Avatar of Rhymer
  • Last Seen: 9 yrs ago
  • Joined: 12 yrs ago
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    1. Rhymer 12 yrs ago

Status

Recent Statuses

11 yrs ago
The eyes are not hereThere are no eyes here In this valley of dying stars In this hollow valley This broken jaw of our lost kingdoms...-T.S. Eliot, from The Hollow Men
1 like
11 yrs ago
Ads are showing up in posts as blue underlined links....much dislike...
11 yrs ago
I LOVE MARS
11 yrs ago
El Madrid, I love your walls
11 yrs ago
Working on Faction:Martian Front a nation rp!
2 likes

Bio

Fiercely inappropriate.

Most Recent Posts

Honored Brother said
Kilo6 posted the map pictures on page four.


Thanks, I'm taking the Idgalnam bluffs and the chatanga jungles up to that river. Gurska also claims those islands south of Piza jungle, for which I've created a race of Goblins, you can read about in my NS. (if that's O.K. with everyone?)

EDIT: Maybe goblins could be a distant relative of your gremlins Skylar?
Katabasis said
No problem, Rhymer. As for the map which names geographic features, it is. I think the link broke on the first post, for some reason, but I had it saved. Anyway, the area which I'd be claiming is relatively small, just the region between the Bilnula Mountains and Crown Spires which is filled with the little hill icons. I would draw it up for you, but I'm on a tablet at the moment.Edit: Oh yeah, as Rare said, use the plain map for nation painting. I'm just showing you this map to give you an idea of where my nation would be.


That link doesnt work for me. It asks to sign into a secure page. Can we get a copy of the map please? And an updated one on the front page so no countries borders overlap?
Pepperm1nts said
he Steampunk setting allows for airships, but it doesn't automatically allow for metal ships and bolt-action rifles.


HMSAnson circa 1897

Ironclads existed during the victorian era. Bolt-Action rifles however were post 1900 so that's out.
EDIT: Just saw your post above. Nevermind!
Guess I'll nerf my armies.
Katabasis said
Hey Rhymer, I just looked at your NS and it seems that you've overlapped a bit of my claimed territory


Ah sorry about that Katabasis! I will move my country west and repost. What map did you work from for your borders? The map I am using only has a few river names on it.
Rare said
And, Rhymer, mind you remove that NS, please? I just like to keep things in order.


No problem. Did an update on my NS if anyone wants to take a look, give some pointers. Picked a spot on the map too.
Nation Sheet


Nation's Name

Iron Federation of Gurska

Nations Capital

Idvas, Iron Bastion

Nation's History


Gurska was originally a loosely joined confederacy of independent city states. Elected representatives from each city and province sat at council under a president, who was elected by the representatives. Twenty years ago the council motioned to establish a more formal, constitutionally protected republic. The representatives were unable to ratify a constitution.

The president, growing weary of debate began plotting to dissolve the council, and establish a monarchy. A young Air Force commander named Marcos Vendikos stormed the presidents fortress at Idvas and had him arrested. The representatives were put under house arrest and marshal law was declared in Idvas.

For ten years Vendikos consolidated power across Gurska in his campaign of "Republic Stabilization." He began calling himself Lord Air Marshal, and established a cabinet of ministers called 'Strategos'. Commanders across Gurska joined the Air Marshal, or were wiped out. Some fled to other countries with their armies, vowing to return. One by one, the city states fell.

Present day sees a nation run by a military junta, that knows only how to govern during a state of war. Gurska begins looking beyond it's borders, starting with the islands near it's coast.


Form of Government

Oligarchy/Despotism


Political Status

The military junta has consolidated power in Gurska. No major uprising has occured in at least three years. The peasant population has quieted down since the last few harvests have provided excess food-The newly formed, state run Workers Party has seen a surge in popularity among the young citizens of Gurska.


Political Overview

The Lord Air Marshal rules over a cabinet of ministers that he elects. The War Ministry directs the expansion and advancement of the military. The Lord Air Marshal directs any military operations. The Minister of the People oversees labor, health and housing and infrastructure. The Minister of the State is responsible for political propaganda, education and foreign affairs including control of the Foreign Legion (ambassadors office).


