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Fallout: South the Mason

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Greater Redosia
Minister
 
Posts: 3425
Founded: Aug 01, 2016
Ex-Nation

Postby Greater Redosia » Tue Mar 20, 2018 2:55 pm

The Traansval wrote:
Greater Redosia wrote:
Faction/Nation Flag (Optional):
Faction/Nation Name: Richmond Regulators

Faction/Nation Role: "tribe" (More like organized group that goes around helping settlements and definitely gets paid for doing it.)

Faction/Nation Territory:

Capital City/Faction HQ: Richmond/National Guard Office

Population: 6,541 Regulators

Government: 5 Member Regulator Council, elected from the Regulator population every 10 years (or until one of them die) in a form of Democratic Oligarchy.

Leaders: Head Regulator Garner (Old Guard), Head Regulator Lawrence (Old Guard), Head Regulator Anton (New Law Front), Head Regulator Mack (Old Guard), Head Regulator Jessie (New Law Front)

National/Group Ideology: Law and Order, Individual Freedoms, Independence, Tolerance,

Military: 573 Regulators that are constantly rotated from patrolling duty, guard duty, and basic farming duty.
1 Sloop named Law and Order mostly used for patrolling and has little in the name of armaments, mostly a couple mounted pipe machine guns
The Regulators are a ragtag group of vigilante law bringers who are made up entirely of volunteers from the local populace who join, mostly armed with hunting rifles due to them being generally reliable in almost all circumstances, though few carry around whatever they could find like pipe rifles or the occasional laser musket. Training includes 4 hour target practice first on bottles then slowly working up to brahmin, then onto stuffed targets, then finally onto bloat flies (Damn bastards are always too damn hard to hit). Along with standard patrols of 5 men that run into the occasional raider or wildlife (Poor Jimmy, that deathclaw just got too close). Regulator outposts are set along I-95 and I-64 as well as several Regulator HQs in places such as West Point, Williamsburg, Petersburg, and Fredericksburg. All outposts and HQs are given a standard radio set so that communications may run smoothly though from time to time communications get iffy due to lack of parts and generally rely on the local populace to support them.

Major Towns or Locations: Richmond, Pertersburg HQ, West Point HQ, Williamsburg HQ, Fredericksburg HQ, I-95 Regulator Checkpoints (near Prince William Forest Park and Stoney Creek), I-64 Checkpoints (near the bridges connecting State of Norfolk and Hampton, as well as one near Shenandoah National Park). All bases are important to solidify Regulator control over the certain areas, as well as making sure caravans are protected as they enter into the territory of the Regulators (with a bit of compensation for the protection of course).

History: The wasteland before the formation of the regulators were lawless, full of tribes, raiders, and few settlements that could barely defend themselves. Though many settlements cooperated with each other, supplying the others with food, weaponry, medicine or ammunition it wasn't enough to handle the onslaught of the tribals and raiders. Though the settlements had a plan, in Richmond which was the largest settlement of them all surrounded by a large wall that kept most of the harm outside the main city. After several more years of failed attempts they finally succeeded in cracking open the Richmond defenses and started negotiations with the town within.

With the settlement of Richmond on their side the settlements' leaders prepared a plan that would involve the creation of a police force for the region and to stage an incident that would bring the raider gangs and the tribes into conflict. After rounding up a small army full of volunteers with a mix and match of weapons they could be given, found, or made they set off. They caused the conflict near Lake Anna state park where a large tribe with several alliances and connection to the other tribes in the region was attacked (by the volunteer army false-flagging as the largest raider gang), they tribes sent messengers and gathered a large army of their own to fight the raiders who in turn brought their own force. After a large battle which took place outside Fredericksburg both sides suffered heavy losses which allowed the settlement's army to swoop in and clean up the remaining forces.

