Like many territories of the British Empire, Rhodesia committed man power, money and resources to the war against the Central Powers. Thousands of Rhodesians alongside the colonial sons of an Empire and when the peace finally came, unsatisfactory and with a whimper, the people of Rhodesia turned on their British masters with disgust. The Republican factions within the government capitalized on the situation and, with many Monarchists dead or returned to Britain, declared a independence from the old country and made the decision to go it alone in 1931.
Trouble started at once as the local tribes, long cowed by the might of the British Empire, took a chance at freedom and demanded Rhodesia submit to tribal authority. A small scale but bloody conflict quickly broke out and the tribesman found themselves no match for the returning Rhodesian soldiers, battle hardened by years on the front lines against German, Austrian and Ottoman troops.
In true Anglo fashion the Rhodesian government divided and conquered. Aligning themselves with certain tribes against others until the tribes were so busy fighting each other that they almost forgot the presence of their white overlords. Contrary to many other colonial powers, the Rhodesians quickly began to recognize the fighting quality of the tribesman and by 1943 the first Black Officers had been introduced into the Rhodesian Armed Forces even as fighting intensified across the country.
Nothing unites discontent quite like a common foe and in 1945 the Portuguese, long masters of Mozambique, attempted to back an Eastern tribe in their bid to seize vital diamond fields from the Rhodesians. White and Black alike, the Rhodesians turned on this new colonial menace. They drove back the Portuguese Colonial troops, soldiers who had never seen action in the Great War, and actually advanced into Mozambique.
Portugal panicked and quickly sued for a humiliating peace that saw them lose virtually all of south western Mozambique. Rhodesia had its first united victory and its first sea port. Tentative talks began between the factions within Rhodesia that looked promising until a tribal fanatic managed to penetrate security and blow himself and a dozen of the most promising political minds in the country into thousands of little pieces.
By 1950 the country had descended into strife once again. The Free State of Rhodesia was born from the white minority who, terrified of the possibility of a massacre should Blacks gain control, stripped the rights from many. Only those Blacks who served loyally in the military during the Mozambique Campaigns retained their right to vote.
The struggle for the country remains real as Rhodesia seeks to encourage white immigration, all the while attempting to stem the flow of Black refugees from neighbouring countries whose situation is somehow actually worse than Rhodesia's. Small unit actions by elite Rhodesian Security Forces have become common and most Black families live in perpetual fear of vanishing into the night without a trace.
Not to be outdone, the Peoples Army of Zimbabwe fights for the liberation of the country and has begun a campaign of bombings across the country that indiscriminately target Black and White alike. They are led by a fiery former Pastor who turns to god for guidance and while many Blacks are unhappy with the White leadership they acknowledge that it is better to have the devil they know then one they do not. There is food on the table, the power stays on most days, and taxes are actually fairly distributed amongst both races. Life could be much worse.
Alrighty, took a crack at it. Hope managing to fandango a portion of Mozambique is more acceptable than a Nordic Union!
*Can totally unite Scandinavia under one banner in 3 years*
Otherwise, I'll go ahead and arm the Finns, who would refuse to be another country's slave again, puppet Denmark, because it would be SO easy, achieve naval domination of the Baltic Sea, completely cut off the Swede's trade routes, and, if the Swede's wanted to continue poking the colossus, send in a small invasion force to take Stockholm by force.
Germany was weakened by the Great War, not destroyed. Even if the Nords declared war the day the war ended, Germany could've stood against them. You can unite Sweden and, maybe Norway, but the Germans would intervene if any other gains were attempted.
There is no way a united Scandinavia could already exist in this world, unless Germany pulled a Russia and exploded.
I tried to offer you advice, and, you did ask "would anyone be opposed to that?" But if you wanna have a little temper tantrum, Daddy Deutschland will go get his belt.
Alright Daddy Deutschbag, keep your pants on, please don't belt me. I was only trying to have a little fun in a completely fictional alternate history. I'll come up with something else.
I think the "i was working on it" was in reference to you asking about more people posting.
<Snipped quote by The Wyrm>
You could play as Denmark, Norway, Sweden, Finland or Iceland, and start the process of making a Nordic Union, but I doubt it would be allowed off the bat. It also kills basically all possibilities for the nation to start of at your endgoal. Not to mention, if us Germans saw a Swede trying to gobble up the Nordics, we would casually occupy Denmark. ;)
At most, you could probably pull off, like... Sweden with an occupied Finland, or Norway taking Iceland from weak Danes. But a united Scandinavia doesn't seem likely.
