Ventium is one of the oldest nations on the planet, staking it's claim on her land well before the common era. Ventium started out as a mass of rival tribes at eachothers throats, constant wars and skirmishes holding them back from advancement. However in the course of 10 years the 87 tribes were united under one flag, the flag of Ventium. The first Tsar, Darius Ventus, had united the tribes in many wars of conquest and royal marriages to form a stable base to expand and grow, in both territory and intellect. And they did grow, expanding eastwards from their western home, annexing tribes and small nations that spurred their territorial renaissance, giving them large swaths of fertile farm land and mineral rich earth. But after a glorious era under the rule of the first Tsar he passed away of old age in his bed, leaving the people of the tribe to choose his successor from his children, this ushered in the era of Tsarina Veronik Ventus. Her goal was no longer conquest, Ventium was large enough in her eyes, she wished to cultivate it, and through her guidance the country sides were turned into lush farms where cereal flowed like rain and vegetables grew faster then people could eat them. The rivers and oceans had been tamed and their fish farmed with care as to not upset the natural order, the people conscious of the world around them and not wanting it to fall into ruination. After the Tsarina's passing came the age of many other Tsars and Tsarinas that propelled Ventium skywards, building elegant yet functional cities and towns and raising good, grateful, patriotic folk that wanted to maintain the peace and tranquilty that their nation had given them. However the age was shut from the gaze of the rest of the world, Ventium had entered a long period of isolationism as new countries popped up and started looking at the old nation hungrily, wanting to destroy the balance and peace it had forged for itself, so they locked themselves from the world to protect their unity and locked they remained.
Religion: Vera, the religion that the vast majority of the nation practice. The religion forms the basis of the nation, it is fairly conservative and where the well mannered, difficult to excite manner of the Ventian culture come along. It is based around the belief of a single deity, 'The Savior in Heaven' and the creation of the world and all in it by his hands alone. The religion preaches tolerance and respect, however that does not mean it will tolerate being pushed around by other faiths and this prompted the Ventian government to ban missionaries from there faiths coming into the country, as it would be blasphemy to allow them in. However that does not mean that people in the country, practicing a different religion are treated differently, they are not judged by their faith and tend to live cooperatively with the rest of the people.
Race:
Humans, mostly people of brown and black hair, skin tone depending on where they live within the nation, though all van be described as Caucasian. The most common eye color is a soft, blue-gray. They are a soft spoken people with pleasant accents and modest, controlled mannerisms.
Form of Government:
The government of Ventium is an Elected Monarchy, meaning that the people of Ventium choose the Tsar or Tsarina from the offspring of the previous Tsar or Tsarina. However when choosing a sovereign there are lots of protocol and rules:
- Once the Tsar's or Tsarina's offspring have all surpassed the age of 21 the election shall commence. - Once a new sovereign is chosen the previous Tsar or Tsarina must abdicate the throne after 10 years and the new leader take charge. - If the offspring of the Tsar or Tsarina do not appeal to the needs of the people they are obliged to choose one of the offspring of the current Tsar or Tsarina's siblings. - If none of the royal offspring suit the wants of the people they must choose from the offspring of the current Tsar or Tsarina. - If the current Tsar or Tsarina doesn't have 4 offspring or higher a niece or nephew may be chosen to fill the missing places. - If a the newly elected Tsar or Tsarina refuse to take the throne the crown is automatically passed to the offspring with the next most votes and so on. If all refuse the offspring with the smallest proportion of the vote will become sovereign. - Once the new Tsar or Tsarina takes up the throne, the old sovereign is obliged to act as an advisor to the Tsar or Tsarina until unable. - If the current Tsar or Tsarina passes away before the ten year mark, his or her spouse is entitled to the throne for the remainder of the ten year duration.
Just to name a few.
Current Leader:
His Imperial Majesty, Supreme Commander, Tsar Voltus Ventus, Servant of The People.