With the region cleaned up of raiders and tribes, the settlements agreed that an independent organization was to be created. It was made independent so that it could hold no favor towards any one settlement and was to protect the region from further outside exploiters or those that wish to do harm. The new faction naming itself the regulators took office in the Richmond National Guard Office and began to expand, taking in new members setting up checkpoints and outposts along the roads and near settlements. The formation of the Council was due to the constant conflict in which resources were to be allocated and who should represent the Regulators, at first it was made up of those that wish to do good and protect the region from harm and evil. Though as time went on corruption began to grow within the Regulators that made it split into two internal factions, the Old Guard who wish to continue their good deeds and support the region. And the New Law Front that wish to do the same albeit with benefits of payment and tributes from the towns, this was shown obvious when the council voted in favor of making settlements and caravans pay a small fee for their work though many thought this was to support the Regulators in financing for weapons and armor.

The current stage is set with 3 Old Guards and 2 New Law Fronts on the council, anything being possible in changing the balance more in favor of the old ways or leading the Regulators into a future of mercenary work and becoming the exploiters the region was hoping to avoid.


There, I even put spaces in between so it was easier to read.

This is really quite good. One thing thought, why the huge descrepency betwen your population and the amount of Armed Regulators? What do those rough 5,500 other regulars do when not actively patrolling, or is that the population of the area your protecting, because it seems quite low (Keep in mind, population for you would be the amount of Regulators you have).

Also, theres another nation thats setting up a sort of trade company type thing on the I-95 between Washington and Richmond. They haven't finished their app,and since your a Tribe/Faction your AOI can overlap others territory, but keep in mind they'll be there.

Those two points are just suggestions, otherwise this is accepted (if you do want to change your population or military do let me know)


Ah shit, didn't know about the population thing. I'll definitely change that, as for the trading company (that I totes saw and didn't know at all till now) it will be good for some story. I will definitely change the military stuff, but still have a little left behind. Because we still need those people who need to do the paperwork.
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The Manticoran Empire
Postmaster-General
 
Posts: 10506
Founded: Aug 21, 2015
Anarchy

Postby The Manticoran Empire » Tue Mar 20, 2018 3:10 pm

Faction/Nation Flag (Optional): Image
Faction/Nation Name: Republic of Washington
Faction/Nation Role: Regional Power
Faction/Nation Territory: Tennessee, parts of Northern Georgia, Alabama, and Mississippi
Capital City/Faction HQ: Compound south of Nashville, called Washington.
Population: 744,934
Government: Based on US Constitution.
Leaders: President Frank Underwood, Vice President Brian Rencher, Speaker of the House Jose Constantino, Chief Justice William Burke, Chief of Naval Operations Jeremy Smith, Chief of the General Staff Ronald Fedor, Commandant of the Militia Charles Million
National/Group Ideology: Constitutionalism, Republicanism, Free Market Economics
Military: The military Is built on several systems. First is the Militia. Each male between 16 and 35 is required to perform 1-2 days of military training each week as well as to serve as nightwatchmen, fire brigades, and other details that might be required for the community. Second is the Navy, formed around six frigates and a number of smaller ships for harbor patrol. Finally, the Regular Army, a small professional force that is well trained and heavily armed. The 4,000 men of the Regular Army, as well as the militia when Nationalized, are armed with reproductions of the FN FAL rifle, 10 magazines of 7.62x51mm Full Metal Jacket Ammunition, a primitive flak jacket sewn into their chemically treated overcoats, a gas mask, a steel helmet, 4 sandbags, a 16 inch bayonet, an entrenching tool, 6 fragmentation grenades, 2 smoke grenades, cold and wet weather gear, rucksack, a tool kit to care for equipment, a mess kit, 2 weeks of rations, bed roll, sleeping bag, tent section, grooming kit, dog tags, and field manual. While the militia and Navy use more ad-hoc organizations, the Army is organized into Regiments and Battalions. Each Battalion has 740 men, organized into 5 Companies of two platoons each, with one heavy weapons company of nine platoons equipped with machine guns and mortars. 5 battalions are assigned to the Regular Army, with 16 more battalions officially formed by the Militia. A small force of Artillery is included in the Army, making use of primitive pieces of field artillery reminiscent of the 18th Century.
Major Towns or Locations: There are dozens of towns and villages, most of whom started out as refugee camps after The War. Many are named for the cities that used to be near them before The War. Others are named for the men and women who founded them or important historical figures to the town.
History: In the wake of The War, a large group of survivors from Eastern Tennessee gathered in a small town near Nashville. Ravaged by famine, radiation sickness, and assaulted by roaming bands of criminals,
almost half the survivors died in the years immediately after The War. It was during this time, about 50 years after The War, that a man calling himself Washington approached the town. He brought with him medicines, food, and weapons, among other things. He taught the survivors how to farm in the irradiated soil, how to hunt and prepare the meat of the mutated animals that now roamed the Wastelands. He taught them survival skills for the wasteland, many of which the survivors only had rudimentary knowledge of. He also trained the young men in combat tactics and machining skills, insisting that they would need the strength of the sword to protect them and their families. After almost a decade of learning and building, the collection of Survivors attacked the Raiders in their immediate vicinity, saving many other camps of survivors from raiders and ghouls. The new Republic of Washington was formed about 100 years after The War, with control of what was once the State of Tennessee. Hundreds of thousands of miles of land with tens of thousands of civilians to protect mandated forming a strong militia reserve and the creation of fortified towns. Small towns and villages were occupied by families who's husbands and sons were issued arms and equipment and trained to use them. Every year, military missions from the Regular Army would be sent to the towns and villages to train the new Militia recruits, that year's crop of 16 year old men. Each town had at least two Armorers, usually family owned shops with two present for redundancy. The Armorers would provide the necessary equipment for the militias to defend the towns from raiders, ghouls, and other unsavory creatures.
Over the course of three generations, the population entered a boom as the Republic expanded its influence south into Georgia, Alabama, and Mississippi. Farms sprang up around the towns and villages and these attracted Raiders and nomads. The militias often took a dim view on the arrival of Raider bands and many frontier towns adopted a "shoot first, ask questions later" philosophy when dealing with strange newcomers.
Others were more understanding and managed to form business agreements with numerous travelers and clans, as well as providing introductions to some of the more cynical towns.
Over the course of 175 years, the Republic has faced trials. Famine, disease, nuclear winter, Raiders, ghouls, and mutated monstrosities all have threatened to wipe the Republic from the Earth. All have been beaten back. But the question on the minds of some is a simple one: How long will that last?
Last edited by The Manticoran Empire on Tue Mar 27, 2018 5:49 pm, edited 2 times in total.
For: Israel, Palestine, Kurdistan, American Nationalism, American citizens of Guam, American Samoa, Puerto Rico, Northern Mariana Islands, and US Virgin Islands receiving a congressional vote and being allowed to vote for president, military, veterans before refugees, guns, pro choice, LGBT marriage, plural marriage, US Constitution, World Peace, Global Unity.

