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Fallout: South the Mason

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Skarten
Senator
 
Posts: 4679
Founded: Dec 08, 2015
Ex-Nation

This one is better-ish

Postby Skarten » Wed Mar 21, 2018 4:27 pm

======================
Faction/Nation Flag :
TBA (Pls heLp)
Faction/Nation Name: The Grand Tsardom
Faction/Nation Role: Raider Band
Faction/Nation Territory:North-Western Missisipi/Eastern Arkansas
Capital City/Faction HQ: Little Rock
Population: 6,000
Government:Authoritarian Raider Hierarchy
Leaders:Tsar Ludoslav
National/Group Ideology:Raiding is good.Cheeki breeki superior.
Military:Tsardom raiders are quite an unique bunch-many will wear
irregular armors, while others who are better-off will use Slavic-Styled armor,Russian armor,and most types of armor related to the slavic people.Clearly, the Elite will use heavier armors such as Combat armors and, for the best of the Tsardom, Power armors.Homewever,all scavenged armor is welcomed,so there's not much consistency.
On weapons,the same-Scavenged weaponry, pipe guns dominate the lower ranks,with some Melee weaponry in it (Usually for those who are more skilled in it)
For the More powerfull raiders homewever there is heavy use of Old World Weaponry, Energy weapons.The best the wasteland can offer to them.

Major Towns or Locations: Probably Oxford,Missisipi,Pine Bluff,Vault 142,etc.I don't know crap about the U.S,So i don't know
History:The Wastelands of Arkansas and Missisipi have always been prone to raider bands. Clearly, the majority would be small and unorganized,, nothing more than simple groups stealing and plundering.
This,homewever,was to be changed by the slavic people of Vault 142.An private vault who had been made for Svetlan Varsiky, an (Very) rich Slavic-american citizen of Arkansas.The vault was filled with people of slavic origins from the region, who were invited personally by Ludoslav.Once the bombs dropped and the door closed,
the dwellers were bombarded with Pre-Soviet propaganda about Russia and the slavic people.
Once the vault opened, the dwellers found themselves in a..Hard situation.The settlements weren't "welcoming" to say at least.
And so, the Slavic people of vault 142 had to turn to raiding for their survival, forming the Grand Tsardom, an band that would bring chaos to the wastelands of the south.
Last edited by Skarten on Thu Mar 22, 2018 4:41 pm, edited 2 times in total.

User avatar
The Traansval
Powerbroker
 
Posts: 9300
Founded: Jun 26, 2016
Ex-Nation

Postby The Traansval » Wed Mar 21, 2018 5:08 pm


User avatar
Fascist Republic Of Bermuda
Ambassador
 
Posts: 1982
Founded: Apr 28, 2014
Ex-Nation

Postby Fascist Republic Of Bermuda » Wed Mar 21, 2018 5:35 pm

App complete and ready for OP evaluation.
Fascist Republic Of Bermuda wrote:One Enclave, One America, now and forever. History's kinda shit but I'm done.

Faction/Nation Flag (Optional): Old Glory (Official) | Enclave Banner (Unofficial but common)
Faction/Nation Name: The Enclave
Faction/Nation Role: Old World Red, White and Blue
Faction/Nation Territory: You know the map of Fallout 3? Yeah, that pretty much.
Capital City/Faction HQ: Site R “Raven Rock”
Population: 1,000
Government: The Enclave, theoretically, runs exactly like the pre-war United States government. In some respects, that is true. There are still technically 3 branches to the Enclave’s government, the Executive, the Legislative, and the Judicial. However, the House of Representatives has been suspended, with the Senate an echo chamber of 13 (elected, granted) people. The Executive Branch is where most of the government’s power resides, if not with the President himself, then with the numerous Executive Departments. Presidential Elections are scheduled to begin again this year. The Supreme Court remains much the same as it was pre-war.
Leaders: President Richard “Dick” Richardson, Junior
Vice President John Henry Eden
Secretary of State Martha Bauer
Secretary of Defense Julius Autumn
Secretary of Energy Judy Powers
Secretary of Health and Human Services Samuel Fisher
Secretary of Labor Abraham Harper
Chief Justice George Washington Myers
Director of the FBI Lewis Dodgson
National/Group Ideology: The Enclave believes itself to be the true United States government. Their primary goal is (re)establishing control over the Continental United States, and in pursuit that goal they are ruthless. What to do with the current residents of much of that land is hotly debated, ranging from simple reintegration into American society to reeducation to “live and let live” to displacement to “Mutant Reservations” to even extermination. Many in the Enclave view themselves as “pure” and thus superior to wastelanders. Besides that, for the “pure”, most of the Enclave at least claims to fight for American values: freedom, democracy, and the rights to life, liberty, and the pursuit of happiness.
Military: The Enclave has a significantly well-equipped, well-trained, and impeccably disciplined fighting force. The Enclave has the capacity to field a large number of robots if need be. These include 50 Sentry Bots, 100 Protectrons, 100 Mister Gustys, and 500 Eye-bots. The main hitting power of the Enclave lies in 200 power armored troops. Armed to the teeth with the latest and greatest plasma and laser weapons, and clad in the Advanced Powered Armor Mark II. They are organized into five platoons of 40 men each. They are:
    1st Infantry “Big Red One”
    3rd Infantry "Rock of the Marne"
    1st Cavalry (Airmobile) "First Team"
    101st Airborne "Screaming Eagles"
    10th Mountain
Alongside the brave men of the Enclave’s airmobile forces, the US Army Reserve is the second most important of all of the Enclave’s military branches. Numbering 500 men and women, they are only part-time soldiers, coming in to perform training/service one weekend per month, referred to as Battle Assembly, and for two continuous weeks at some time during the year referred to as Annual Training (AT). They can be pressed into full active service if need be. Despite using similar weapons (i.e. plasma and laser weapons), Reservists wear advanced combat armor when on duty.
Beyond its infantry, the Enclave Army operates a number of VB-series “Vertibird” VTOL aircraft. These have two versions, the VB-1 transport variant, and the newer, smaller, more heavily armed and armored (but more expensive) VB-2 gunship. In total, the Enclave operates 30 VB-1 transport Vertibirds and 20 VB-2 gunship Vertibirds. On the ground, the Enclave is supported by 12 Nuke-Humvees, 6 Nuke-Jeeps, and 3 Stryker APCs, although these are all largely relegated to second-line duties by nature of their value. An infamous unit that has served the Enclave well in clearing out the Capital Wasteland is a single M67 Zippo flame tank, named "Jenny" by her crew. She is deployed only when absolutely necessary.
The United States Navy is a shadow of its former self. Reduced to a Riverine Force and one destroyer. The DD, USS William L. McGonagle, is the pride of the USN and commands respect, armed with powerful 5-inch dual-purpose guns and a plethora of smaller pieces of artillery. The Riverine Force consists of 3 Patrol Boat Swifts, 4 Patrol Boat Rivers, and 7 slow but heavily-armed River Monitors. The USN also has its own 40-man unit, known as the Marine Raiders. Although only with old T-51b power armor, they are nonetheless a force to be reckoned with.
Claiming to be descended from the pre-war special forces of the same name, among others, the Enclave’s Navy SEALs are a force to be reckoned with despite their miniscule numbers- a mere 12 men and women. But they are the best-equipped and best-trained in the entire Enclave, clad in the brand new “Black Devil” Advanced Power Armor Mark III, the SEALs are the Enclave Army’s best-of-the-best.
Major Towns or Locations:
  • Capital Hill: Upon this hill is the United States Capital Building, undergoing reconstruction. Considered the metaphorical heart of the Enclave.
  • Vault 101: The main source of the Enclave’s population. Vault 101 remains one of the most vital locations in all of the Enclave, its scientific and medical facilities still serving the population of Springvale.
  • Springvale: The proclaimed “New American Town”, the destroyed ruins of pre-war Springvale have been swept away for an idyllic presentation of the Enclave’s dream for D.C. and later America.
  • Camp Horrigan: The training camp of the Enclave. Based around Vault 112, it makes extensive use of the virtual reality pods within the Vault. Infamous among the soldiers of the Enclave for it’s foul-mouthed commander, Sergeant Major of the Army Arch Dornan
  • Adams Air Force Base: A major Enclave military base.
  • The Pentagon: The former headquarters of the US Department of Defense has been reactivated as one of the Enclave’s chief military bases. Heavily fortified.
  • Tenpenny Tower: Where the rich among the Enclave reside. Those that don’t choose to stay in Site R, that is. Has an anti-air gun installed on the roof.
  • Jefferson Memorial: this pre-war memorial to the 3rd POTUS has been converted into the chief site of Project Purity, a project dedicated to work on purifying the water of the Tidal Basin, and beyond that the Potomac River.
  • Vault 87: "Blacksite Able" is a top-secret FBI research facility, performing the darkest and most inhumane of the Enclave's experiments. Officially, it does not exist, and Vault 87 is just an irradiated vault that was destroyed by a direct bomb hit during the Great War.
  • Mobile Base Crawler: Converted from a pre-war Space Shuttle launcher, it is essentially a Forward Operating Base on treads.
History: The Enclave is not a post-war organization, in fact, it was formed in the pre-war world. It was originally formed by members of the U.S. government who accepted nuclear war as an inevitability. This group firmly believed that the common American (regrettably) had little chance of surviving the coming nuclear holocaust. However, the founders of the Enclave argued, if the "important people" of the United States survived, then the United States could regroup quickly and strike, finishing communism once and for all. By coincidence (war contracts often stationed them at Enclave research facilities) many companies were also spared when the bombs finally dropped in 2077. The first base of the Enclave was... Control Station ENCLAVE, an oil rig off the West Coast of the United States. Operations there were smooth, largely consisting of establishing a technological edge over any forces on the Mainland. It is there that the Enclave created much of its equipment, from finishing development of the Vertibird to creating the remarkable Advanced Powered Armor and subsequent Mark II. However, in 2242, all that came crashing down. The oil rig was destroyed, the Western Enclave crumbling.