Notable People:
- Tsarina Marie Despereaux, Wife of the Tsar, No government position (ab electione). - Tsarette Katarinda Ventus, Daughter of the Tsar and Foreign Representative of Ventium. - Tsarum Leopold Ventus, Son of the Tsar and Minister of Interior. - Tsarum Ericlis Ventus, Son of the Tsar and Captain of The Imperial Winter and Summer Guard. - Tsarette Felicity Ventus, Daughter of the Tsar and Ministerette of Commerce and Finance. - Tsarum Ampov Ventus, Son of the Tsar, No government position (ab electione). - His Excellency Kergov Ventus, Nephew of the Tsar and Minister of Science and Technology. - His Excellency Alexandra Ventus, Neice of the Tsar and Ministerette of Agriculture, Mariculture, Livestock.
The nation consists of mainly grasslands and highlands, most of the grasslands have been converted to farm land and used as pastures for live stock. The highlands however tend to be where most of the cities and centers are located because of their easily defendable positions and visibility over the low lying grasslands. To the south west are the more mountainous regions, here is the capital, built high in the rocky mountain for again, defensive purposes.
Economy:
The Ventian economy is generally an inwardly based economy running off trade that happens within the country, however with the opening of the eastern bordercrossing, trade internationally has increased, Ventium off loading excess agricultural and artisan crafted goods like food, clothes and furniture. In terms of industrialized economies Ventium is by no means a major player, with industry counting only towards 5% of their GNP, the rest is agriculture and primary recourse acquisition. Other then food and timber as primary recourses Ventium has a large mining sector, mainly based in the northern tundras and some of the unoccupied highlands, the three things Ventium is rich in is Iron ore, elektrum ore and Tanzanite, Iron is exports for obvious reasons, elektrum because of international demand for it's flexibility, maluablity and electric conductivity and Tanzanite because of it's beauty, through it is mostly exported in the form of jewelry. the two ores are often alloyed together with smaller portions of other metals to make Elektrum Steel, a Ventian trade secret that gives it's army an edge.
Technological Overview:
After half a millennia of isolationism when Ventium peaked across their borders they found that they were severly behind in technology, people had developed electricity while they were using steam and waterpower, people were sending messages across continents using telegraph cables while Ventium still relied on long distance couriers, and a multitude of other things. Spurred on by the prospect of falling behind even further they had an emense growth of technology, bringing in experts from across the world to electrify their country and train craftsman in the art of the soldering gun and the blow torch. The average person was the first to feel the impact of technological advancement, suddenly they had radios and telephones and refridgerators, a healthcare system that was over night transformed into one of the most advanced in the world. The Armed forces benefitted second, steamships were torn down and fleets of cruisers were put in their place, every soldier had a semi-automatic rifle and armor under their uniforms. Ventium even developed an airforce where there was none, they had started building computers, both analog and digital and were pioneering in it. However Ventium still has a long way to go before they consider themselves equal.
Military Overview:
Population: 2,750,000
The Ventaim Army primarily focuses on defensive strategies to safe guard the nation, dropping a long military history of attack and conquer to defend what land Ventium has. Most of the Army forces consists of border guards, keeping an eye on the frontiers between them and nearby nations, they use unconventional guerrilla tactics and mass use of supportive shell fire to crush and disperse enemies which they pick off using ambushes and shock tactics. Though they primarily guard borders it doesn't mean they stay in designated locations, they have quick access to other areas using Zepplins and Trains.
- Standard Ventian Infantrymen Unit: is distinguished by the unmistakeable black leather trench coat that they are known for and the blue armbands with golden 'V's. Beneath the coat is a synthetic fiber vest with Elektrum Steel segments in them for ballistic resistance. Within a unit of Infantry (8 troops) there are 6 rifleman using semi-automatic rifles (SAFN 49) and Handguns (C-96 Mauser); 1 squad machine-gunner using a one man heavy machine-gun (BAR with a drum mag) and one Grenadier armed with a 50mm grenade launcher (Chinalake) and a semi-automatic rifle. Within the unit one of the riflemen is a trained radio opprator with a back pack style radio set and another rifleman is trained as a field surgeon with the necessary kit for the job.