Against: Communism, Socialism, Fascism, Liberalism, Theocracy, Corporatocracy.


By the Blood of our Fathers, By the Blood of our Sons, we fight, we die, we sacrifice for the Good of the Empire.

User avatar
Greater Redosia
Minister
 
Posts: 3425
Founded: Aug 01, 2016
Ex-Nation

Postby Greater Redosia » Tue Mar 20, 2018 3:13 pm

Faction/Nation Flag (Optional):
Image

Faction/Nation Name: Richmond Regulators

Faction/Nation Role: "tribe" (More like organized group that goes around helping settlements and definitely gets paid for doing it.)

Faction/Nation Territory:
Image


Capital City/Faction HQ: Richmond/National Guard Office

Population: 6,541 Regulators

Government: 5 Member Regulator Council, elected from the Regulator population every 10 years (or until one of them die) in a form of Democratic Oligarchy.

Leaders: Head Regulator Garner (Old Guard), Head Regulator Lawrence (Old Guard), Head Regulator Anton (New Law Front), Head Regulator Mack (Old Guard), Head Regulator Jessie (New Law Front)

National/Group Ideology: Law and Order, Individual Freedoms, Independence, Tolerance,

Military: 6,041 Regulators that are constantly rotated from patrolling duty, guard duty, and basic farming duty.
1 Sloop named Law and Order mostly used for patrolling and has little in the name of armaments, mostly a couple mounted pipe machine guns
The Regulators are a ragtag group of vigilante law bringers who are made up entirely of volunteers from the local populace who join, mostly armed with hunting rifles due to them being generally reliable in almost all circumstances, though few carry around whatever they could find like pipe rifles or the occasional laser musket. Training includes 4 hour target practice first on bottles then slowly working up to brahmin, then onto stuffed targets, then finally onto bloat flies (Damn bastards are always too damn hard to hit). Along with standard patrols of 5 men that run into the occasional raider or wildlife (Poor Jimmy, that deathclaw just got too close). Regulator outposts are set along I-95 and I-64 as well as several Regulator HQs in places such as West Point, Williamsburg, Petersburg, and Fredericksburg. All outposts and HQs are given a standard radio set so that communications may run smoothly though from time to time communications get iffy due to lack of parts and generally rely on the local populace to support them.