On the Eastern Seaboard, meanwhile, US forces stationed around D.C. around the time of the Great War moved underground into the top-secret Site R, a giant and expansive facility to ensure the continuity of the United States Government even after a thermonuclear war. The Joint Chiefs of Staff managed to get into contact with the West Coast Enclave shortly before the latter's destruction. But all was not lost. Led by the intrepid General of the Army Julius Autumn, the survivors of the West Coast Enclave made their way to the D.C. Enclave. In the meantime the JCOS ordered a general offensive topside. The disordered bands of raider groups and mutants stood little chance against even the aging T-51b power armor suits (production of the West's Advanced Combat Armor Mk. II had not commenced yet), and by the time the West Coast Enclave's survivors arrived, the downtown D.C. area was firmly under Enclave control. United, and armed with new, advanced armaments and armors,
the Enclave blitzed through the then-Capital Wasteland. They opened Vault 101 in 2243, adding a large number of "pure" humans to the cause. With a population secured, the Enclave went about establishing itself. Under the leadership of the late POTUS Dick Richardson, POTUS Dick Richardson Junior has led the Enclave in rebuilding D.C. for close to a decade. He has announced his intentions to hold democratic elections for POTUS, the first such action in years, and first step on the long road to restoring the United States. With a large number of potential candidates, the Enclave's future will be determined at this year's ballot-box...
N U T S !

User avatar
The Traansval
Powerbroker
 
Posts: 9300
Founded: Jun 26, 2016
Ex-Nation

Postby The Traansval » Wed Mar 21, 2018 5:39 pm

Fascist Republic Of Bermuda wrote:App complete and ready for OP evaluation.
Fascist Republic Of Bermuda wrote:One Enclave, One America, now and forever. History's kinda shit but I'm done.

Faction/Nation Flag (Optional): Old Glory (Official) | Enclave Banner (Unofficial but common)
Faction/Nation Name: The Enclave
Faction/Nation Role: Old World Red, White and Blue
Faction/Nation Territory: You know the map of Fallout 3? Yeah, that pretty much.
Capital City/Faction HQ: Site R “Raven Rock”
Population: 1,000
Government: The Enclave, theoretically, runs exactly like the pre-war United States government. In some respects, that is true. There are still technically 3 branches to the Enclave’s government, the Executive, the Legislative, and the Judicial. However, the House of Representatives has been suspended, with the Senate an echo chamber of 13 (elected, granted) people. The Executive Branch is where most of the government’s power resides, if not with the President himself, then with the numerous Executive Departments. Presidential Elections are scheduled to begin again this year. The Supreme Court remains much the same as it was pre-war.
Leaders: President Richard “Dick” Richardson, Junior
Vice President John Henry Eden
Secretary of State Martha Bauer
Secretary of Defense Julius Autumn
Secretary of Energy Judy Powers
Secretary of Health and Human Services Samuel Fisher
Secretary of Labor Abraham Harper
Chief Justice George Washington Myers
Director of the FBI Lewis Dodgson
National/Group Ideology: The Enclave believes itself to be the true United States government. Their primary goal is (re)establishing control over the Continental United States, and in pursuit that goal they are ruthless. What to do with the current residents of much of that land is hotly debated, ranging from simple reintegration into American society to reeducation to “live and let live” to displacement to “Mutant Reservations” to even extermination. Many in the Enclave view themselves as “pure” and thus superior to wastelanders. Besides that, for the “pure”, most of the Enclave at least claims to fight for American values: freedom, democracy, and the rights to life, liberty, and the pursuit of happiness.
Military: The Enclave has a significantly well-equipped, well-trained, and impeccably disciplined fighting force. The Enclave has the capacity to field a large number of robots if need be. These include 50 Sentry Bots, 100 Protectrons, 100 Mister Gustys, and 500 Eye-bots. The main hitting power of the Enclave lies in 200 power armored troops. Armed to the teeth with the latest and greatest plasma and laser weapons, and clad in the Advanced Powered Armor Mark II. They are organized into five platoons of 40 men each. They are:
    1st Infantry “Big Red One”
    3rd Infantry "Rock of the Marne"
    1st Cavalry (Airmobile) "First Team"
    101st Airborne "Screaming Eagles"
    10th Mountain
Alongside the brave men of the Enclave’s airmobile forces, the US Army Reserve is the second most important of all of the Enclave’s military branches. Numbering 500 men and women, they are only part-time soldiers, coming in to perform training/service one weekend per month, referred to as Battle Assembly, and for two continuous weeks at some time during the year referred to as Annual Training (AT). They can be pressed into full active service if need be. Despite using similar weapons (i.e. plasma and laser weapons), Reservists wear advanced combat armor when on duty.
Beyond its infantry, the Enclave Army operates a number of VB-series “Vertibird” VTOL aircraft. These have two versions, the VB-1 transport variant, and the newer, smaller, more heavily armed and armored (but more expensive) VB-2 gunship. In total, the Enclave operates 30 VB-1 transport Vertibirds and 20 VB-2 gunship Vertibirds. On the ground, the Enclave is supported by 12 Nuke-Humvees, 6 Nuke-Jeeps, and 3 Stryker APCs, although these are all largely relegated to second-line duties by nature of their value. An infamous unit that has served the Enclave well in clearing out the Capital Wasteland is a single M67 Zippo flame tank, named "Jenny" by her crew. She is deployed only when absolutely necessary.
The United States Navy is a shadow of its former self. Reduced to a Riverine Force and one destroyer. The DD, USS William L. McGonagle, is the pride of the USN and commands respect, armed with powerful 5-inch dual-purpose guns and a plethora of smaller pieces of artillery. The Riverine Force consists of 3 Patrol Boat Swifts, 4 Patrol Boat Rivers, and 7 slow but heavily-armed River Monitors. The USN also has its own 40-man unit, known as the Marine Raiders. Although only with old T-51b power armor, they are nonetheless a force to be reckoned with.
Claiming to be descended from the pre-war special forces of the same name, among others, the Enclave’s Navy SEALs are a force to be reckoned with despite their miniscule numbers- a mere 12 men and women. But they are the best-equipped and best-trained in the entire Enclave, clad in the brand new “Black Devil” Advanced Power Armor Mark III, the SEALs are the Enclave Army’s best-of-the-best.
Major Towns or Locations:
  • Capital Hill: Upon this hill is the United States Capital Building, undergoing reconstruction. Considered the metaphorical heart of the Enclave.
  • Vault 101: The main source of the Enclave’s population. Vault 101 remains one of the most vital locations in all of the Enclave, its scientific and medical facilities still serving the population of Springvale.
  • Springvale: The proclaimed “New American Town”, the destroyed ruins of pre-war Springvale have been swept away for an idyllic presentation of the Enclave’s dream for D.C. and later America.
  • Camp Horrigan: The training camp of the Enclave. Based around Vault 112, it makes extensive use of the virtual reality pods within the Vault. Infamous among the soldiers of the Enclave for it’s foul-mouthed commander, Sergeant Major of the Army Arch Dornan
  • Adams Air Force Base: A major Enclave military base.
  • The Pentagon: The former headquarters of the US Department of Defense has been reactivated as one of the Enclave’s chief military bases. Heavily fortified.
  • Tenpenny Tower: Where the rich among the Enclave reside. Those that don’t choose to stay in Site R, that is. Has an anti-air gun installed on the roof.
  • Jefferson Memorial: this pre-war memorial to the 3rd POTUS has been converted into the chief site of Project Purity, a project dedicated to work on purifying the water of the Tidal Basin, and beyond that the Potomac River.
  • Vault 87: "Blacksite Able" is a top-secret FBI research facility, performing the darkest and most inhumane of the Enclave's experiments. Officially, it does not exist, and Vault 87 is just an irradiated vault that was destroyed by a direct bomb hit during the Great War.
  • Mobile Base Crawler: Converted from a pre-war Space Shuttle launcher, it is essentially a Forward Operating Base on treads.
History: The Enclave is not a post-war organization, in fact, it was formed in the pre-war world. It was originally formed by members of the U.S. government who accepted nuclear war as an inevitability. This group firmly believed that the common American (regrettably) had little chance of surviving the coming nuclear holocaust. However, the founders of the Enclave argued, if the "important people" of the United States survived, then the United States could regroup quickly and strike, finishing communism once and for all. By coincidence (war contracts often stationed them at Enclave research facilities) many companies were also spared when the bombs finally dropped in 2077. The first base of the Enclave was... Control Station ENCLAVE, an oil rig off the West Coast of the United States. Operations there were smooth, largely consisting of establishing a technological edge over any forces on the Mainland. It is there that the Enclave created much of its equipment, from finishing development of the Vertibird to creating the remarkable Advanced Powered Armor and subsequent Mark II. However, in 2242, all that came crashing down. The oil rig was destroyed, the Western Enclave crumbling.