You were in the middle of a civil war, what're you going to do about it?
Description: The Free Folk of Lutra, known globally as the Lutrinae, are a fun loving, hard fighting, easy going, chaotic mess of a city-state. The Lutrinae are a race of Humanoid Otterfolk, standing about the same height as a tall human when on two paws. Unlike their much smaller cousins who still live and thrive the world over, the Lutrinae have built the glorious City-state of Lutra, an ever growing and changing urban centre ruled by a Democratically elected government. The City-State rests on the southern tip of the Island of Lontra, which sits in a large bay on the Northwest of Albion, bordered to the East and West by the Glorious State of Torious.
The Otterfolk of Lutra are noted for their easy going manner, sense of adventure, and willingness to fight pretty much anyone who comes their way if they opportunity allows. They are expert sailors and ships of Lutra can be found the world over engaged in trade, privateering, smuggling, and exploring. If there is a sea going adventure to be had, you can be sure a Lutrinae will be there somewhere. Lutrinae ships are often hired for dangerous journeys and expeditions due to the fighting prowess of their crews. It certainly helps that, being ocean going mammals, they can survive and fight underwater for some time.
Lutra is infamous for its chronically unstable governments that come and go like winter gales. The vast wealth that has been accumulated by the Otterfolk from their adventures allows them to buy the finest in weapons and material for the massive ship building industry that exists within the capital. This same wealth makes it relatively easy for different factions to force governmental change when they are unhappy with a current actions as there are those happy to sell their votes to the highest bidder.
You will find males and females to be of equal status in Lutra. Both vote, take part in government, sail the high seas, fight, adventure, and represent the Lutrinae species.
Government: The Freefolk of Lutra pride themselves on being a democracy, which means literally every single one of them able to swing a sword can vote. Each beast is issued a black stone and a white stone when the time to vote comes. They then vote by placing one or the other into clay jars. The results are then counted and the higher number carries the day. This of course leaves a generous amount of room for vote buying and fixing and can cause all sorts of problems but a better solution has yet to present itself. If a tie is reached, or one side disagrees with the outcome, each side chooses a champion and they fight in a ring, the first champion knocked from the ring has lost.
The Lutrinae are ruled by a Grand Elector, who is advised by a dozen or so Electors, all nominated and then voted upon by the population at large.
Economy: Everything in Lutra revolves around the ocean. Virtually all the food consumed by Lutrinae is taken from the ocean. The wealth that has mad Lutra famous also comes from the sea in the form of pearls retrieved by divers, trade ships criss crossing the seas, the activity of privateers, and countless other activities. Excellent clothing is also fashioned from the bounty of the sea that is sold far and wide and valued for its toughness and being waterproof as it is often lined with Otter fur taken from shedding Lutrinae.
Religion: There is no official religion in Lutra though all Lutrinae know they are born of the sea and will one day return to it.
Geography: The Island of Lontra is a lush place with thick forests, countless rivers, and surrounded by vicious barrier reefs. In most places the forest grows almost to the shoreline, the rare exception is the City of Lutra itself which was built around the edge of a bay on solid rock. The only way into the interior of the island is by swimming up the rivers, not an issue for Lutrinae, or by boat. The only boat friendly river happens to pass through the City of Lutra making the island highly defensible. The interior of the island is mountainous but only a single peak is truly clear of trees and a watch tower crowns this point.
Population: There are approximately three million Lutrinae to be found on the Island of Lontra, fully one and a half million live in Lutra proper.
Demographics: The Lutrinae guard their island home jealously and rarely allow non native species to journey outside the Capital. There is of course a good mix of other races in the Capital, much as you would expect anywhere else, but not in large enough numbers to make be remarkable.
Notable Locations:
The City of Lutra is the Capital of the Lutrinae City-State. Built around the mouth of a large rocky bay, this is where the might of the Lutrinae sea power resides along with nearly a million and a half souls.
At the heart of the Island lies the Temple Town of Enhydra. This is the source of all Magical power for the Lutrinae. A series of deep magical waters can be tapped into by those trained to do so. No one save the Lutrinae are welcome here. Any others are killed on sight. The Temple itself is an imposing and impressive piece of work.