Current Political Leader(s)

Lord Air Marshal Marcos Vendikos


The Strategos:

Pel Gesk, War Ministry
Antili Oska, Minister of the People
Zade Tabil, Minister of the State
Koros Sahil, Viceroy of the Island Protectorate


Notable Figures

Os Tabil, President of the Workers Party, Zade Tabils husband.
Jol Vendikos, Foreign Expedition (ambassador) youngest brother of General Marcos Vendikos

Total Population Stats


Employed Population
Agriculture 63,000,000
Industry and Handicraft 42,000,000
Construction 12,000,000
Transportation 78,000
Telegraph and Telephone 62,000
Trade 48,000
Education 96,000
Health Service 51,000


Employed Totals:117,335,000


Military Population


Army Infantry and Artillery:208,557

Army Goblin Conscripts:+/-285,000

Foreign Legion: 2,394

Air Force:29,540

Races of Gurska


Gurskan Humans

Gurskan Hereditary humans are stout, heavy set men with dark hair and eyes and deep olive skin color. In ancient times Gurskans probably originated somewhere in or beyond the Hellspire Mts.

Gurskan humans speak a form of the common language shared between many ethnicities of himans. Small differences in dialects exist in small rural communities throughout the Gurskan Hillsides.


Goblins

Although not technically citizens of the Iron Federation Goblins inhabit many of the coastal islands and jungles, especially in the islands to the east of Gurska, which the Lord Air Marshal seized shortly after his military coup.

Gurskan Goblins are short, grey skinned and yellow eyed. They have three fingers on each hand and over-sized heads. The Gurskan military has conscripted many goblins to fortify their ranks in exchange for various trinkets, food (especially red meat), spirits, clothing, and Jolt Root, an addictive leafy substance that is dried and cured, found only in the Chatamba Jungles. Goblins are chaotic creatures; eager for a fight and like to wreck havoc on mechanical things. For the most part they are happy to fight for the Gurskan military.

The Goblins retain some autonomy on their home islands. The goblins are lorded over by a despot over their own, who is responsible for settling minor disputes and petty crimes.The major goblin settlements have Gurskan Military garrisons to maintain order and obedience.

The Armed Forces of Gurska


The Gurska Military is one of the largest in the world. The military has been used primarily for domestic concerns since the "Republic Stabilization" campaign. The Ministry of War under General Pel Gesk has seen a vast increase in research and development especially in new applications for the Landen Shelley steam module.


What the military has in manpower and material it lacks in organization and leadership. Many of the best military minds were purged or exiled from Gurska after Marcos Vendikos' rise to power. In addition, most military operations in the past decade have been small-scale defensive ops. Any large scale military operations would be extremely costly with only a small margin of success.

Army Overview

The Land forces of the Gurskan military suffer from strong leadership, lack of equipment and organization. The Gurskan land forces have some of the most outdated weapons in the world. The recent political upheavals have shifted the military to adopt a strong program of research and revitalization to update the ground armies of Gurska. The Lord Air Marshal considers the land forces "vital to the defence of Gurska and it's protectorates," and has directed Minister Pel Gesk to head the program.


The Gurskan Land Forces are a mix of Infantry, Artillery and Support Militia. Approximately 14 divisions of 10,000-15,000 men mainly armed with breech-loading rifles and small arms fire make up the bulk of the Gurskan Army. These 'regular' army divisions are supported by 8 artillery divisions for a total of 22. The types of artillery used in these divisions are varied. Most units use horse to transport guns, but some regiments under Minister Gesks direction have experimented with steam-powered auto-carriages.




Foreign Legion

The Foreign Legion is a specialized force of handpicked men and women that operate outside the borders of Gurska. The primary goal of the FL is to protect any ambassadors or persons of interest to Gurska that are outside of Gurska. The FL is also an intelligence agency, supplying the Strategos with vital information about foreign powers.


