Avatar of EveryMemeAKing
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    1. EveryMemeAKing 8 yrs ago
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Status

Recent Statuses

8 yrs ago
Nine Inch Nails is probably the best example of "Edgy but fucking Great"
3 likes
8 yrs ago
Holy shit it's been nearly 2 years since I've posted in an IC. Damn, it feels good to do that again.
1 like
8 yrs ago
January was quite possibly the worst meme month in the past 2 years.
5 likes
8 yrs ago
Every👏🏻Man👏🏻A👏🏻King
2 likes
10 yrs ago
That feel when Steam is down on Christmas.
3 likes

Bio




"Eᴠᴇʀʏ ᴍᴀɴ ᴀ ᴋɪɴɢ, ʙᴜᴛ ɴᴏ ᴏɴᴇ ᴡᴇᴀʀs ᴛʜᴇ ᴄʀᴏᴡɴ"
-Hᴜᴇʏ Lᴏɴɢ, Lᴏᴜɪsɪᴀɴᴀ's Gᴏᴠᴇʀɴᴏʀ

SingerActorENTPMusic LoverHistorianHuey Long FanNot a fan of the Nation Of IsraelCatholic


To put it simply, I'm a High Schooler living outside of the U.S who happens to hold an extreme interest in 20th Century obscure historical figures such as Huey Long, Gregor Strasser, Father Charles Coughlin, and Corneliu Codreanu. I've been RPing on here on and off since I was 12 (fuck it's been awhile) on multiple accounts (I started this one when I was around 13), over that time, I've most certainly gotten better both as a writer and someone who's able to get into character. My favourite (and really only) types of RPs are NRPs because I feel like they play into my interests of politics, character creation, and historical contexts/world-building. My favourite settings are those stereotypical post-apocolypse dystopias that you would see the generic Young Adult book protagonist wander around, though I'm also open for Sci-Fi, Modern, and Historical settings. I'm not the biggest fan of Steampunk though, so it's slightly more difficult for me to get involved in those. When RPing, I prefer not to get involved into the stats side of things, as I'd much rather dive deep into the lore of both the setting I'm RPing with and the Characters/Nations I'm using for that RP in question.


Now, for more about myself, I'm a massive fan of Music in general and a Singer. My favourite band changes what seems like weekly, though I'd say I'm a massive fan of Nine Inch Nails, Turnover, The Smashing Pumpkins, Foster The People, Weathers, and Smashmouth The Wombats. My favourite songs are probably Closer, by Nine Inch Nails, Knights of Cydonia, by Muse, BYOB, by System of a Down, Pumped up Kicks, by Foster The People and I Don't Wanna Know, by Weathers. My favourite games are NBA2k18 and Crusader Kings 2, though I'm also a fan of HOI4 (yay Kaiserreich) and EU4.


Database of some RPs I've ran:
Age of Rebirth (Post WW3)
The original. Was a popular NRP for it's time but eventually died out.
The Rise of Man (Fallout-like RP)
The "sequel" to Age of Rebirth. Was quite interesting building off the history of an NRP that already happened to create a new one.
Sollus Supremus (Dune-like Space Opera)
I decided to venture out of my comfort zone a bit with this one, some really generic Space Opera.
Age of Rebirth: The Rising Tide [Post-Apocolyptic NRP]
Honestly my favourite one I've ever made, though that's most likely because I've become a better writer over the past 3 years, considering I'm no longer 13, like I was when I made Age of Rebirth.


Most Recent Posts

Yo guys, completely updated map including my new claim.


Thanks dude.

@MetalLover, A timeline for Osaka. Feel free to edit any portions that are contrary to what you may have intended for Japan if they are great enough. Let me know if you have any major disagreements.

August 1st 2082 - Kyoto is hit with a clean nuke, leaving the area free of radiation, but utterly destroyed
August 5th 2082 - Refugees from Kyoto flood into Nara after the destruction of their city. Discussion begins about building a Bunker near Nara to house other potential refugees if more cities are bombed

August 13th 2082 - Osaka and Tokyo are hit with nuclear weapons.

August 22 2082 - Yokohama, Sapporo, Nagasaki, Hiroshima, and Fukuoka are all nuked; Japan declares independece from The United Peoples of True Asia, and find little opposition from the Mainlanders.

September 3rd 2082 - Fallout begins to cause mass deaths in Japan; 2/3 of the population of Japan dies from Radiation Poisoning.