On the Eastern Seaboard, meanwhile, US forces stationed around D.C. around the time of the Great War moved underground into the top-secret Site R, a giant and expansive facility to ensure the continuity of the United States Government even after a thermonuclear war. The Joint Chiefs of Staff managed to get into contact with the West Coast Enclave shortly before the latter's destruction. But all was not lost. Led by the intrepid General of the Army Julius Autumn, the survivors of the West Coast Enclave made their way to the D.C. Enclave. In the meantime the JCOS ordered a general offensive topside. The disordered bands of raider groups and mutants stood little chance against even the aging T-51b power armor suits (production of the West's Advanced Combat Armor Mk. II had not commenced yet), and by the time the West Coast Enclave's survivors arrived, the downtown D.C. area was firmly under Enclave control. United, and armed with new, advanced armaments and armors,
the Enclave blitzed through the then-Capital Wasteland. They opened Vault 101 in 2243, adding a large number of "pure" humans to the cause. With a population secured, the Enclave went about establishing itself. Under the leadership of the late POTUS Dick Richardson, POTUS Dick Richardson Junior has led the Enclave in rebuilding D.C. for close to a decade. He has announced his intentions to hold democratic elections for POTUS, the first such action in years, and first step on the long road to restoring the United States. With a large number of potential candidates, the Enclave's future will be determined at this year's ballot-box...

Accepted

User avatar
The Knockout Gun Gals
Senator
 
Posts: 4927
Founded: Aug 06, 2012
Inoffensive Centrist Democracy

Postby The Knockout Gun Gals » Wed Mar 21, 2018 7:25 pm

The Knockout Gun Gals wrote:
Faction/Nation Flag (Optional):
Faction/Nation Name: Horsemen
Faction/Nation Role: Tribe
Faction/Nation Territory: Louisville, Kentucky.
Capital City/Faction HQ: N/A
Population: 7,380
Government: Tribal Despotism, with tribal battle one-on-one as the single method of electing the ruler of the tribe, for every 5 years or when the current tribal chief died.
Leaders:
- Tribal Chief Q'uoana Kilcher
- Tribal General Hans Gulcher
National/Group Ideology: Authoritarian, with the goal to expand their influence and range of area to all of Mississippi.
Military: The military's idea is based around cavalry and horses, so most of the military are cavalry corps, though existed militia force as well, with significantly fewer in numbers. Both the cavalry and the militia are armed with weapons of various types and standards, like swords, spears, bow and arrow, as well as firearms. The most advanced ballistic weaponry they can get are distributed to the tribal chief's personal bodyguard corps. From 4,000-strong military, about 1,000 of them are foot infantry with the rest being cavalry.
Major Towns or Locations: Instead of building new buildings, they repurposed old and abandoned buildings in Louisville, usually the one with the higher heights as outposts. They put the largest buildings with well-secured exits and entry points as warehouses and place for living. They also put the smaller buildings as armories and emergency armories.
History:

Before they came up to Louisville, they were first raised in Louisiana. In the past, Louisiana used to be very lawless before the birth of several permanent settlements, villages, cities, turned to sanctuary of safety. However, there is a tribal faction, not quite interested in settling properly due to their nomadic nature and instead decided to carve their own fate. One such faction is a tribe named Horsemen by its people and those who felt their wrath. Formed up from several small groups of Native Americans who rode on horses and the White Americans who formed some kind of traveling survivalists who realized that unity was the tool necessary for survival. At first, the leadership was very united in nature, while the tribe was more or less equipped with pre-war equipment and thus quite reckoned as a force.

However, as things progressed, the leadership broke, particularly because of the Whites insisted a single leadership under the Whites while the Natives insisted on tribal democratic leadership. As the result, those who wanted their own leadership broke off and the tribe went through major reorganization, as well as the full utilization of cavalry to promoted less use of fuel and to use the natural transportation. The conflict with their former ally came to a head one day, and the Natives won, though not without its own casualties. Later on, they decided to move to Mississippi for a safer and better land, as they argued that Louisiana was no longer a safe place for them.

They began to settled in Kentucky, moving from places to places while trading and occasional raiding for resources. As of now, they settled in Louisville, the former largest city of that state. At the same time, their army now more or less bit more diverse but still less armed than before. The new leadership put a White general and a Native American tribal chief as major leaders.


Done. I added Louisville and Kentucky instead.
The Knockout Gun Gals wrote:
TriStates wrote:Covenant declare a crusade, and wage jihad against the UNSC and Insurrectionists for 30 years.

So Covenant declare a crusade and then wage jihad? :p

User avatar
Arengin Union
Powerbroker
 
Posts: 8858
Founded: Feb 23, 2016
Left-Leaning College State

The Protagonist (Legend Name Pending)

Postby Arengin Union » Wed Mar 21, 2018 7:43 pm

Name of Character:Johnathan Glass
Age of Character:30
Appearance:Image
Gender:Male
Faction Alignment: N/A
Character S.P.E.C.I.A.L:
S:6
P:6
E:7
C:6
I:6
A:4
L:5
Equipment:
  • Hunter Backpack
  • Long Trench coat Survivor Outfit
Character Backstory:
Coming from the North, John was a man of mystery to those that saw him arrive from a merchant ship down in the Baltimore port. No one really minded him, given the individualistic nature of the people of Vault City he was largely ignored. He carried himself as someone not looking for trouble, carrying little with him other than a rifle, and a backpack. He looked around the city for a while, not noticing he had been followed since the moment he stepped foot out of the ship. John got some good sold at the local general store and got on his own merry way, with some hundred caps on his pocket he was ready to buy a horse to get on his way.