Native Militia

The Gurskan Army bolster their ranks with 19 divisions of goblin mercenaries under control of Viceroy Koros Sahil. These units are armed only swords, shields and spears and crude flintlock firing rifles. Some units boast one to two cannons pulled by the mercenaries themselves. These units are stationed at isolated posts around the Federation, with the bulk of the units restricted to the protectorate islands.

Army Group Totals

Army Group I 67,345 "Tame Lion"
Divisions 1-8

Army Group II 69,231 "Slow Cheetah"
Divisions 9-17

Army Group III 71,981 "Wet Fish"
Divisions 18-23


Navy Overview


The Republican Gurskan Navy was bombed to oblivion during Marcos Vendrikos' coup. The IFG's navy rebuilding project has seen little success in terms of political funding and research. Minister Gesk has instead concentrated on coastal fortifications to protect Gurskas 2,384 miles of coastline.What ships the navy does have are near obsolete in terms of other countries technology.


GNV Troop Ship "Steel Toe"

A leftover from the old days of the Republic. The Steel Toes were once much faster, designed to 'kick in' the door at the onset of an invasion force; but the Lord Air Marshal commandeered many of the navys excess engines for Air Ship use. Most of the Steel Toes left in service have been converted for merchant use and reduced to steamer paddle or man-powered paddle wheels. These ships have little to no offensive capability and are vulnerable alone. Steel-Toes are usually under escort by other Gurskan Navy Ships or Air Force.




GNV King Class

The King class is the backbone of what little navy Gurska still has in service. A traditional masted sailing ship combined with only minor steam engine capabilities. Approximately 112 are left in service.



Air Force Overview


The Gurskan Airforce is divided into 4 Fighting Wings-one for each cardinal direction. Fighter Wing North,West and East are under direct control of the Lord Air Marshal. Fighter Wing South is commanded by ViceRoy Koros Sahil and is stationed in the Piza Islands.


MK-211 'Osprey'
Top Speed: 35 knots
Max Payload: 750 kg
Personel: 5 Officers, 29 crew
Number in Service: 487


The standard airship of the GAF is the semi-fixed balloon ship class MK-211 'Osprey'. The design is well over twenty years old, with only minor material upgrades (stronger metals in the hull and balloon shielding). The Ospreys were designed for long-term service, nearing 15 years until decommission. Much longer than the MK-210's 6 year service.


The MK-211 is manned by 34 sailors and has a compliment of up to 190 army infantry. Armament is light, with only a few 'flak deterent' cannons fore and aft. Bomb payloads can be fixed to the underbelly.


(no image) MK-210 'Iron Eagle'
Top Speed:19 knots
Max Payload: 2000 kg
Personel: 9 officers, 64 crew
Number in service: 198

The MK-210 'Iron Eagle' is the standard GAF saturation bomber. These ships are sent in large groups (under cover of the biplanes or the faster Osprey class) to bomb any targets before an infantry assualt. The Eagle is a monster employing not one affixed balloon, but eight round balloons. The MK-210 is more of a floating bombing platform than a true airship.


RP-98 'TorchLight'
[i]Top Speed:12 knots
Max Payload:600kg
Personel:1 NC officer, 4 crew
Number in service: 1378


The Torchlight class balloon are observation and recon units designed to chart enemy movements. The Torchlights are attached to Infantry units but technically manned by Air Force men.


RP-90 'AeroField'
The 'AeroField' is a experimental type airship based on steam-driven propellers starboard and port. The main balloon is below the landing platform. The RP-90s main purpose is to act as an aerial landing strip for the Gurskan Air Force Air Wing of Bi-planes.

Top Speed:12 knots
Max Payload: >4000 kg
Personel: 1 Commander, 23 Officers, 306 crewmen
Number in Service: 0, 1 undergoing preliminary tests, 1 under construction

MK-11 'Air Bus'
[i]Top Speed:25 knots
Max Payload:1900 kg
Personel:3 Officers, 54 passengers
Number in Service: over 2000


The 'Air Bus' is the workhorse of the working middle class of Gurska. These ships act as transport for workers to and from industry, carry raw goods and materials. The Gurskan military also uses these ships for troop transport.