September 10th 2082 - Kansai Bunker is completed, abet hastily. The majority of Kansai's population is evacuated into the Bunker.

September 23rd 2082- Japanese government collapses

October 12th 2082 - Life Support in Kansai Bunker breaks down, drastically reducing lifespan of its inhabitants.

April 22 2094 - All humans that were not sheltered in Japan have become mutated

Janurary 2nd 2122 - Japan's Ecosystem has restabilized

March 7th 2225 - Takeshi Minami is Born

March 7th 2241 - Takeshi Minami recieves his first Visions

March 16th 2243 - Takeshi leads the Kansaijin out of the Kansai Bunker and to Osaka

April 26th 2243 - Kansaijin conquer Osaka Castle from a Mutant Tribe. Shogunate of Osaka is proclaimed.

June 21st 2245 - Kanto Bunker is opened, The Kingdom of Kanto is founded

November 30th 2271 - Takeshi Minami dies, his son Hisoka Minami takes Control of the Shogunate.

Feburary 28th 2272 - Hisoka invades Kanto, and annexes all territory save for that around Tokyo.


Great, thank you for making that.
@MetalLover Oops, just read that everyone starts with a maximum of 10 territories, i'll make the according changes to my claim and the map I threw up.
Hmm, so what does that mean for the United Kingdom? As that makes up easily 20+ territories.


10 is a good base, but as long as it isn't huge I'm okay, no matter how many claims it is.
For example, the UK is 20+ claims but it is smaller then the Horde Nation, so you can have more claims, but just don't make it huge.
<Snipped quote by Lone Wanderer>

Of course! I haven't claimed it, was just looking to over take it with my Anglo friends ;)

I was sneakily trying to recreate a Medieval France, where it was all torn apart by civil strife and where any form of civil government was broadly ignored by powerful warlords.

Meanwhile England was all like, yo sup can i get me some of dat wine plz? cheeeeers.

There was much more to it than that, but bite me.

I'll be finishing my sheet later, but so that we don't conflit, here's a few key points:

  • Normandy got out of the bunker later than the others, and was in no shape to go toe-to-toe with the more established French factions.
  • Normandy has superior crops, owing to all the research they plied into genetically altering them for the 200 years that they were underground. These crops are able to better withstand the battered landscape than generic breeds, leading to better yield and greater surplus.
  • The other factions were like "Whoa yeah want me some of that" and tried to take it by force.
  • After almost being annihilated in a short span of time, the Normans reached out to the English, and offered them a one-sided trade deal in return for military resistance.
  • The British arrived in force, beat off the local warlords, and went about strengthening their newly found Norman friends with weapons and training.
  • With the RP's start, Normandy will be as militarily advanced as the British, and there will be a sizable British presence there.
  • Normandy's government will be looking to launch an invasion of mainland France, almost immediately.


That's what I've got so far. Anything there you see a problem with?


Let me just remind you (and everyone) that colonization is allowed, meaning that someone like the British (If they wanted) could begin taking from unclaimed French territory, and you yourself could take some without warring with the French at first.
Of course I'll just have random events popup starting revolts from some of the tribes, but that is to be expected.
The Khergit Horde
"And all the Khan's men and all the Khan's horses will tear you to pieces!"




Geo-Politics

Legal Name:

The Grand Khergit Khannate

Political Party:
Royal Khanate Family

Type of Government:
Feudal Despotic Monarchy - Lead by the Great Khan Tohgon Atilla, the Great Khan rules with absolute authority over his domain. He is assisted by the Elder Council of Hodilurn, consisting of a dozen wisemen and sages who give advice on how best to rule over the kingdom and deal with issue to the Great Khan. Together, the Great Khan and the Elder Council are known as the "Thra-Dorian".

Under the Thra-Dorian is the Unde-Dorian that consists of the regular Khans who lead certain areas assigned to them. Swearing fealty to the Great Khan, they are expected to follow his every word. In essence, they are his vassals but do not pay tribute to the Great Khan. The Great Khan takes all of their taxes which they collect and redistribute portions of it back; this is one of the methods used to ensure the Khans stay loyal.

Heirs are chosen by the royal bloodline with the sons going through the "Trials of Heaven and Hell". In the Trial of Heaven, they must demonstrate their knowledge and wit before the Elder Council while in the Trial of Hell, they are too best the best warriors in combat. Other Khans can challenge the Great Khan to take his title but must slay him in single combat during the Trial of Hell. Needless to say, Great Khans do not often die of in Trials for good reason.