- Ventian Headhunter: They are an elite group of melee shock troops, masters in the art of stealth, ambush and overall badassitude. They are easily recognizable from other Ventian military personal because of their uniform and weapons, they armed with foot long elektrum steel blades as fingers, their original fingers incased in blades at the start of their military careers, their tendons attached to the knives so they can wobble them like fingers (think Edward scissor hands but foot long knife hands). Their uniform is also radically different, they wear leather battle kilts colored to the environment they are stationed in and boots that are the same, the rest of their bodies are painted the same color because they wear nothing else. They are also not regulated to the military hair style (cropped hair), they all have Mohawks of varying color, again depending on their environment.
- Ventian Mechanized Dragoons: Are a technologically rejigged version of an otherwise antiquated facet of militaria. The term dragoon referred to any member of the Ventian army who is a mounted troop, back before the modernization of the army they rode real horses, however now they ride mechanical steeds powered by electrical dynamos and function due to advance clockwork. The soldiers riding the horses have also changed significantly, they wear fuller armor, their legs and feet decked in steel and their heads encased in metal helmets, though they still wear the black trench coat as is custom for a none specialty unit. The weapons they wield are customized versions of the semi-automatic rifle with larger magazines and fully auto capabilities.
- Ventian Reperation Corps: During the beginning of the age of conquest, before they shut themselves from the world, Ventium was expanding quickly by means of diplomacy and force , mostly force, and this of course lead to a lot of unwanted collateral damage to cities, farmland and infrastructure. So in an action to tackle this problem the Reperation Corps was established, with the main aim to repair and rebuild damages assets of a non-military nature, this service extended to the homeland and the "enemy", either to repair what was gained or to rebuild what they had destroyed and never took. They do not wear the standard miltary uniform, the black trench coat, instead they wear a simple pair of grey khaki trousers and white shirts, they wear tool belts around their waists and carry other materials on standardized back packs. They are often accompanied by a small group soldiers for their defense even though each member is armed (with a C-96 Mauser) and are often traveling with convoys of trucks filled with construction materials.
- Artillery: a mainstay of the Ventian tactic, hit them hard, repeatedly and from a distance. They come in various sizes from field guns, to line howitzers, to giant things that need to be transported by rail and pulled by 40 locomotives and have a squad of anti-aircraft guns to defend it.
Ventian Fusilier: The Auxillery/Standby forces of Ventium, an ever ready, ever mobilized force that by law are bound to Ventian soil and can only be used for defensive purposes. They wear the same uniform and carry the same equiptmemt as standard infantry but instead of patrol caps, they were constabulary helmets, also functioning as military police if needed.
The Navy was one of the first parts of the armed forces to be re-equipt, during the time of modernization Ventium had problems with piracy and were losing trade vessels constantly to pirate attacks. Not only that but Ventium's only port city was under constant threat of a full attack by sea, so of course it would be among the first to get a major rejig, giving it an edge over pirates. Another issue with the Ventian Navy was that it only had access to one ocean, to remedy this they had many of the new ships taken apart and flown over to unclaimed territory in the south and reassembled. They were put out into the ocean and are refueled at some of the many Ventian military outposts of the northern pole.
- Ventian Broadsword Class: The Broadsword is built to hit hard and take hits, it is the replacement vessel for the old steam ironclads of the navy and were parts of it were purchased from private companies across the world and brought to Ventium for assembly. It has 8 main guns all of them 16 inch bores, arranged in 2 batteries of 4 guns in the front in a tiered formation, in the back there are 2 guns in one battery over looking the rear. The vessel also has 6 other 40mm cannons (bofors) for hitting smaller boats and low flying aircraft.
- Ventian Defender Class: The defender class was built to do one thing, defend. It patrols coasts and is part of the task force that accompanies Brosdswords, it's primary job is anti-air and anti-submarine, using depth charges on ramps at the back and anti-air cannons to to take out planes. The vessel is also equipt with 12 40mm cannons , 6 in the front on swiveling mount for 360 degree fire, 2 on either side and 2 on the back. It's speed and light weight allows it to speed along side larger boats and shoot at it point blank, or to get boarding parties on enemy ships, this boat is the principle defense weapon against pirates and has done more then it's fair share in crushing the threat of pirate attacks.