Bb-9 'Halberd'
Top Speed:60 knots
Max Payload:1400 kg
Personel: 1 pilot, 1 co-pilot, 1 bombadier
Number in Service: 2900


The Halberd class fighter is the heavy bomber of the Gurskan Air Forces. Although constructed primarily of wood, canvass and only reinforced around weapons and engines compartments with iron shielding, the Bb-9 has remained a reliable fighter since the days before Republic Stabilization. Armed with two wing mountain machine guns, and a 'cockpit' extension compartment for the bombadier.


Aa-21 'Shortsword'
Developed in the years after Republic Stabilization the Aa-21 is the standard fighter of the Gurskan Air Force. It is mechanically reliable, of simple construction. The cockpit and engine compartments lack the extra shielding of the Halberd class making it vulnerable to even small arms fire.The Shortsword is a swift, accurate killer.

Top Speed:71 knots
Max Payload:390 kg
Personel: 1 pilot, 3 ground crewmen
Number in Service: 4500

Nation's Location
Idgalnam Bluffs/Chatanga Jungle/Piza Islands (south of Piza Jungle)

Nation's Geography
The nations capital city, Idvas, lies just below the bluffs of Idgalnam, some of the city built into the steep cliffs themselves. The steaming jungles to the east send warm air currents south, extending the growing season of the coastal farmlands. The coast is a mix of warm marshes and wide sandy beaches. Swift currents bypass much of the shorelines of Gurska leaving them free of debris.




Idvas is the capital city of Gurska. Although not the most populated city in the Federation, it is the most heavily fortified. Originally an airbase and testing ground, Vendikos has imported labor and constructed barracks-like tenements for the citizens. Many of the citizens work in the factories producing parts for the Gurskan war-machine.


Palomas is the largest mining district in Gurska. Built into the side of the formidable Idgalnam Bluffs, the city produces coal and iron ore for the country. Several divisions of the Gurskan Infantry are stationed here along with Air Wing West.


The Gesk Industrial Yard is a massive factory complex south of Chatanga Jungle, on the Cyan Sea. Most of the raw goods from the Gurskan workforce end up here to be manufactured into finished goods. Minister Pel Gesk controls the complex and it's population directly. In addition much of the Gurskan Navy is stationed here.


The mountain fortress of Lume is the hereditary home of the Tabil family. Minister of the State, Zade Tabil resides here. This is also the home base for the state intelligence agency, the Foreign Legion. In the valley below the Fortress are a few small villages and Lake Kaleichi, one of the most beautiful features of the country.


Zerki is a large modern city in the northwest valley region of Gurska. Primarily an agricultural city. An easily defended location have made it a center for military encampments. Many units are trained and based here. Entrenched around the city are many camps of anti-aircraft artillery protecting the approaches from the Hellspire Mountains.


Toloko in the south lies in the great plain between Chatanga and Haba Jungles. A major rail hub for exporting goods. Rails run to Gesk Industrial Complex and the various ports around Cyan Sea.


Economy Overview
The Gurskan economy is a mix of agricultural and industrial. The humid sub tropical climates of the Chatanga Jungle river basin provide oranges, lychee, avacado,date palms, pineapple and varieties of citrus and mango. Much of this produce is exported as exotic foods. In the Bluff/Cliff region of Gurska factories produce many assortment of products. Metal, glass, ceramic and textiles are the favored industries. Much of the countries resources are found near Paloma, a large city to the west.

I was thinking of making a NS. Hope Despotisms are ok.
TheHumbleMagnificent said
Since it's an open world, there are a number of ways to go about this. But the main point would be to uncover the truth behind Byzantium and the Buildmasters, ultimately deciding the best course of action for yourself and/or the city. Combine that with action-packed psychological - survival horror elements, and you have Ghost Inertia.


If I don't get a character up by today then I don't have time to play-although I really want to!
Feigling said
Do you have any idea when we might see an OOC? Or is that still a while away?


This is pretty much on the shelf for the moment.
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