Personalities of Note:
Finbarr Galedeep is perhaps the most famous living Lutrinae. Master of the Privateer Storm Reaver he has sailed the known world and fought battles on every sea. Powerfully built even for a Lutrinae, he fears no living beast and often seeks out folk unable to cope with sea going creatures and rids them of the troublesome pest. Wielding two curved scimitars and wearing little to no armour has made him a legend amongst his own kin.
Rabb Streambattle is a current Elector. He was once an ocean going trader and has stashed considerable wealth for himself. Now he, along with his kin, are seeking to topple the current government in favour of their own champion, him.
Institutions:
Quite simply, you cannot pilot a Lutrinae vessel without being a member of the Navigators Guild. This can be done through merit, being sponsored by another Navigator, or by purchasing your way in. Either way, you have to pass the required testing.
Military: Every Lutrinae is willing and able to fight but only a very few make it their full time profession. The vast majority of these are found on the high seas, ranging about the world as peaceful, but heavily armed merchants, right on up to corsairs.
The ships that make up the Privateer fleet of Lutra are commissioned to be built by the Government. A certain portion of these must remain in home water while their compatriots take to the high seas. Once a vessel returns from its voyage its place is taken by another, always ensuring a rotation of skilled crews and vessels to guard the home island.
Mages are found on all ships, the more powerful a mage the bigger a ship he/she can be found on.
The Army, if it can be called that, is referred to as the Electoral Guard. These Lutrinae are made up of folk who are unable to leave the home island but wish to serve as a full time military unit. The Electoral Guard numbers some 10,000 individuals.
Lutrinae make unmatched sappers and engineers when it comes to water born attacks. Able to transition quickly from water to land and back again they are ideal scouts as well. You will rarely find a Lutrinae far from water and never in a desert. They are prized for their skills in waterborn subterfuge and find plenty of employment.
Other: Master of the Seas: The Lutrinae have no equals on the high seas when it comes to sailing skill. They may not have the biggest ships but they certainly have the fastest with the finest crews you could ask for.
Special Boat Service: The Lutrinae excel at waterborn attacks against land targets. Their ability to swim and run on four legs makes them swift, silent, and deadly. For hit and run raids there is no better elite waterborn race.
Fur Coats: As Otters are popular for their furs, the Lutrinae are even more so. Their fur is prized the world over for its sleek quality and downright comfiness, so much so that there those out there who make a living by hunting the Lutrinae for their pelts.
Rolls
Basic Demographics & Geography
Territory Size: 1. Your nation is but a speck upon the map; perhaps it is an island or small archipelago, or perhaps it's just a tiny swathe of land too small to draw the attention of any would-be conquerors. Population: 3,000,000 (average) Urbanization: 5. Your nation is the very epitome of urbanization: within your borders lies a jewel of the world, one of the largest settlements in the known world. In this way your entire nation is basically just one city that is grand and powerful enough to exert its influence over the surrounding region. A city-state! Government Type: 6. Your nation has this strange thing called democracy. Get this: the people actually vote to elect their rulers, and a ruler might only reign for a fixed period of a few years! Of course, there's probably countless slaves, women, and poor people that don't partake in this political process, but your republic is still quite radical and progressive for its time. Political Stability: 1. Your country is suffering quite a bit of inner turmoil and is on the brink of having an outright rebellion. No doubt your neighbors are aware of this and perhaps looking to exploit your status for their own benefit!
Economy
Overall Wealth: 6. Opulence and obscene wealth define your nation. Your streets might not be paved with gold, but great monuments, beautiful works of art, and a large variety of public works stand testament to your economic power. Your government of course has the funds to do almost whatever it wants. Government's Primary Means of Generating Income: 4. Your government has a way of having wealthy patrons voluntarily give their money, mostly in the form of bribes and political donations. You might have a small issue with corruption... Technology: 4. Technological Parity; you're keeping up with the rest of Albion pretty well. Agriculture: 7. With mighty rivers, vast lakes, and/or a sizeable coast on the bountiful seas, your people primarily rely upon fishing for their food. As such, your port cities are unique in that they don't necessarily depend on the countryside to feed them at all. Natural Resources: Fish, textiles, jewelry Military Military Size 1. A small number of city guards, constables, and the personal retainers of nobles are the only standing armies. In wartime, vast (albeit seasonal) armies are mobilized via levying the peasants. Military Focus 5. Powerful navy; small but decent army; fair amount of magic users; capable corps of siege engineers and sappers. Military Leadership 4. Generals are incompetent; often appointed without military experience; largely decadent Military Reputation 1. Unpopular domestically; considered devious by foreigners
Description: The Free Folk of Lutra, known globally as the Lutrinae, are a fun loving, hard fighting, easy going, chaotic mess of a city-state. The Lutrinae are a race of Humanoid Otterfolk, standing about the same height as a tall human when on two paws. Unlike their much smaller cousins who still live and thrive the world over, the Lutrinae have built the glorious City-state of Lutra, an ever growing and changing urban centre ruled by a Democratically elected government. The City-State rests on the southern tip of the Island of Lontra, which sits in a large bay on the Northwest of Albion, bordered to the East and West by the Glorious State of Torious.
