independence movements throughout the world.
  • Economic free trade and freedom of commerce, and treaties to facilitate the above with nations that they are ideologically aligned to.


Things they would feel is none of their business and not give an opinion about:
  • The exact internal affairs of other, ideologically-aligned nations.
  • Non-democratic or illiberal pro-independence movements.


Things they would feel indifferent about and let it sort itself out by the actors involved:
  • Implement economic, social, or political reforms that tweaked or reformed the current system without changing it outright.
  • Research or trade agreements with nations not ideologically aligned to them.


Things they would only do under great pressure, and even then reluctantly:
  • Sign a formal military alliance with an authoritarian, fascist, national socialist, or other similar far-right power.
  • Sign a formal military alliance with a communist, syndicalist, or other similar far-left power.
  • Grant states under their control who are rebelling semi-independence, similar to Dominion-ship or Special Administrative Region status.


Things they would never do no matter what (and would never give any ground on for these issues):
  • Relinquish their territorial claims on Bravsaara.
  • Declare war with the intent of expanding territory without a historic land claim.
  • Allow foreign influence of authoritarian, fascist, national socialist, or other similar far-right powers in government.


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Hidden 1 mo ago 1 mo ago Post by Yam I Am
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__________________________________________
Estewaldian Empire
_______________________________________________________________

H I S T O R Y

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---P R E S S I N G I S S U E S

Viewed from any modern standard, socially speaking, Estewald is an utterly backward society. A sizable proportion of the population is still encumbered beneath Estewald's feudal system, which binds the lower classes into an undesirable state of being bound to an individual's property - physical or intellectual. With the avenues of social mobility being few and far between, it is estimated that some 48% of Estewald's population are still tethered to serfdom in some manner, shape or form, and although the institution has undergone numerous reforms throughout its long history, the immense divides between the castes cause no shortage of deadweight loss throughout the Empire. For instance, the special exceptions placed upon taxes of the Landsmann peasants have often caused a shortage of income on the federal level, where surplus funds are instead largely siphoned by local lords and barons, until there is very little left at the top of the strata.

---E C O N O M Y

In spite of nature's bountiful blessings, Estewald's economy remains rather...sluggish, to say the least. Largely dependent on the export of its raw materials, its tertiary economic sectors are - perhaps unsurprisingly - almost completely nonexistent, and what little remains of a developed banking or service industry exists near solely for the use of the proportionally tiny middle and upper classes. In fact, some even go as far as to say that it is only their lucrative exports of chromium and promethium that keep the entire Estewaldian economy afloat. Combined with nothing short of simply sharkish colonial policy

---F O R E I G N R E L A T I O N S

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---P L A Y E R B I B L E

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Things they would support:
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Things they would feel is none of their business and not give an opinion about:
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Things they would feel indifferent about and let it sort itself out by the actors involved:
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Things they would only do under great pressure, and even then reluctantly:
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Things they would never do no matter what (and would never give any ground on for these issues):
  • Estewald is vitriolically opposed to communism and will - under no circumstance - ever partake in any actions which they view as potentially aiding The Internationalists.
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__________________________________________
Great State of Zengrav
_______________________________________________________________


H I S T O R Y

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---P R E S S I N G I S S U E S

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---E C O N O M Y

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---F O R E I G N R E L A T I O N S

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---P L A Y E R B I B L E

Things they would vehemently defend, to the death if need be:

  • The breakup of Zengrav, under any circumstances.
  • The colonization or any attempts to "land-grab" the current territories of Zengrav.
  • Ideals of absolute rule by the central government.


Things they would support:

  • Pro-government internal factions and others who take up arms in (nominal) support of the central government.
  • Economic aid from other foreign nations - assuming that the deals are quite fair for the time being.


Things they would feel is none of their business and not give an opinion about:

  • Individual foreigners or adventurers who come to assist the government, or otherwise act in their interest.
  • External affairs that are largely unrelated to Zengrav's interior affairs.