Date Out of Bunker:
N/A

Land Claims:



While the Khergits are nomadic tribes with no real "borders" (most Khans just wonder their tribes where ever the fuck they want), the Horde does have more settled areas due to recent Great Khans's ordering places that give the benefit of being in one place (or Khans who just got lazy and didn't want to always be on the move) called "Karaks". These settlements can be thought of villages or well-developed tribal camps. The vast majority of Karaks are located in the Central Asian steppes but Khans who either accidentally or purposely settle their tribes into a Karak in other lands beyond the "borders" are not unheard of.

Economy & Demographics


Economic System:
Like many things in the Khergit horde, the economic system differs from tribe to tribe. Some use communal free will which people openly take what they want and give what the can in hopes of good will. Others use simple bartering with prices determined by local merchants and Khans. Some exclusively use the Umol, the "official currency" of the horde. Use mostly in the larger tribes and Kazaks, the Umol is accepted in all Khergit lands and strongholds but isn't always used in.

External trade is somewhat uncommon as more often than not, the Khergit just raid villages and caravans and the like for materials or demand it in tribute from weaker foes. Exporting is also just used as a sign of good will more often than not. That said, there are tribes that act as oversized caravans and Karaks with large market places that can be seen as trade hubs.

Products:
  • Food Crops - (Wheat, Barely, Cabbage, Potatoes, Yam, Onion, Garlic, Herbs and Medicinal Plants)
  • Animals and Animal Products - (Horses, Sheep, Cattle, Goat, Pig, Milk, Meats, Wool, Hides/Leather, Koumiss)
  • Military Equipment - (Semi-Auto/Automatic Rifles, Bows & Arrows, Metal/Leather Armor, Armored Cars, Jeeps, Light Tanks, Simple Propeller Aircraft, Machine Guns, Mortars, Melee Weapons of all kinds, Traps, Bombs and Explosives and Incendiary Weapons)
  • Industrial and Electronic Goods - (Steel, Iron, Coal, Charcoal, Various Minerals, Clay, Gas & Oil, Basic Electronics, Early Radios, Simple Batteries, Simple Chemicals, Some Modern Medicinal Items)
  • Consumer Goods - (Rugs, Clothing, Textiles, Pottery, Some Degree of Literature, Saddles, Decorative Items & Trinkets, Carvings of Wood, Stone and Bone, Bags & Storage Containers, Artwork)


Demographics:

Actual knowledge of the demographics of the horde is unknown due to the vast number of tribes and peoples living under the Khergit banner. It can be said that the number of different races is great and mutant Ungors who were the "original" Khergits make up a good portion of the population.



Religion & Culture


Religion:

The Khergits's main belief is called "Tengeriinkhusel" meaning "the Will of the Heavens" and is often shortened to just "Tengri". It tells of a Sky Maiden and an Earth Warden who created the world and their children and grandchildren who control various other elements of life. It is a polytheistic faith with no concept of prophets or holy text. It is exclusively told by various sages, oracles and shamans of the various tribes however due to the nature of oral tradition, some parts of it have been skewed a little leading to different quasi-sects but in all have enough similarities to still be called the same religion. Recently there have been attempts of writing it down however to keep the faith in a more permeant, uniformed manner.

A unique part of the religion is the idea of "Monitegel" or "Syncretic Faith" where different tribes will adopt certain aspect of the local religion of the area they're in. While this does make record keeping hard as some tribes will switch between their Monitegels quite often, it does make assimilating new people into the fold a much smoother process. This also means that Tengri is also a surprisingly accepting faith to outsiders.

White trees, often just called "Tengri Trees" are considered a holy plant/symbol in Tengri as they are seen as an unborn child of the Sky Maiden and the Earth Warden. So much so that many are converted to holy sites where the trees have grown massive in size and even have dedicated guards. Chopping down these trees or harming them in anyway is seen as a major offense and a personal attack on the two major pantheons. Trees simply painted white is also seen offensive as its thought to be an attempt to trick the gods. However, white-painted lumber not from trees known not to be Tengri Trees are accepted and seen as a sign of power. Many Khans and nobles have white-painted furniture because of this and one can fetch a good price in Khergit lands when selling white-painted timber.