His plans would be foiled when he was intercepted by several slavers while galloping down on the road outside the city walls. Quickly put down by an electric net he was dragged down to the Iwashi family plantation. John was dragged back into Vault City territory, this time as a slave as his newly bought horse was taken away and so he was sold for a measly 100 caps to the plant owners. Soon he was quickly freed from the cage he had been brought in along other slaves, rifle pointed at his head and told to "get to work" in picking up punga fruits, which the plantation used to make a chem called "Stuma" a hallucinogen that when ingested would make the person see things. John has no plans to stay in this plantation, and now he's current goal is getting out of this shit place, but is going out into this region he knows little about a good idea? Only destiny will tell.
Last edited by Arengin Union on Fri Mar 30, 2018 10:43 pm, edited 3 times in total.
"I do as I please"
-King Abraham Markev final words before jumping into a cage to fight a lion.

Proud member of the Federation of Allies

User avatar
The Traansval
Powerbroker
 
Posts: 9300
Founded: Jun 26, 2016
Ex-Nation

Postby The Traansval » Wed Mar 21, 2018 7:48 pm

The Knockout Gun Gals wrote:
The Knockout Gun Gals wrote:
Faction/Nation Flag (Optional):
Faction/Nation Name: Horsemen
Faction/Nation Role: Tribe
Faction/Nation Territory: Louisville, Kentucky.
Capital City/Faction HQ: N/A
Population: 7,380
Government: Tribal Despotism, with tribal battle one-on-one as the single method of electing the ruler of the tribe, for every 5 years or when the current tribal chief died.
Leaders:
- Tribal Chief Q'uoana Kilcher
- Tribal General Hans Gulcher
National/Group Ideology: Authoritarian, with the goal to expand their influence and range of area to all of Mississippi.
Military: The military's idea is based around cavalry and horses, so most of the military are cavalry corps, though existed militia force as well, with significantly fewer in numbers. Both the cavalry and the militia are armed with weapons of various types and standards, like swords, spears, bow and arrow, as well as firearms. The most advanced ballistic weaponry they can get are distributed to the tribal chief's personal bodyguard corps. From 4,000-strong military, about 1,000 of them are foot infantry with the rest being cavalry.
Major Towns or Locations: Instead of building new buildings, they repurposed old and abandoned buildings in Louisville, usually the one with the higher heights as outposts. They put the largest buildings with well-secured exits and entry points as warehouses and place for living. They also put the smaller buildings as armories and emergency armories.
History:

Before they came up to Louisville, they were first raised in Louisiana. In the past, Louisiana used to be very lawless before the birth of several permanent settlements, villages, cities, turned to sanctuary of safety. However, there is a tribal faction, not quite interested in settling properly due to their nomadic nature and instead decided to carve their own fate. One such faction is a tribe named Horsemen by its people and those who felt their wrath. Formed up from several small groups of Native Americans who rode on horses and the White Americans who formed some kind of traveling survivalists who realized that unity was the tool necessary for survival. At first, the leadership was very united in nature, while the tribe was more or less equipped with pre-war equipment and thus quite reckoned as a force.

However, as things progressed, the leadership broke, particularly because of the Whites insisted a single leadership under the Whites while the Natives insisted on tribal democratic leadership. As the result, those who wanted their own leadership broke off and the tribe went through major reorganization, as well as the full utilization of cavalry to promoted less use of fuel and to use the natural transportation. The conflict with their former ally came to a head one day, and the Natives won, though not without its own casualties. Later on, they decided to move to Mississippi for a safer and better land, as they argued that Louisiana was no longer a safe place for them.

They began to settled in Kentucky, moving from places to places while trading and occasional raiding for resources. As of now, they settled in Louisville, the former largest city of that state. At the same time, their army now more or less bit more diverse but still less armed than before. The new leadership put a White general and a Native American tribal chief as major leaders.


Done. I added Louisville and Kentucky instead.


So, just to clarify, does your tribe control Louisville only or does you Area of Influence stretch over all or atleast most of Kentucky?

Arengin Union wrote:
Name of Character:Johnathan Glass
Age of Character:30
Appearance:(Image)
Gender:Male
Faction Alignment: None
Character S.P.E.C.I.A.L:
S:7
P:6
E:7
C:6
I:6
A:4
L:5
Equipment:
  • Hunter Backpack
  • Long Trench coat Survivor Outfit
Character Backstory:
Coming from the North, John was a man of mystery to those that saw him arrive from a merchant ship down in the Baltimore port. No one really minded him, given the individualistic nature of the people of Vault City he was largely ignored. He carried himself as someone not looking for trouble, carrying little with him other than a rifle, and a backpack. He looked around the city for a while, not noticing he had been followed since the moment he stepped foot out of the ship. John got some good sold at the local general store and got on his own merry way, with some hundred caps on his pocket he was ready to buy a horse to get on his way.

His plans would be foiled when he was intercepted by several slavers while galloping down on the road outside the city walls. Quickly put down by an electric net he was dragged down to the Iwashi family plantation. John was dragged back into Vault City territory, this time as a slave as his newly bought horse was taken away and so he was sold for a hefty 5,000 caps to the plant owners. Soon he was quickly set free from the cage he had been put in, rifle pointed at his head and told to "get to work" in picking up punga fruits, which the plantation used to make a chem called "Stuma" a hallucinogen that when ingested would make the person see things. John has no plans to stay in this plantation, and now he's current goal is getting out, but is going out into this region he knows little about a good idea? Only destiny will tell.

Accepted

User avatar
The Knockout Gun Gals
Senator
 
Posts: 4927
Founded: Aug 06, 2012
Inoffensive Centrist Democracy

Postby The Knockout Gun Gals » Wed Mar 21, 2018 7:57 pm

AOI stretches to almost all of Kentucky, but the tribe physically controls Louisville and the surrounding borders of Louisville.
The Knockout Gun Gals wrote:
TriStates wrote:Covenant declare a crusade, and wage jihad against the UNSC and Insurrectionists for 30 years.

So Covenant declare a crusade and then wage jihad? :p

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The Traansval
Powerbroker
 
Posts: 9300
Founded: Jun 26, 2016
Ex-Nation

Postby The Traansval » Wed Mar 21, 2018 8:15 pm

The Knockout Gun Gals wrote:AOI stretches to almost all of Kentucky, but the tribe physically controls Louisville and the surrounding borders of Louisville.

Ok, in that case your app is accepted.

User avatar
The Knockout Gun Gals
Senator
 
Posts: 4927
Founded: Aug 06, 2012
Inoffensive Centrist Democracy

Postby The Knockout Gun Gals » Wed Mar 21, 2018 8:17 pm

yay!
The Knockout Gun Gals wrote:
TriStates wrote:Covenant declare a crusade, and wage jihad against the UNSC and Insurrectionists for 30 years.

So Covenant declare a crusade and then wage jihad? :p

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Elerian
Postmaster-General
 
Posts: 11563
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Wed Mar 21, 2018 8:41 pm

If a Regional Power slot is open, I'd like to reserve Florida and southern Georgia.

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The Traansval
Powerbroker
 
Posts: 9300
Founded: Jun 26, 2016
Ex-Nation

Postby The Traansval » Wed Mar 21, 2018 9:03 pm

Elerian wrote:If a Regional Power slot is open, I'd like to reserve Florida and southern Georgia.

Reserved.

User avatar
Tysoania
Ambassador
 
Posts: 1285
Founded: Mar 26, 2012
Ex-Nation

Postby Tysoania » Wed Mar 21, 2018 9:52 pm

So, quick question.

How am I supposed to interpret the Wikipedia link for Islamic philosophy?
The Cold War in 6 words:
Monsone wrote:the USSR is up to something

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The Traansval
Powerbroker
 
Posts: 9300
Founded: Jun 26, 2016
Ex-Nation

Postby The Traansval » Wed Mar 21, 2018 10:02 pm

Tysoania wrote:So, quick question.

How am I supposed to interpret the Wikipedia link for Islamic philosophy?

Excuse me? I'm not sure i comprehend?