Prior to the great modernization of the Ventian Armed Forces, there was no airforce, so understandably the top brass thought it would be advisable to introduce one. The airforce, unlike the navy has nothing but completely homegrown technologies and adaptations to flight, things like zeppelins and Gyrokopters unique to the airforce and open for use and to support the other facets of the Armed forces. Though it is small at the moment and lacking numbers of the larger airships, there is intent on increasing it's size but that is simply unnecessary at the moment and a wasteful use of the budget.
- Mk. I Moonshadow Assault Zepplin: This craft was designed, engineered and built by students of the national institute for fluid dynamics in coordination with various arms manufacturer. The main use of this vessel is in the name, it's an assault dirigible, used for attack, escort and support missions, it follows the standard design for a Zepplin, except a bit taller and thinner. Under the envelope is a long aluminum structure that is the cabin, in the front is the pilot cockpit indicated by the windscreen in front, the back is reserved for cargo and the gunners, on the exterior of the cabin in the rear are two short winglets with electric engines on them capable of pushing the ship to 160 miles per hour, On the very rear of the ship is an access ramp that takes the entire width of the cabin. On the inside there are multiple hemisphere shaped lobes on either side of the space (6 on each side), they are made from bullet proof glass and within each hemisphere is a manned turret, the weapon is either a heavy machine gun or a light auto-cannon. The crew ofthe dirigible are 12 gunners, 2 pilots, 2 engineers and 4 ammo runners. It is the most common military airship in service and is a mainstay of the airforce.
- Mk. 1 Cloudhopper Transport: is another dirigible aircraft however this one is used for the transportation of troops and vital war recourses, there are more of these then there are the Mk. I Moonshadows. This craft would be used for getting troops and recourses into harder to reach areas or to get them to areas faster then they might on train. The design of the Cloudhopper is essentially the same as that of the Moonshadow except scaled up and with a set of winglets and engines in the front to give it added speed and menuverablity. The rear exit ramp/cargo enterence has kept because of it's use for quick loading and unloading of things, the area in the ship is divided into segments called 'eights', this refers to the amount of troops in a squad, within the ship there are 20 'eights' so theoretically a ship can hold 180 troops, however this is usually not the case. One 'eight' can be 4 mechanized cavalry, 2 large cargo bundles, 2 field howitzers, 40 sick beds and various combinations of other things. By regulation and under notmal circumstances a Cloudhopper can't leave docking without atleast filling 70% of the space filled.
- Mk. I + II Vertigo Battle Zepplin : Are high altitude aerial monsters, these are the heavy hitters and can take heavy hits but are slow movers. This one follows the more conventional design of a Zeppelin as being cigar shaped and doesn't follow the taller and slimmer design as the other ones, however it goes against the trend by having a rigid balloon made from home grown technology. Though it is slow, one of it's major defences is how high it cab fly, too high for most heavier then air aircrafts because of the lack of oxygen uo there to supply the engines. It is armed with 6 16inch guns, 16 40mm flack cannons and a whole host of other machine guns and anti-aircraft guns. It also has two large bomb bays, carrying enough bombs to drop for days.
- Mk. I Hornet Gyrokopter: Is a radically different form of flight, used for vertical take off and accessing the hardest to reach areas. The Hornet's propulsion system is a geared, electric engine, attached to two sets of tillable rotterblades on the top, the body is made of light steel tubing with steel panels riveted on, it has an extended tail with a rotter on it, the tail is plain tubing. There is space for two passengers, the pilot and the navigator/forward gunner. Though the pilot has access to weapons use from the cockpit, the gunner controls them to allow the pilot minimum concentration. The cockpit and gunner seats are open to the air, with windscreens in the front for wind stopping instead of a full glass roof, this slows for easy enterence and exit. The Hornet makes up most of the airforce, often traveling in groups of 8s referred to as a wing, each wing contains colossal fire power which would be devastating against land targets. Each Hornet has 2 light machine guns in the nose and 8 missiles under the winglets, the missiles can be swapped for incendiary, anti-personnel and high-explosive.
There is one word that matters in this world, this modern world, that word is progress. It is the fuel that makes us go forward, progress. Progress has lead the great nations of this planets through tough times and it has made easy times easier but progress takes the form of many things. Revolution! Radical new ideas that have the power to shake countries to their foundation. Technology! The beating heart of industrial nations, churning out goods for the masses or the beating wings of an artisan society propelled by new techniques and materials. War! Battling against your enemies to further your culture, faith, territory. And diplomacy, to build bridges over rough water and to walk to the other side to embrace your comrade. Progress takes many forms, will your progress stand the test of time?