The Otterfolk of Lutra are noted for their easy going manner, sense of adventure, and willingness to fight pretty much anyone who comes their way if they opportunity allows. They are expert sailors and ships of Lutra can be found the world over engaged in trade, privateering, smuggling, and exploring. If there is a sea going adventure to be had, you can be sure a Lutrinae will be there somewhere. Lutrinae ships are often hired for dangerous journeys and expeditions due to the fighting prowess of their crews. It certainly helps that, being ocean going mammals, they can survive and fight underwater for some time.
Lutra is infamous for its chronically unstable governments that come and go like winter gales. The vast wealth that has been accumulated by the Otterfolk from their adventures allows them to buy the finest in weapons and material for the massive ship building industry that exists within the capital. This same wealth makes it relatively easy for different factions to force governmental change when they are unhappy with a current actions as there are those happy to sell their votes to the highest bidder.
You will find males and females to be of equal status in Lutra. Both vote, take part in government, sail the high seas, fight, adventure, and represent the Lutrinae species.
Government: The Freefolk of Lutra pride themselves on being a democracy, which means literally every single one of them able to swing a sword can vote. Each beast is issued a black stone and a white stone when the time to vote comes. They then vote by placing one or the other into clay jars. The results are then counted and the higher number carries the day. This of course leaves a generous amount of room for vote buying and fixing and can cause all sorts of problems but a better solution has yet to present itself. If a tie is reached, or one side disagrees with the outcome, each side chooses a champion and they fight in a ring, the first champion knocked from the ring has lost.
The Lutrinae are ruled by a Grand Elector, who is advised by a dozen or so Electors, all nominated and then voted upon by the population at large.
Economy: Everything in Lutra revolves around the ocean. Virtually all the food consumed by Lutrinae is taken from the ocean. The wealth that has mad Lutra famous also comes from the sea in the form of pearls retrieved by divers, trade ships criss crossing the seas, the activity of privateers, and countless other activities. Excellent clothing is also fashioned from the bounty of the sea that is sold far and wide and valued for its toughness and being waterproof as it is often lined with Otter fur taken from shedding Lutrinae.
Religion: There is no official religion in Lutra though all Lutrinae know they are born of the sea and will one day return to it.
Geography: The Island of Lontra is a lush place with thick forests, countless rivers, and surrounded by vicious barrier reefs. In most places the forest grows almost to the shoreline, the rare exception is the City of Lutra itself which was built around the edge of a bay on solid rock. The only way into the interior of the island is by swimming up the rivers, not an issue for Lutrinae, or by boat. The only boat friendly river happens to pass through the City of Lutra making the island highly defensible. The interior of the island is mountainous but only a single peak is truly clear of trees and a watch tower crowns this point.
Population: There are approximately three million Lutrinae to be found on the Island of Lontra, fully one and a half million live in Lutra proper.
Demographics: The Lutrinae guard their island home jealously and rarely allow non native species to journey outside the Capital. There is of course a good mix of other races in the Capital, much as you would expect anywhere else, but not in large enough numbers to make be remarkable.
Notable Locations:
The City of Lutra is the Capital of the Lutrinae City-State. Built around the mouth of a large rocky bay, this is where the might of the Lutrinae sea power resides along with nearly a million and a half souls.
At the heart of the Island lies the Temple Town of Enhydra. This is the source of all Magical power for the Lutrinae. A series of deep magical waters can be tapped into by those trained to do so. No one save the Lutrinae are welcome here. Any others are killed on sight. The Temple itself is an imposing and impressive piece of work.
Personalities of Note:
Finbarr Galedeep is perhaps the most famous living Lutrinae. Master of the Privateer Storm Reaver he has sailed the known world and fought battles on every sea. Powerfully built even for a Lutrinae, he fears no living beast and often seeks out folk unable to cope with sea going creatures and rids them of the troublesome pest. Wielding two curved scimitars and wearing little to no armour has made him a legend amongst his own kin.