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The Knockout Gun Gals
Senator
 
Posts: 4927
Founded: Aug 06, 2012
Inoffensive Centrist Democracy

Postby The Knockout Gun Gals » Wed Mar 21, 2018 10:10 pm

Tysoania wrote:So, quick question.

How am I supposed to interpret the Wikipedia link for Islamic philosophy?


Right. Yeah. I am accidentally posted the link to Wikipedia thread.
The Knockout Gun Gals wrote:
TriStates wrote:Covenant declare a crusade, and wage jihad against the UNSC and Insurrectionists for 30 years.

So Covenant declare a crusade and then wage jihad? :p

User avatar
Skarten
Senator
 
Posts: 4679
Founded: Dec 08, 2015
Ex-Nation

Postby Skarten » Thu Mar 22, 2018 2:09 am

What about my app

User avatar
Asturial
Envoy
 
Posts: 265
Founded: Apr 30, 2017
Ex-Nation

Postby Asturial » Thu Mar 22, 2018 5:32 am

Faction/Nation Flag (Optional):
Image

Faction/Nation Name: Morgan Domain
Faction/Nation Role: Minor Power
Faction/Nation Territory: Roughly from Palo Duro Canyon south of Amarillo Texas North to Dalhart Texas
Capital City/Faction HQ: Amarillo
Population: 7,785
Government: Pseudo Feudal Military Dictatorship
Leaders: General William Morgan , Colonel Sherman Grace, and Colonel Mary Crowe
National/Group Ideology: Expand and establish dealings with other organized factions, primarily to expand along the Interstate 40
Military: The military is a conscripted force, considered a portion of each small community's tribute to General Morgan's army. New recruits are separated from one another and put into units with recruits from other communities in Fort Meredith (located at Lake Meredith), where they are trained. The training is brutal but after two months training they are moved to their new units wherever they are needed. The vast majority of troops are armed with basic melee weapons and a pipe rifle alongside five pre-war military weapons for every ten man squad, however they are encouraged to scavenge weapons when they have the opportunity. There is also a single unit of twelve who operate and maintain three small towed howitzers which primarily remain in the capital. Lastly all Morgan soldiers are trained for riding horses, as the small number of forces must be able to remain highly mobile, leading them to be excellent scouts with more experienced soldiers even able to fire from horseback with good accuracy. There is a large lack of energy weapons all around outside of the General and the Colonels who each have laser pistols and in the General's case a Plasma rifle.
Major Towns or Locations: Fort Meredith (At Lake Meredith), Fort Palo Duro (at the Big Cave in Palo Duro Canyon), Amarillo (now centered around the American quarter horse association which acts as the Capital building and "keep" for Amarillo), Dalhart (based in central Dalhart)
History: The original General Morgan was a small time farmer prior to the war. However during the war with China, he began to get a small following speaking publicly about what he felt was the dangers of the current way of life. Preaching continuously about traditional American values, and masquerading as a self help guru he created a 5 step program for a good life called the Morgan Method. A version of which now dictates the Morgan Domain. Morgan and his most trusted followers became obsessed with the idea that nuclear fire was fast approaching and between the nine original families that founded the Domain they stockpiled supplies and built rudimentary shelters of their own. When the bombs fell the families survived and soon the re-emerged into the landscape outside of Amarillo and began looking to rebuild. Their strict adherence to their 5-point mission statement drove them onward, toward what Morgan referred to as the apex state. A point when both the citizens and nation itself has reached the point of perfection growing and strengthening on it's own.

Morgan in truth would not live long after emerging from the makeshift bunker used by the Morganists. He died thirteen years afterward, but had lived long enough to get his fledgling community to establish itself in a sturdy set of buildings near the center of Amarillo. While destroyed, and lacking good farm land outside of small plots, the area was a hotspot for early trade. While many traders the Morganists actually traded with,
others they ambushed on the roads and took their goods, and occasionally some of the people for their own. Pressing these new thralls into labor to farm and work for the nine families the Morganists were beginnnig to truly follow their former leader's mantra. Step one build a foundation, Step two identify a resource for use, Step three establish a workforce, Step four identify a leadership, and Step five Identify a goal. The five steps were easily enough to create for the Morganists, the Eldest son of the late leader of the group Joseph Morgan was made the leader. Lastly the goal to make contact with another settlement within two years became the main driving factor for them.

By Joseph Morgan's passing the Morganists had established contact and trade with several small communities ranging as far away as Lake Meredith. Having grown the Morgans established a rigid pecking order with their new leader Andrew Morgan at the top taking the position of General as he led the small forces they could muster against raiders in the region, the hyper-survivalist mentality carried on from their progenitors and soon under Andrew the Morganists formed a backbone of a coalition of fighters organized to defeat increasing raider parties nearby.

This would come back to haunt these communities as soon, Andrew and his closest followers were given more and more power in this minor coalition. After years of eroding the power of it's neighbors Andrew began taking over the role of a governor as well as commander, which sparked infighting. It took another ten years, but eventually the coalition was pacified. The new leaders in these communities were hand picked by Andrew Morgan and his two commanders Victoria Grace, and Carl Crowe, the true founding of the Morgan Domain had occurred. Enacting a system of forcefully moving possible threats to power to other settlements as thralls, Morgan had the Meredith Fort constructed, and began a more organized structure of the military.

Andrew Morgan's structures and projects remain in effect to this day. When he died the Domain was entering it's best period of time so far. Outposts and patrols kept the worst of the raiders at bay, the rigid system of hierarchy kept the populace in check, and even as Andrew died and his young son William stepped up to the plate the Domain hardly skipped a beat. Some of the most prevalent Morganists however began to feel the need for a Morgan leader to remain in power and the fact that some felt the original principles for the Apex state had been met. For years a secret plot to overthrow the Morgan dynasty swirled among the upper levels of the Domain. William however eventually became aware of it, and before it could put any plan into action, a few appointments of childhood friends into better positions, and a brutal purge, secured the future for William.

Now William Morgan with a secure foundation looks outwards, a need for new trade has arisen, and a desire for new obstacles to overcome.

User avatar
The Tophat Empire
Senator
 
Posts: 4825
Founded: Sep 26, 2014
Ex-Nation

Wippity-wip-wip

Postby The Tophat Empire » Thu Mar 22, 2018 6:36 am

Faction/Nation Flag (Optional): Here, to big for IMG code

Faction/Nation Name: The United Kingdom of The Tophat Empire

Faction/Nation Role: Minor power

Faction/Nation Territory: HERE

Capital City/Faction HQ: the capital is a pre-war bunker of military origin close to a water dam/power plant(exact location to come). Where the house of government and military is inside the bunker, most live in the village outside

Population: ca 22000

Government: Electoral monarchy, where every "district" elects a representative that then together with the military high command elect a Emperor for life(a bit more complex to ensure that there is no bribery or foul play, but short version is that)

Leaders: Wiking Bjorensson - Emperor
Johan Doe - Chief Speaker of the Civilians
Victoria Smith - Sub commander of the armed forces

National/Group Ideology: (What is your ideology of your nation or group? What are the goals, ambitions, etc.)