Perceived Culture:
To outsiders, the life of a Khergit is hard, savage and often barbaric. Many see them as raiders and glorified bandits who come into lands for no purpose than to rape, pillage and burn. Some hold them in the highest disscontempt as mounted cavemen who either are overly attached to their horses or roll around in the dirt, praying to shamanistic gods and idols. Military men who have fought them say that they are a savage and annoying bunch who use annoying, dishonorable tactics in war that force the people they brutally conquer to fight for them as cannon fodder. They will admit they have come up with some pretty ingenious creations and approaches to war, but that's all the respect they'll offer. Many say they are demon spawns or monsters, others propagate they are much, much worse.

Actual Culture:
What most people say about the Khergits are actually more true to what their predecessors, the Kharrigands, where. However, they keep the appearance of savagery up as its a good facade that stops people from thinking they're too soft and it gives enemies a good moral shock when in battle.

Although the life of a Khergit is hard, its never as bad as its thought of by others. Khergit society is rigidly structured but its engineered in a way that doesn't seem oppressive; and with help from some propaganda, many see it as the "natural order of things". Everyone knows what to do and doesn't question it.

The horde also has a very diverse of people, leading its culture being variety and many and have proven themselves to be an accepting bunch. Khergit engineering, while unknown to many, is surprisingly durable and can handle a lot of punishment, even if its lacking in some other parts. The people eat more than raw animal intestines and flowers, there is actually industry in the Karaks and not everything is based on military and raiding. That said, the Khergits do raid other lands.

One major surprise that the Khergits have that many don't expect is the concept of mercy. They refuse to kill a dying man without first trying to save him and any captured prisoners are given a change to be accepted into Khergit society. Even when going into a land to conquer, they give the people a chance to surrender. That said, some tribes are more aggressive than others and sometimes "forget" about the rule of mercy.

History:

The Khergits were never actually put into a bunker when the world ended, their descendants having mostly been evacuated to secure camps in the steppes. Due to the unremarkable location which otherwise had no great resources, they were spared being nuked into non-existence as no nation targeted the steppes and wastelands in favor of more populated areas. However, the radiation still spread to the camps causing mutations in the inhabitants which lead them to becoming what is known today as "Ungors".

Over the many years, these "preservation camps" had devolved into something of a tribal clan with the one the Khergits came from known as Camp UGR-40 "Kharrigand" which is what had created the name of Khergit. The camps themselves did not live very long as overcrowding soon became an issue forcing them to actually build shelters beyond the walls of the camps, Camp URG-40 was no exception. Things soon got very tribal and savage indeed as notable members of the camps built themselves up as Chieftans or Kings or Khans or any other variety of names used and began attacking each other.

The inhabitants of Camp URG-40 however, was one of the peaceful tribes, still calling themselves what the camp was named, the Kharrigands. However, despite their attempts at diplomacy and the like, they were forced out of their camp after a savage raid by neighboring tribes. Now forced into a nomadic lifestyle, the Kharrigands still tried to remain with their peaceful ways, accepting refugees from other tribes who had been raided until disaster struck again.

The tribe known as the Onrebaj, a tribe who was part of the attack that forced the Kharrigands out of their home attacked the new nomads once more. In the aftermath, a man named Khalli Olar rose to power, promising that he would protect the Kharrigands. And so, the Kharrigands once more rebuilt where they were defeated, the now Lord Olar telling everyone they should abandon the ways of the nomad. The peaceful tribe that had once been victim to endless attacks was suddenly the attackers, counter-raiding and conquring the lands of their enemies and repressing them with an iron foot.

However, Olar's brutal policies did not sit well with many people who were only kept in line by fear. Many critics and opposition leaders where silenced. One of said people was Zhimas Chanchukua, an Earth Ungor of great strength and even greater nerve who preached about returning to a nomadic life style akin to that of the Huns and less repressive than Olar's rule. Understandably, the Lord Olar had him silenced at once and had Zhimas executed in public to make a show. However, with that act Olar had began the construction of his own coffin as Zhimas's son, Shuukh was in the crowd and started to plot to kill his father's killer.

The Chanchukua family was never one to support Olar, hating how he flaunted his wealth and power like toys, but Suukh was the one who brought it to light and frutation. Once of age, he overthrew Olar with an army of supporters and executed him in public view like his father had been killed. But before the axe fell, Olar revealed he wasn't from and preservation camp at all and that his real name wasn't even Olar, but in fact from elsewhere the Kharrigands never heard of. Unfortunately the axe fell before Olar could spill anything more than his blood, prompting Suukh to imdiately search for the lands that Olar claimed he hailed from in vengance.