Rabb Streambattle is a current Elector. He was once an ocean going trader and has stashed considerable wealth for himself. Now he, along with his kin, are seeking to topple the current government in favour of their own champion, him.
Institutions:
Quite simply, you cannot pilot a Lutrinae vessel without being a member of the Navigators Guild. This can be done through merit, being sponsored by another Navigator, or by purchasing your way in. Either way, you have to pass the required testing.
Military: Every Lutrinae is willing and able to fight but only a very few make it their full time profession. The vast majority of these are found on the high seas, ranging about the world as peaceful, but heavily armed merchants, right on up to corsairs.
The ships that make up the Privateer fleet of Lutra are commissioned to be built by the Government. A certain portion of these must remain in home water while their compatriots take to the high seas. Once a vessel returns from its voyage its place is taken by another, always ensuring a rotation of skilled crews and vessels to guard the home island.
Mages are found on all ships, the more powerful a mage the bigger a ship he/she can be found on.
The Army, if it can be called that, is referred to as the Electoral Guard. These Lutrinae are made up of folk who are unable to leave the home island but wish to serve as a full time military unit. The Electoral Guard numbers some 10,000 individuals.
Lutrinae make unmatched sappers and engineers when it comes to water born attacks. Able to transition quickly from water to land and back again they are ideal scouts as well. You will rarely find a Lutrinae far from water and never in a desert. They are prized for their skills in waterborn subterfuge and find plenty of employment.
Other: Master of the Seas: The Lutrinae have no equals on the high seas when it comes to sailing skill. They may not have the biggest ships but they certainly have the fastest with the finest crews you could ask for.
Special Boat Service: The Lutrinae excel at waterborn attacks against land targets. Their ability to swim and run on four legs makes them swift, silent, and deadly. For hit and run raids there is no better elite waterborn race.
Fur Coats: As Otters are popular for their furs, the Lutrinae are even more so. Their fur is prized the world over for its sleek quality and downright comfiness, so much so that there those out there who make a living by hunting the Lutrinae for their pelts.
Rolls
Basic Demographics & Geography
Territory Size: 1. Your nation is but a speck upon the map; perhaps it is an island or small archipelago, or perhaps it's just a tiny swathe of land too small to draw the attention of any would-be conquerors. Population: 3,000,000 (average) Urbanization: 5. Your nation is the very epitome of urbanization: within your borders lies a jewel of the world, one of the largest settlements in the known world. In this way your entire nation is basically just one city that is grand and powerful enough to exert its influence over the surrounding region. A city-state! Government Type: 6. Your nation has this strange thing called democracy. Get this: the people actually vote to elect their rulers, and a ruler might only reign for a fixed period of a few years! Of course, there's probably countless slaves, women, and poor people that don't partake in this political process, but your republic is still quite radical and progressive for its time. Political Stability: 1. Your country is suffering quite a bit of inner turmoil and is on the brink of having an outright rebellion. No doubt your neighbors are aware of this and perhaps looking to exploit your status for their own benefit!
Economy
Overall Wealth: 6. Opulence and obscene wealth define your nation. Your streets might not be paved with gold, but great monuments, beautiful works of art, and a large variety of public works stand testament to your economic power. Your government of course has the funds to do almost whatever it wants. Government's Primary Means of Generating Income: 4. Your government has a way of having wealthy patrons voluntarily give their money, mostly in the form of bribes and political donations. You might have a small issue with corruption... Technology: 4. Technological Parity; you're keeping up with the rest of Albion pretty well. Agriculture: 7. With mighty rivers, vast lakes, and/or a sizeable coast on the bountiful seas, your people primarily rely upon fishing for their food. As such, your port cities are unique in that they don't necessarily depend on the countryside to feed them at all. Natural Resources: Fish, textiles, jewelry Military Military Size 1. A small number of city guards, constables, and the personal retainers of nobles are the only standing armies. In wartime, vast (albeit seasonal) armies are mobilized via levying the peasants. Military Focus 5. Powerful navy; small but decent army; fair amount of magic users; capable corps of siege engineers and sappers. Military Leadership 4. Generals are incompetent; often appointed without military experience; largely decadent Military Reputation 1. Unpopular domestically; considered devious by foreigners