Military: 0.75% of population in volunteer core army(165 men, Mostly made up of elite cavalry), around 3% in reserve/home guard(660-ish men divided into local platoons/sections, 1/2th are rapid response and have there gear at home at all times), the navy is basically non exsistant, and instead the nation has a coastal artillery unit that is in charge of keeping the shores safe
Type 3 Combat Rifle
Type 1 Pistol Rifle
Standard Uniform
Grenadier Uniform
Cavalry Uniform
This is just the standard kit, and other gear is available and used on a need-to-use basis

IF you want me to develop more into squad compostions and tactical/strategical doctrine, let me know and ill write something thing up

Major Towns or Locations: Capital: Jackssonville(Named "The Capital") Wilmington(named "Wellingtonne") a major hub of trading and production, Morehead City(named "Mole-Head Village) a major fishing and agriculture hub. Angola Bay Game Land(Named Angola Army Base) a major staging area, and industry hub

History: In the city of Jackssonville, there was a bunker, not a vault mind you, but a military control bunker. The the nuclear shit impacted the fan, the military unit in the bunker sat and listened to radio, radar and sonar in the sea outside. For many years they waited, and listened to the world that started to grew among the wastes. But they waited, for long, and when the first generation born inside the military compound,
and into the unit itself, trained since childhood days entered the world of adulthood, they decided that it was time to reclaim the world above. Armed with rifles from before the war, modified with time, some early variants of power Armour, and CBRN combat suits they strode into the world that had come to be. this was many years ago, and since then it has grown into a proper nation, after all, if you advertise security, power,
food and knowledge from the old world, who would want to join in. This nation has grown and expanded, and developed a interesting martial culture and tradition. But the core of the nation is still that bunker, and it's system of radios, sonars and radars, tended to and keept in working order by trained technicians that almost worship the technology
Last edited by The Tophat Empire on Sat Mar 24, 2018 4:51 pm, edited 8 times in total.
FT, but roam where i please
It does not reflect my real life world political views, which are considerably less authoritarian and more moderate
Refer to my factbook for canon, it´s however out of date, and badly written. So take it with a grain of salt

User avatar
Tysoania
Ambassador
 
Posts: 1285
Founded: Mar 26, 2012
Ex-Nation

Postby Tysoania » Thu Mar 22, 2018 8:10 am

The Knockout Gun Gals wrote:
Tysoania wrote:So, quick question.

How am I supposed to interpret the Wikipedia link for Islamic philosophy?


Right. Yeah. I am accidentally posted the link to Wikipedia thread.

Ah. That make more sense than what I thought.
The Cold War in 6 words:
Monsone wrote:the USSR is up to something

User avatar
Elerian
Postmaster-General
 
Posts: 11563
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Thu Mar 22, 2018 12:21 pm

Image

Faction/Nation Name: Gulf Commonwealth

Faction/Nation Role: Regional Power

Faction/Nation Territory: Florida and the southern half of Georgia including Savannah and Columbus

Capital City/Faction HQ: Orlando Florida

Population: 920,000

Government: Republic

Leaders: President James Caldwell
VP Franklin Kersey

National/Group Ideology: Although it varies by party, there is a general sense that the nation is at least somewhat democratic. That said there are a number of parties within the Republic that advocate for different goals and ideologies.

Military:
The Commonwealth’s forces are split into two branches, the Army and the Navy. The Commonwealth’s Army is by far the largest component of its armed forces. The Army, while somewhat small, is diverse and highly adaptable. As such, it can be divided into several major categories:


Army:

Army Corps (10,000) – The Army Corps is the mainstay of the Commonwealth’s army. The standard infantry squad consists of several Riflemen equipped with the standard Service Rifle, an Automatic Riflemen with an LMG, and often a Designated Marksman with a Marksmen Carbine.

Army Reserve (6,000) - Armed similarly to the Regular Army Corps, the Army Reserve works largely the same as any pre or post war Army Reserve. When the men are needed they are given 14 days notice to report to a local Army post where they will be organized and distributed into their respective units. To keep them on their toes, Army Reservists are required to report for training one weekend out of every month save December.

Heavy Infantry Division (3,000) – Veteran Troopers all, these are the heavy hitters of the Commonwealth’s army. Better equipped, trained, and with prior experience to boot, the Heavy Infantry is a force to be reckoned with.

Pathfinders (400) - A separate Special Forces branch, known as the Pathfinders. Pathfinders have access to the best weapons and armor the Commonwealth has to offer.

Mechanized Brigade (500) – The Mechanized Division is largely just a fancy word for logistics detail. The Mechanized Division operates a number of cargo trucks to ferry supplies and soldiers to the front lines.

Marcher Brigades (5,000) - A relatively new addition to the Commonwealth’s military, the Marcher Brigades are made up of militiamen loyal to the government in Orlando. Given the authority to act in a similar fashion to the Army, the Marcher Brigades are expected to react to threats that the Army are slower to respond to. To achieve this, the Marcher Brigades are equipped with horses and are expected to act as Light/Irregular Infantry.

1st Army Corps (1,000) - Headquartered in Pensacola
2nd Army Corps (1,000) - Headquartered in Macon
3rd Army Corps (1,000) - Headquartered in Miami
4th Army Corps (1,000) - Headquartered in Brunswick
5th Army Corps (1,000) - Headquartered in Tampa
6th Army Corps (1,000) - Headquartered in Orlando
7th Army Corps (1,000) - Headquartered in Savannah
8th Army Corps (1,000) - Headquartered in Columbus
9th Army Corps (1,000) - Headquartered in Augusta
10th Army Corps (1,000) - Headquartered in Fort Myers

1st Regional Army Corps Reserve (1,000) - Inactive
2nd Regional Army Corps Reserve (1,000) - Inactive
3rd Regional Army Corps Reserve (1,000) - Inactive
4th Regional Army Corps Reserve (1,000) - Inactive
5th Regional Army Corps Reserve (1,000) - Inactive
6th Regional Army Corps Reserve (1,000) - Inactive

1st Heavy Infantry Division (1,000) - Headquartered in Daytona Beach
2nd Heavy Infantry Division (1,000) - Headquartered in Tallahassee
3rd Heavy Infantry Division (1,000) - Headquartered in Gainesville

1st Mechanized Brigade (500) - Headquartered in Orlando

Pathfinders (400) - Classified

Columbus Marcher Brigade (500) - Active
Savannah Marcher Brigade (500) - Active
Albany Marcher Brigade (500) - Active
Foreverglade Marcher Brigade (500) - Active
West Frontier Marcher Brigade (500) - Active
West Frontier Marcher Brigade (500) - Active
North Frontier Marcher Brigade (500) - Active
North Frontier Marcher Brigade (500) - Active
East Frontier Marcher Brigade (500) - Active
East Frontier Marcher Brigade (500) - Active


Navy:
The Commonwealth’s Navy is an element of the Commonwealth’s armed forces that has always been stretched rather thin. With a massive coastline to protect, the Navy has done its best to police and project the Commonwealth’s power with what it has on hand. To achieve this, the Navy operates three screw propelled Sloops of War, three smaller Cutters, and stations smaller vessels in the harbors of major trading settlements like Miami.

Major Towns or Locations:
Tampa
Jacksonville
Miami
Pensacola
Fort Myers
Macon
Savannah
Columbus

History: The Gulf Commonwealth is an up and coming polity in the Southern wasteland. A federation of four city-states, it was formed to promote the safety of their corner of the wasteland and to facilitate more fluid trade between the cities and their dependents.

The Gulf Commonwealth was formally founded through an initiative begun by Orlando, one of the largest post-war settlements in the Florida region, in 2145. By this time, an agricultural economy with medieval-level industry had been established in what was once Central Florida, with a number of major dependent and allied communities to the east and west of Orlando. The federalization of these ties with the signing of the Gulf Treaty by the four major city-states, of which Orlando was the de facto leader, established a joint Federal Government.

From 2146 to 2148, the Three Congresses were held in Orlando. Each one touched upon the different issues of the forming government, ranging from land distribution to individual rights. Institutions were established, such as the formalization of a central military, to courts who could attend to criminal proceedings, and bureaus to oversee production in the industry-heavy areas. Finally, in 2148 a constitution was drafted and ratified by the new Commonwealth government. In a similar vein to the old world United States constitution, it provided basic rights and privileges to its citizenry.

Since then the Commonwealth has interested itself in greatly increasing its holdings, making its lands safe from malcontents and mutants, and keeping its aged cities together. They assume power and profit will follow safety and security, and take a dim view of anyone who promotes anarchy.
Last edited by Elerian on Sun Apr 08, 2018 12:06 pm, edited 8 times in total.