Outside of his hunt for the homelands of Olar, the new Great Khan Suukh went to reorganizing soceity in his own image, loosening the grip on the tribes that the Kharrigands had conquered, setting up a new social hierarchy and reforming the military, all based on knowledge of what the Huns were like from his father, going so far as to rename his lineage "Attila" and renaming his people, the Khergits to try and cleanse the memory of the now infamous Kharrigands.

Now, years later with Suukh's bloodline still in power, the Khergit horde is still on the move, gaining more and more territory and searching for the homeland of Olar (now referred to as Olarland or Olarhold). And despite discovering all sorts of new goodies and tech, the Horde is no closer to finding the mystical land but the land under there control has grown. And show no sign of stopping.

Other:


  • Despite having access to some forms of modern medicine, Khergits still mostly use traditional folk remedies.
  • The Khergit military is based on speed and lots of it with safety taking a sideline.
  • The Khergit army does not discriminate genders and even has women amongst its top ranks and legends. Huzzah for progressive policies! :D
  • Some of the the things the Khergits do/make run on nonsenolium, logic fails of the Khergit include:
    • Stealth technologies based on painting things neon hot pink reasons because "no one has ever seen a hot pink tank"
    • Painting vehicles red because "the red ones go faster"
    • Eating bioluminescent mushroom to recharge battery-powered/electricity-powered equipment
    • Using moldy jam sandwiches to counteract radar jamming, because the mold in the bread absorbs jam.
  • The Khergits will act very differently between people who they see as friends and who they do not see as friends.
    • People on good terms with them do not have to suffer through all the things the Khergits are infamous for
    • The Khergits still encourage their friends to spread wild rumors of how horrible they are for appearances and for shits and giggles.
  • The Khergits are scared as hell of balloons. Not like zeppelin balloons and that stuff, colored party balloons will make even the bravest of Khergit warriors shit his pants.


Accepted!

Ill get a timeline for Osaka up asap to fit into the RP


Great.
<Snipped quote by ClocktowerEchos>?
Could you elaborate a bit?

@MetalLoverI decided to change my nation's style a bit. Since it's obvious that people can actually connect with each other overseas so there's no way they don't know about the real Hungary I modify things a bit.
Basically during WW4 Neo Hungaria got overwhelmed and a massive wave of millions of refugees fled to the recently stabilized USA. With permission and given the fact the civil wars depopulated the center of the USA the refugees formed the Hungarian Enclave or just the Enclave. Long story short they were kinda radical and after their re-emerge they pretty much became Nazis. They re-invented Hungarism and embraced their culture in the most distorted way possible.
I already have their insignia:


Well that certainly sounds fun.

@Willy Vereb
Nvm, I was just being stupid as per usual. Status quo here, move along people nothing to see here.

I am working on my own CS as of now, expect the Horde to burn, rape and pillage all yo shit be best friends with everyone, kill all yo bitches in the name of Tengri spread the words of neo-Tengrism to all the filthy heathens wonderful people of the world! :D

Really though, they won't be Neo-Huns with tanks. I think I've got a way to make them a bit more unique. Should be a bit different than the usual nations I use.


Sounds awesome.
@MetalLoverI think you still haven't told us the start date of this RP.
Is it 2280 or later?
Seriously, the reason why I asked for earlier dates because 20 or often even 60 years won't be even close to develop certain societies.
The very first Fallout game is set 84 years after the apocalypse and by then there are multiple somewhat developed post-apocalyptic societies there.
My impression is that people who were living in Vaults underground were the serious minority and most people spent their lives on the surface straight after the war. Which actually makes sense.
You can house only so much people underground.


2280.




The New Scandinavian Empire



Political Party: The Empire is currently ran by a member of the Communist Party which flourishes under her reign. In the upcoming election, the Green Party and People’s Party both have highly supported runners.

Type of Government: Parliamentary Empire, the Emperor or Empress is an elected official and acts more like a Prime Minister than a total monarch. Elections are held every ten years in which all ten of the Parties in the Empire support their own candidate for the position.