Major Towns or Locations: Richmond, Pertersburg HQ, West Point HQ, Williamsburg HQ, Fredericksburg HQ, I-95 Regulator Checkpoints (near Prince William Forest Park and Stoney Creek), I-64 Checkpoints (near the bridges connecting State of Norfolk and Hampton, as well as one near Shenandoah National Park). All bases are important to solidify Regulator control over the certain areas, as well as making sure caravans are protected as they enter into the territory of the Regulators (with a bit of compensation for the protection of course).

History: The wasteland before the formation of the regulators were lawless, full of tribes, raiders, and few settlements that could barely defend themselves. Though many settlements cooperated with each other, supplying the others with food, weaponry, medicine or ammunition it wasn't enough to handle the onslaught of the tribals and raiders. Though the settlements had a plan, in Richmond which was the largest settlement of them all surrounded by a large wall that kept most of the harm outside the main city. After several more years of failed attempts they finally succeeded in cracking open the Richmond defenses and started negotiations with the town within.

With the settlement of Richmond on their side the settlements' leaders prepared a plan that would involve the creation of a police force for the region and to stage an incident that would bring the raider gangs and the tribes into conflict. After rounding up a small army full of volunteers with a mix and match of weapons they could be given, found, or made they set off. They caused the conflict near Lake Anna state park where a large tribe with several alliances and connection to the other tribes in the region was attacked (by the volunteer army false-flagging as the largest raider gang), they tribes sent messengers and gathered a large army of their own to fight the raiders who in turn brought their own force. After a large battle which took place outside Fredericksburg both sides suffered heavy losses which allowed the settlement's army to swoop in and clean up the remaining forces.

With the region cleaned up of raiders and tribes, the settlements agreed that an independent organization was to be created. It was made independent so that it could hold no favor towards any one settlement and was to protect the region from further outside exploiters or those that wish to do harm. The new faction naming itself the regulators took office in the Richmond National Guard Office and began to expand, taking in new members setting up checkpoints and outposts along the roads and near settlements. The formation of the Council was due to the constant conflict in which resources were to be allocated and who should represent the Regulators, at first it was made up of those that wish to do good and protect the region from harm and evil. Though as time went on corruption began to grow within the Regulators that made it split into two internal factions, the Old Guard who wish to continue their good deeds and support the region. And the New Law Front that wish to do the same albeit with benefits of payment and tributes from the towns, this was shown obvious when the council voted in favor of making settlements and caravans pay a small fee for their work though many thought this was to support the Regulators in financing for weapons and armor.

The current stage is set with 3 Old Guards and 2 New Law Fronts on the council, anything being possible in changing the balance more in favor of the old ways or leading the Regulators into a future of mercenary work and becoming the exploiters the region was hoping to avoid.


Here is updated app friend
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The Manticoran Empire
Postmaster-General
 
Posts: 10506
Founded: Aug 21, 2015
Anarchy

Postby The Manticoran Empire » Tue Mar 20, 2018 3:18 pm

Greater Redosia wrote:
Faction/Nation Flag (Optional):
Faction/Nation Name: Richmond Regulators

Faction/Nation Role: "tribe" (More like organized group that goes around helping settlements and definitely gets paid for doing it.)

Faction/Nation Territory:

Capital City/Faction HQ: Richmond/National Guard Office

Population: 6,541 Regulators

Government: 5 Member Regulator Council, elected from the Regulator population every 10 years (or until one of them die) in a form of Democratic Oligarchy.