User avatar
The Traansval
Powerbroker
 
Posts: 9300
Founded: Jun 26, 2016
Ex-Nation

Postby The Traansval » Thu Mar 22, 2018 12:44 pm

Asturial wrote:
Faction/Nation Flag (Optional):
Faction/Nation Name: Morgan Domain
Faction/Nation Role: Minor Power
Faction/Nation Territory: Roughly from Palo Duro Canyon south of Amarillo Texas North to Dalhart Texas
Capital City/Faction HQ: Amarillo
Population: 7,785
Government: Pseudo Feudal Military Dictatorship
Leaders: General William Morgan , Colonel Sherman Grace, and Colonel Mary Crowe
National/Group Ideology: Expand and establish dealings with other organized factions, primarily to expand along the Interstate 40
Military: The military is a conscripted force, considered a portion of each small community's tribute to General Morgan's army. New recruits are separated from one another and put into units with recruits from other communities in Fort Meredith (located at Lake Meredith), where they are trained. The training is brutal but after two months training they are moved to their new units wherever they are needed. The vast majority of troops are armed with basic melee weapons and a pipe rifle alongside five pre-war military weapons for every ten man squad, however they are encouraged to scavenge weapons when they have the opportunity. There is also a single unit of twelve who operate and maintain three small towed howitzers which primarily remain in the capital. Lastly all Morgan soldiers are trained for riding horses, as the small number of forces must be able to remain highly mobile, leading them to be excellent scouts with more experienced soldiers even able to fire from horseback with good accuracy. There is a large lack of energy weapons all around outside of the General and the Colonels who each have laser pistols and in the General's case a Plasma rifle.
Major Towns or Locations: Fort Meredith (At Lake Meredith), Fort Palo Duro (at the Big Cave in Palo Duro Canyon), Amarillo (now centered around the American quarter horse association which acts as the Capital building and "keep" for Amarillo), Dalhart (based in central Dalhart)
History: The original General Morgan was a small time farmer prior to the war. However during the war with China, he began to get a small following speaking publicly about what he felt was the dangers of the current way of life. Preaching continuously about traditional American values, and masquerading as a self help guru he created a 5 step program for a good life called the Morgan Method. A version of which now dictates the Morgan Domain. Morgan and his most trusted followers became obsessed with the idea that nuclear fire was fast approaching and between the nine original families that founded the Domain they stockpiled supplies and built rudimentary shelters of their own. When the bombs fell the families survived and soon the re-emerged into the landscape outside of Amarillo and began looking to rebuild. Their strict adherence to their 5-point mission statement drove them onward, toward what Morgan referred to as the apex state. A point when both the citizens and nation itself has reached the point of perfection growing and strengthening on it's own.

Morgan in truth would not live long after emerging from the makeshift bunker used by the Morganists. He died thirteen years afterward, but had lived long enough to get his fledgling community to establish itself in a sturdy set of buildings near the center of Amarillo. While destroyed, and lacking good farm land outside of small plots, the area was a hotspot for early trade. While many traders the Morganists actually traded with,
others they ambushed on the roads and took their goods, and occasionally some of the people for their own. Pressing these new thralls into labor to farm and work for the nine families the Morganists were beginnnig to truly follow their former leader's mantra. Step one build a foundation, Step two identify a resource for use, Step three establish a workforce, Step four identify a leadership, and Step five Identify a goal. The five steps were easily enough to create for the Morganists, the Eldest son of the late leader of the group Joseph Morgan was made the leader. Lastly the goal to make contact with another settlement within two years became the main driving factor for them.

By Joseph Morgan's passing the Morganists had established contact and trade with several small communities ranging as far away as Lake Meredith. Having grown the Morgans established a rigid pecking order with their new leader Andrew Morgan at the top taking the position of General as he led the small forces they could muster against raiders in the region, the hyper-survivalist mentality carried on from their progenitors and soon under Andrew the Morganists formed a backbone of a coalition of fighters organized to defeat increasing raider parties nearby.

This would come back to haunt these communities as soon, Andrew and his closest followers were given more and more power in this minor coalition. After years of eroding the power of it's neighbors Andrew began taking over the role of a governor as well as commander, which sparked infighting. It took another ten years, but eventually the coalition was pacified. The new leaders in these communities were hand picked by Andrew Morgan and his two commanders Victoria Grace, and Carl Crowe, the true founding of the Morgan Domain had occurred. Enacting a system of forcefully moving possible threats to power to other settlements as thralls, Morgan had the Meredith Fort constructed, and began a more organized structure of the military.

Andrew Morgan's structures and projects remain in effect to this day. When he died the Domain was entering it's best period of time so far. Outposts and patrols kept the worst of the raiders at bay, the rigid system of hierarchy kept the populace in check, and even as Andrew died and his young son William stepped up to the plate the Domain hardly skipped a beat. Some of the most prevalent Morganists however began to feel the need for a Morgan leader to remain in power and the fact that some felt the original principles for the Apex state had been met. For years a secret plot to overthrow the Morgan dynasty swirled among the upper levels of the Domain. William however eventually became aware of it, and before it could put any plan into action, a few appointments of childhood friends into better positions, and a brutal purge, secured the future for William.

Now William Morgan with a secure foundation looks outwards, a need for new trade has arisen, and a desire for new obstacles to overcome.

Accepted.

The Tophat Empire wrote:
Faction/Nation Flag (Optional): Will get around to, i think

Faction/Nation Name: The United Kingdom of The Tophat Empire

Faction/Nation Role: Minor power

Faction/Nation Territory: HERE

Capital City/Faction HQ: the capital is a pre-war bunker of military origin close to a water dam/power plant(exact location to come). Where the house of government and military is inside the bunker, most live in the village outside

Population: ca 500,000(stand by for final corrections)

Government: Electoral monarchy, where every "district" elects a representative that then together with the military high command elect a Emperor for life(a bit more complex to ensure that there is no bribery or foul play, but short version is that)

Leaders: Wiking Bjorensson - Emperor
Johan Doe - Chief Speaker of the Civilians
Victoria Smith - Sub commander of the armed forces

National/Group Ideology: (What is your ideology of your nation or group? What are the goals, ambitions, etc.)

Military: 0.75% of population in vollonteer core army, around 2.25% in reserve/home guard
Type 3 Combat Rifle
Type 1 Pistol Rifle
Standard Uniform
Breacher Uniform
Cavalry Uniform
This is just the standard kit, and other gear is available and used on a need-to-use basis

Major Towns or Locations: (Do you have other major towns or installations outside of your capital or faction headquarters for your nation or group respectively? List as many as you can, and also why they are important.)

History: (How did your nation or group come to be?)


Looking good so far, although keep in mind there will be a Regional Power in North and parts of South Carolina that will be on your border there, i haven't added it in on the map yet but basically he'll have all of North Carolina that you don't have. Although, i have to say your population is way to large for a minor power of your size. Your population would probably be closer to around 12-20 thousand.

Elerian wrote:
(Image)

Faction/Nation Name: Gulf Commonwealth

Faction/Nation Role: Regional Power

Faction/Nation Territory: Florida and the southern half of Georgia including Savannah and Columbus

Capital City/Faction HQ: Orlando Florida

Population: By your method I would have about 900,000 people, but I think a better pop would be 600,000

Government: Republic

Leaders: President James Caldwell
VP Franklin Kersey

National/Group Ideology: Although it varies by party, there is a general sense that the nation is at least somewhat democratic. That said there are a number of parties within the Republic that advocate for different goals and ideologies.

Military:
The Commonwealth’s forces are split into two branches, the Army and the Navy. The Commonwealth’s Army is by far the largest component of its armed forces. The Army, while somewhat small, is diverse and highly adaptable. As such, it can be divided into several major categories:


Army:

Army Corps (5,000) – The Army Corps is the mainstay of the Commonwealth’s army. The standard infantry squad consists of several Riflemen equipped with the standard Battle Rifle, an Automatic Riflemen with an LMG, and often a Designated Marksman with a Marksmen Carbine.

Heavy Infantry Division (1,000) – Veteran Troopers all, these are the heavy hitters of the Commonwealth’s army. Better equipped, trained, and with prior experience to boot, the Heavy Infantry is a force to be reckoned with.

Pathfinders (250) - A separate Special Forces branch, known as the Pathfinders. Pathfinders have access to the best weapons and armor the Commonwealth has to offer.

Mechanized Brigade (500) – The Mechanized Division is largely just a fancy word for logistics detail. The Mechanized Division operates a number of cargo trucks to ferry supplies and soldiers to the front lines.

Marcher Brigades (3,000) - A relatively new addition to the Commonwealth’s military, the Marcher Brigades are made up of militiamen loyal to the government in Orlando. Given the authority to act in a similar fashion to the Army, the Marcher Brigades are expected to react to threats that the Army are slower to respond to.