The last 150 years have been a roller coaster of progress, technologies and ideologies spread like wild fire and contest against each other, long lived monarchies were toppled by the power of their people, the sky was added to the domain of man with the introduction of flight! The seas were tamed by ships of steel, sailing across choppy water to bring trade or to wage war, the land was crisscrossed by vast stretches of rail that carried the fruits of the earth to factories and carried back wondrous products. Culture spread from one end of the globe to the other with the power of film and radio and religions contested one another for followers. This is a glorious new age, an age where The Sun Will Never Set.
Welcome to "The Sun Will Never Set", a fantasy nation RP set in a time that resembles the 1930's-1940's and is focused on the themes and technologies of the time, including colonialism, looming wars and spheres of influence.In this RP I intend on completely limiting the use of stats, facts and figures and instead will rely on character interaction and mutual agreement to build he history of the planet, yes, even the wars will not be stat based but instead will be fought between players and an outcome will be decided between them, whether they want or use stats or not. So, basically I'm giving you guys a lot of responsibility and I expect maturity, no super duper nations and the understanding that it is OK to be on the LOSING side; its fine if your tank army is beaten by a rag tag group of revolutionaries, it only serves to add to the story! It's all up to how you guys want to play it out.
1. My word is law, it is final unless I go back on it. I would love to hear ideas, opinions and suggestions but if I don't say yes, please don't flip out.
2. I only want LIGHTHEARTED debates in the OOC, I don't want to see hide nor hair of a legit argument. Either calm down or resolve it in PM.
3. No Godmodding/Powergaming/Metawhatsit, what is stated in the OOC that has credence in the RP is not known to your characters unless it meant to be known.
4. Grammar and spelling must be readable. Posts should not be one sentence. I want to see some good paragraphs. Of course if there's not much to post, that's fine, post it anyway.
5. STAY ACTIVE! PLEASE! If your are thinking of joining the NRP, keep in mind I require that you post at least once every two days. I get things can get hectic in life, but want to see this be fairly active and not die four posts into the IC. Let us know if you are going on some sort of extended absence and try to tie up any loose ends so you don't leave other players hanging.-
6. The Great War Machines! Now war is always fun to have in NRPs, and I am going to be very liberal on big nations possessing some massive war machine. However, the few restrictions I will apply is that you can't just whip it out on every battle and they will be generally be slow moving. Other than that, go nuts! Just understand they are not really there to win your nation a war, but to add to the world and have a Goliath for David to face. Be reasnable please, please?
7. On that note, technology in general! I will say that we shall limit it generally to something of the early 1910's-1930's AKA, no jets at all, wider diversity of armored vehicles and aircraft, etc. Flying wings and such will be allowed and to be honest, I will just play it by ear.
8. Have fun! No really, I'm being half serious here. This is a fantasy/adventure based NRP with notable characters, places, and wars alike! Don't get to caught up in realism and just sit back and let things slide by. We are all here to have a good time, so simply shrug and move on from it.
@Voltus_Ventus While I enjoyed your post and the introduction of the bird-people, I'd really like it if you ran the idea through me first before posting it in the IC. This way we can stay clear of clashing ideas, such as Non-player Nations already being planned in an area.
Apologies sir, I can rewrite it if it would mean less inconvenience to you.
I may be interested, too. Albeit it also depends on a few things.
Generally what do you imagine as the starter technology for the RP? Late middle ages? Reneissance? French Revolution era? World War era? Do you allow magic in the setting? If yes, to what extend? On a similar vein what are your thoughts on fantasy materials like mithril and swarms of other such things? Would you allow them?
Either way, this seems to be a fun RP. Personally I'd really love some mid-high fantasy RP with late 19th century tech. I can already imagine the would be World War as a late game plot.
Hey! Good to see your interest, when I chose fantasy, I didn't really mean magic and such but I meant really fantasia unimaginable things if you understand. And as for technology and such, it'll be 1910-1930 and if you want to make a humanish custom race, go ahead.