Things they would feel indifferent about and let it sort itself out by the actors involved:

  • Internal affairs within the country that have nothing to do in either their interest or do not work against (what remains of) the national unity of the state.
  • Research or trade agreements with nations not ideologically aligned to them.


Things they would only do under great pressure, and even then reluctantly:

  • Allow foreign influence in government to official degree, such as special administrators, consulates, or advisors.
  • Sign a formal military alliance with any external nation.


Things they would never do no matter what (and would never give any ground on for these issues):

  • Give way to reformists or revolutionaries within the government or without.
  • Allow foreign powers to seize or appropriate territory.


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__________________________________________
Soviet Federation of the Union of Vilturia
_______________________________________________________________

H I S T O R Y

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---P R E S S I N G I S S U E S

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---E C O N O M Y

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---F O R E I G N R E L A T I O N S

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---P L A Y E R B I B L E

Things they would vehemently defend, to the death if need be:
  • The Internationalist Movement, The Revolution, and the Plight of the Worker. In that order.
  • The absolute fairness of their ideology and system of democracy and liberal thought.
  • Ideals of religious, ethnic, and social co-existence and harmony.


Things they would support:
  • Pro-communist movements around the world.
  • Treaties and formal military alliances with communist, syndicalist, or other similar far-left powers around the globe.


Things they would feel is none of their business and not give an opinion about:
  • The exact internal affairs of other, ideologically-aligned nations.
  • Non-democratic or illiberal pro-independence movements.


Things they would feel indifferent about and let it sort itself out by the actors involved:
  • Implement economic, social, or political reforms that tweaked or reformed the current system without changing it outright.
  • Research or trade agreements with nations not ideologically aligned to them.


Things they would only do under great pressure, and even then reluctantly:
  • Research or trade agreements with nations not ideologically aligned to them.


Things they would never do no matter what (and would never give any ground on for these issues):
  • Sign a formal military alliance with an authoritarian, fascist, national socialist, or other similar far-right power.
  • Implement reforms that would roll back the economic powers of the party, or otherwise
  • Allow foreign influence of authoritarian, fascist, national socialist, or other similar far-right powers in government.


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"All nations want peace.
They only want peace on their terms."

- Daimyo Akihiko Kimura, 1495 AC



For centuries, the realms of Nohr and Hoshido have waged war unto one another. Victories were exchanged, honors gained and lost, and their fields watered by the blood of sons and daughters, martyrs and heroes, but final victory lay forever out of grasp. Untold grievances compile to the tone of drums and poems, and these products of long-ruptured Valla, like quarreling young brothers, clash evermore between East and West. There exists little in terms of reconciliation, and even lesser a will to do so - only will nothing short of utter and total submission shall do, and this mutual feeling has long been cemented in aeons-old rivalry. And, perhaps, it lie time yet again that the fields of Iusera dance to the tune of war.

Kingdoms, fiefdoms, regular peoples and fledgling tribes find themselves caught within the maelstrom, for few inside Iusera escape the vision of either great power. Fewer yet still operate freely, without the good graces of one power or another, and within this mosaic of moxie do others still align with one or the other. One by one, the sovereigns of Iusera step in line, pledging their allegiance to Nohr or Hoshido, in such tumultuous web that they no doubt have their eyes upon leveraging the great powers to resolve grievances of their own. Day by day, the lines in the sand are drawn, sides chosen, and flames flared, and when the fuse on the powder keg does finally reach its munition, once again shall the thrones of Himeji and Windmire throw themselves unto the fray.

In this tempestuous middle, there are no doubt those who shall find themselves involved, whether they like it or not. Mercenaries, spellhires, and other arms-for-sale have never fared shortage of work throughout Iusera. Your company - The Silver Hawks - have been in the most gracious employment of Nohr's aristocracy for the past two months, but their contact is soon to come to an end, where the Hawks shall move to greater opportunity. There is but one final matter to resolve before the company's contract with Nohr's throne is up - one ultimate job to take. One, unwittingly to the members of its takers, shall be the catalyst that may forever change the face of Iusera...