Date Out of Bunker: 2260

Productions:

Agriculture- Wheat, Barley, and Oats in Southern parts of former Sweden; Corn, Wheat, and Barley in the areas of Former Denmark

Animals- Sheep, Goats, Cows, Pigs, Chickens, Fish, and Whales from parts of former Sweden and Norway regions

Animal By-Products- Whale Oil, Cow Milk, Goat Milk, Chicken Eggs, Wool, and bones

Weaponry- Steel Swords, Automatic Assault Rifles, Sniper Rifles. Laser Rifles, Power Suits, Flamethrowers, Mounted Machine guns, and experimental Gauss rifles

Vehicles- Gun Jeep, Simple Tanks, Jeeps, Infantry Transport Trucks, Simple Boat Jeeps, Carrier Zeppelins, Assault Zeppelins, Transport Infantry Ships, Fishing Ships, Whaling Ships, and Cargo Ships

Industrial- Steel, Machine Parts, Whale Oil Engines, and Wheels

Technology- Simple Computers, Early Radios, and Basic Cameras

History of the Nation:
It was mere minutes after the War of the Gods ended that there was nothing but radio silence everywhere. There had once been reports from those who were unlucky enough not to get into the Bunkers or had been willing to stay rather than live the rest of their life in an underground safe haven. Many in the Scandinavian region believed that they would eventually run out of food if everybody were in Bunkers so the governments of Sweden, Denmark, and Norway made the decision that only a quarter of their populations would go into bunkers and another quarter would stay in military bases set up in Norway’s many mountains. The plan to keep most of the population above ground was foolish and basic at best, horrendous and inhumane at worst. Those who were sealed in the bunkers were the last hope for those in the Scandinavian region to reclaim the surface.

Despite the initial radio silence between the surface and underground, the many bunkers centered around the strait between the Baltic and North Sea stayed in contact. Through the relay of what information they had, the ten bunkers in the Baltic-North strait managed to survive by the creation of hydroponic plant systems and water purifiers which collected water from the nearby underground reservoir. Technological advances were mostly halted but the bunkers lost very little of their tech. The requirements for making them were lost though. Oddly enough, the children who grew up in the bunkers were taught less about the history of the War and more about the history of Scandinavia leading to generations of men and women who would believe that the above land was where their future was leading towards the recreation of the Great Empire.

Life inside the bunkers were different for each bunker. Some focused on the production of food and clean water more than the others while some were more focused on research into what tech they could create. Eventually, each of the ten vaults would become home to their own political party in the Empire. Once 2260 reached, it was determined by the bunker which would hold the Green Party that it was safe to leave their bunkers. With the surface now open to the bunkers, the citizens inside quickly spread out. Quite a few who wanted to go out on their own died and those who stayed by their bunkers quickly organized and started to build their settlements. Within ten years, the Empire was formed and united under the first elected Party member, Martha Wallace of the Communist Party. Under her rule, production of military based weapons have flourished as she looks to reclaim much of Scandinavia in the months before she must give up her position to a new Emperor. It is unknown if the Empire has any intentions on changing their current course as even the Green Party plants to reclaim more of the beaches of Scandinavia for research into the create of hydraulic based power plants.

Main Race:

-Swedish: 24%
-White: 22%
-Black: 2%
-Norwegian: 34%
-White: 20%
-Black: 6%
-Mixed: 2%
-Middle Eastern: 6%
-Danish: 22%
-White: 8%
-Black: 8%
-Middle Eastern: 4%
-Unclassified: 20%

Main Religion: Main Religion is highly determined by the party which is in charge. With the Communist Party in charge, it is a religion called Atomism. Worshipers believe that Mutants, though somewhat aberrations of nature, are the way into the future. They worship a God whose power can destroy entire nations and yet create many beings at the same time.

-Current Religious Statistics
-Atomist: 55%
-Christian: 15%
-Islamic: 10%
-Jewish: 10%
-Atheist: 5%
-Other: 5%

Other: Despite being rather advanced, the Empire has fallen behind on medical advances which are required to treat certain diseases. Their medical aid is set back to medicine just a decade after the creation of penicillin.


Accepted, move to the Character Area.
<Snipped quote by MetalLover>

Thanks :D

Is my history section realistic enough?


Yep, and with just enough flair to fit my Fallout-like expectations.
<Snipped quote by MetalLover>

My idea for Gibraltar was that the UK government built a 'Shelter' there as well (in the Rock?), but, after the nuclear war, Gibraltar was cut off from all contact with London. Around the same time as the mainland British population, they emerged and re-established their community, but found themselves marooned as a culturally English exclave in a hostile Spanish region. When Royal Navy ships appeared on the horizon, the Gibraltarians were quick to accept British control and protection.

I'll put this in the 'Other' section, and then I'll put the whole thing in the Characters tab.


Awesome.
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