1st Army Corps (1,000) - Stationed in Pensacola
2nd Army Corps (1,000) - Stationed in Macon
3rd Army Corps (1,000) - Stationed in Miami
4th Army Corps (1,000) - Stationed in Brunswick
5th Army Corps (1,000) - Stationed in Tampa

1st Heavy Infantry Division (1,000) - Stationed in Daytona Beach

1st Mechanized Brigade (500) - Stationed in Orlando

Pathfinders (250) - Classified

Columbus Marcher Brigade (500) - Inactive
Savannah Marcher Brigade (500) - Inactive
Albany Marcher Brigade (500) - Inactive
West Frontier Marcher Brigade (500) - Inactive
North Frontier Marcher Brigade (500) - Inactive
North Frontier Marcher Brigade (500) - Inactive


Navy:
The Commonwealth’s Navy is an element of the Commonwealth’s armed forces that has always been stretched rather thin. With a massive coastline to protect, the Navy has done its best to police and project the Commonwealth’s power with what it has on hand. To achieve this, the Navy operates three screw propelled Sloops of War and stations smaller vessels in the harbors of major trading settlements like Miami.

Major Towns or Locations:
Tampa
Jacksonville
Miami
Pensacola
Fort Myers

History: The Gulf Commonwealth is an up and coming polity in the Southern wasteland. A federation of four city-states, it was formed to promote the safety of their corner of the wasteland and to facilitate more fluid trade between the cities and their dependents.

The Gulf Commonwealth was formally founded through an initiative begun by Orlando, one of the largest post-war settlements in the Florida region, in 2145. By this time, an agricultural economy with medieval-level industry had been established in what was once Central Florida, with a number of major dependent and allied communities to the east and west of Orlando. The federalization of these ties with the signing of the Gulf Treaty by the four major city-states, of which Orlando was the de facto leader, established a joint Federal Government.

From 2146 to 2148, the Three Congresses were held in Orlando. Each one touched upon the different issues of the forming government, ranging from land distribution to individual rights. Institutions were established, such as the formalization of a central military, to courts who could attend to criminal proceedings, and bureaus to oversee production in the industry-heavy areas. Finally, in 2148 a constitution was drafted and ratified by the new Commonwealth government. In a similar vein to the old world United States constitution, it provided basic rights and privileges to its citizenry.

Since then the Commonwealth has interested itself in greatly increasing its holdings, making its lands safe from malcontents and mutants, and keeping its aged cities together. They assume power and profit will follow safety and security, and take a dim view of anyone who promotes anarchy.


Accepted

User avatar
Puertollano
Negotiator
 
Posts: 5321
Founded: Nov 30, 2015
Ex-Nation

Postby Puertollano » Thu Mar 22, 2018 2:15 pm

Where were the bombs dropped in the South?

I'm thinking of creating a branch of the Children of Atom.
Senator Levi Murphy (D-MN)
Chairwoman Lilyana Wolf (R-ME)
J.P. Randy Cramp (R-TX)
Mayor Tammy Tablot (I-NV)

User avatar
The Traansval
Powerbroker
 
Posts: 9300
Founded: Jun 26, 2016
Ex-Nation

Postby The Traansval » Thu Mar 22, 2018 2:40 pm

Puertollano wrote:Where were the bombs dropped in the South?

I'm thinking of creating a branch of the Children of Atom.

Primarily in major cities and population centers. Some good locations could be; Montgomery, Alabama; The area between Washington D.C. and Baltimore; The area of Richmond not claimed by the New 95, or just any you want to choose.

User avatar
Skarten
Senator
 
Posts: 4679
Founded: Dec 08, 2015
Ex-Nation

Postby Skarten » Thu Mar 22, 2018 4:46 pm

Skarten wrote:======================
Faction/Nation Flag :
TBA (Pls heLp)
Faction/Nation Name: The Grand Tsardom
Faction/Nation Role: Raider Band
Faction/Nation Territory:North-Western Missisipi/Eastern Arkansas
Capital City/Faction HQ: Little Rock
Population: 6,000
Government:Authoritarian Raider Hierarchy
Leaders:Tsar Ludoslav
National/Group Ideology:Raiding is good.Cheeki breeki superior.
Military:Tsardom raiders are quite an unique bunch-many will wear
irregular armors, while others who are better-off will use Slavic-Styled armor,Russian armor,and most types of armor related to the slavic people.Clearly, the Elite will use heavier armors such as Combat armors and, for the best of the Tsardom, Power armors.Homewever,all scavenged armor is welcomed,so there's not much consistency.
On weapons,the same-Scavenged weaponry, pipe guns dominate the lower ranks,with some Melee weaponry in it (Usually for those who are more skilled in it)
For the More powerfull raiders homewever there is heavy use of Old World Weaponry, Energy weapons.The best the wasteland can offer to them.

Major Towns or Locations: Probably Oxford,Missisipi,Pine Bluff,Vault 142,etc.I don't know crap about the U.S,So i don't know
History:The Wastelands of Arkansas and Missisipi have always been prone to raider bands. Clearly, the majority would be small and unorganized,, nothing more than simple groups stealing and plundering.
This,homewever,was to be changed by the slavic people of Vault 142.An private vault who had been made for Svetlan Varsiky, an (Very) rich Slavic-american citizen of Arkansas.The vault was filled with people of slavic origins from the region, who were invited personally by Ludoslav.Once the bombs dropped and the door closed,
the dwellers were bombarded with Pre-Soviet propaganda about Russia and the slavic people.
Once the vault opened, the dwellers found themselves in a..Hard situation.The settlements weren't "welcoming" to say at least.
And so, the Slavic people of vault 142 had to turn to raiding for their survival, forming the Grand Tsardom, an band that would bring chaos to the wastelands of the south.

This one is better-ish

User avatar
The Traansval
Powerbroker
 
Posts: 9300
Founded: Jun 26, 2016
Ex-Nation

Postby The Traansval » Thu Mar 22, 2018 5:18 pm

Skarten wrote:
Skarten wrote:======================
Faction/Nation Flag :
TBA (Pls heLp)
Faction/Nation Name: The Grand Tsardom
Faction/Nation Role: Raider Band
Faction/Nation Territory:North-Western Missisipi/Eastern Arkansas
Capital City/Faction HQ: Little Rock
Population: 6,000
Government:Authoritarian Raider Hierarchy
Leaders:Tsar Ludoslav
National/Group Ideology:Raiding is good.Cheeki breeki superior.
Military:Tsardom raiders are quite an unique bunch-many will wear
irregular armors, while others who are better-off will use Slavic-Styled armor,Russian armor,and most types of armor related to the slavic people.Clearly, the Elite will use heavier armors such as Combat armors and, for the best of the Tsardom, Power armors.Homewever,all scavenged armor is welcomed,so there's not much consistency.
On weapons,the same-Scavenged weaponry, pipe guns dominate the lower ranks,with some Melee weaponry in it (Usually for those who are more skilled in it)
For the More powerfull raiders homewever there is heavy use of Old World Weaponry, Energy weapons.The best the wasteland can offer to them.

Major Towns or Locations: Probably Oxford,Missisipi,Pine Bluff,Vault 142,etc.I don't know crap about the U.S,So i don't know
History:The Wastelands of Arkansas and Missisipi have always been prone to raider bands. Clearly, the majority would be small and unorganized,, nothing more than simple groups stealing and plundering.
This,homewever,was to be changed by the slavic people of Vault 142.An private vault who had been made for Svetlan Varsiky, an (Very) rich Slavic-american citizen of Arkansas.The vault was filled with people of slavic origins from the region, who were invited personally by Ludoslav.Once the bombs dropped and the door closed,
the dwellers were bombarded with Pre-Soviet propaganda about Russia and the slavic people.
Once the vault opened, the dwellers found themselves in a..Hard situation.The settlements weren't "welcoming" to say at least.
And so, the Slavic people of vault 142 had to turn to raiding for their survival, forming the Grand Tsardom, an band that would bring chaos to the wastelands of the south.

This one is better-ish

Accepted

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