Let's just get this out of the way: Yes, every Fire Emblem fan ever has come up with their own theories and ideas to how they'd make Fates better, because Fates is a mess and ugly and weird and tone-deaf and all other sorts of bad things. So, of course we can do better because Intelligent Systems just isn't "big-brained" enough to make a "real" setting with a "real" story.

Now that i've gotten the part where I sound pretentious out of the way...*clears throat*

Welcome, one and all! This in particular is a brainchild i've been storming up for a little bit, after i've taken a bit of a deep dive into the history surrounding Fates' (very) troubled development. I thought with all that knowledge regarding the various changes and iterations from Fates original drafts into its final rendition, it would be a bit of fun to take those concepts and apply another spin on them. It's far from an uncommon opinion that Fates' worldbuilding and storytelling is...less than stellar. But likewise, its enamoring aesthetics and unique, thematic bridgehead between East and West has always been something interesting to be as well. All that being said, I suppose it's been long enough since its been out that there should be another take on it with the hindsight on it in the years of discussion on it, and i'd like to bring something to that table that isn't another person going, "Fates bad".

In this RP, you would play as a member of the titular mercenary band, the Silver Hawks, as they go about on missions that will - advertantly or no - change the face of the continent with their actions. Situated right in the middle of this powder keg of nations, the Silver Hawks will eventually need to make some difficult decisions as who to pledge their allegiance to, whether that be Nohr, Hoshido, or just themselves. The setup should be familiar enough, but there should be enough leeway to let everyone say their peace and alter how they would like for the course of the RP to go as well.


Guidelines:
  • This is a re-imagined version of Fates, so a lot of key details have been changed between the source material and this rendition. If anything needs further explanation, or if you have questions, do the (hopefully intuitive) thing and ask.
  • You don't really need much knowledge about Fire Emblem Fates to enjoy this. As I said earlier, much has been changed from the source, right down to many of the plot hooks, the setting details, and the story beats. If you know your basic low fantasy politicking tropes and you have some decent reading comprehension, you'll be fine.
  • My style as a GM isn't really to make a "main character" that everyone is intended to follow around. I tend to give pointers, answer questions, and guide along the general tone, throwing in NPCs that assist the story as it progresses and then largely let the players do their own thing. I expect most players to have their own ideas as for what they want to do and what would make their characters "tick", and i'm willing to let most things go along as long as there's a clear player consensus on how everyone wants to proceed.
  • All that being said, I expect most players to have their own subplots and ideas for what they want to do with other characters, and the setting as a whole. Don't be afraid to pitch ideas and try and set up events.


    Q&A:
    • What's the current year? - 1495 AC.
    • Are countries that aren't Nohr and Hoshido available as character origins? - Yup, they sure are.
    • What about Valla? Where's it? - Going with the original notes and taken from interviews from Intelligent Systems, I made it such that Valla was a long-bygone Empire that was in control of the entire continent of Iusera, which is more what was originally envisioned for it instead of what was shown in Revelations. By the time of 1495, Valla is long gone: Trying to resurrect Valla is like trying to recreate the Roman Empire in today's political climate.
    • What about the kitsune and wolfskin and manaketes? - They exist: They're just sprinkled around the place in various smaller communities. They either tend to be so well integrated with their host that they're not particularly differential to the greater nation as a whole, or they're quite insular.
    • What if the role I want is taken by another applicant? - Some of the roles, like Quartermasters and Signalers, can easily have multiple in the same company. Others would require some coordination, like a situation with two co-captains: In these cases, i'd just talk it out beforehand with their relationship before we settle on anything.
    • What will you do? - Me? I tend to fill out whatever roles are left out in the party, then adjust with NPC characters. I got plenty of notes and ideas, so don't worry about me.
    • When are applications due? - Mmh...by Saturday sound good?



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