Leaders: Head Regulator Garner (Old Guard), Head Regulator Lawrence (Old Guard), Head Regulator Anton (New Law Front), Head Regulator Mack (Old Guard), Head Regulator Jessie (New Law Front)

National/Group Ideology: Law and Order, Individual Freedoms, Independence, Tolerance,

Military: 6,041 Regulators that are constantly rotated from patrolling duty, guard duty, and basic farming duty.
1 Sloop named Law and Order mostly used for patrolling and has little in the name of armaments, mostly a couple mounted pipe machine guns
The Regulators are a ragtag group of vigilante law bringers who are made up entirely of volunteers from the local populace who join, mostly armed with hunting rifles due to them being generally reliable in almost all circumstances, though few carry around whatever they could find like pipe rifles or the occasional laser musket. Training includes 4 hour target practice first on bottles then slowly working up to brahmin, then onto stuffed targets, then finally onto bloat flies (Damn bastards are always too damn hard to hit). Along with standard patrols of 5 men that run into the occasional raider or wildlife (Poor Jimmy, that deathclaw just got too close). Regulator outposts are set along I-95 and I-64 as well as several Regulator HQs in places such as West Point, Williamsburg, Petersburg, and Fredericksburg. All outposts and HQs are given a standard radio set so that communications may run smoothly though from time to time communications get iffy due to lack of parts and generally rely on the local populace to support them.

Major Towns or Locations: Richmond, Pertersburg HQ, West Point HQ, Williamsburg HQ, Fredericksburg HQ, I-95 Regulator Checkpoints (near Prince William Forest Park and Stoney Creek), I-64 Checkpoints (near the bridges connecting State of Norfolk and Hampton, as well as one near Shenandoah National Park). All bases are important to solidify Regulator control over the certain areas, as well as making sure caravans are protected as they enter into the territory of the Regulators (with a bit of compensation for the protection of course).

History: The wasteland before the formation of the regulators were lawless, full of tribes, raiders, and few settlements that could barely defend themselves. Though many settlements cooperated with each other, supplying the others with food, weaponry, medicine or ammunition it wasn't enough to handle the onslaught of the tribals and raiders. Though the settlements had a plan, in Richmond which was the largest settlement of them all surrounded by a large wall that kept most of the harm outside the main city. After several more years of failed attempts they finally succeeded in cracking open the Richmond defenses and started negotiations with the town within.

With the settlement of Richmond on their side the settlements' leaders prepared a plan that would involve the creation of a police force for the region and to stage an incident that would bring the raider gangs and the tribes into conflict. After rounding up a small army full of volunteers with a mix and match of weapons they could be given, found, or made they set off. They caused the conflict near Lake Anna state park where a large tribe with several alliances and connection to the other tribes in the region was attacked (by the volunteer army false-flagging as the largest raider gang), they tribes sent messengers and gathered a large army of their own to fight the raiders who in turn brought their own force. After a large battle which took place outside Fredericksburg both sides suffered heavy losses which allowed the settlement's army to swoop in and clean up the remaining forces.

With the region cleaned up of raiders and tribes, the settlements agreed that an independent organization was to be created. It was made independent so that it could hold no favor towards any one settlement and was to protect the region from further outside exploiters or those that wish to do harm. The new faction naming itself the regulators took office in the Richmond National Guard Office and began to expand, taking in new members setting up checkpoints and outposts along the roads and near settlements. The formation of the Council was due to the constant conflict in which resources were to be allocated and who should represent the Regulators, at first it was made up of those that wish to do good and protect the region from harm and evil. Though as time went on corruption began to grow within the Regulators that made it split into two internal factions, the Old Guard who wish to continue their good deeds and support the region. And the New Law Front that wish to do the same albeit with benefits of payment and tributes from the towns, this was shown obvious when the council voted in favor of making settlements and caravans pay a small fee for their work though many thought this was to support the Regulators in financing for weapons and armor.

The current stage is set with 3 Old Guards and 2 New Law Fronts on the council, anything being possible in changing the balance more in favor of the old ways or leading the Regulators into a future of mercenary work and becoming the exploiters the region was hoping to avoid.


Here is updated app friend

I like the idea of using Bloat Flies for target practice but Brahmin? Those are a bit easy. Why not mongrel dogs, mole rats, or rad-roaches?
For: Israel, Palestine, Kurdistan, American Nationalism, American citizens of Guam, American Samoa, Puerto Rico, Northern Mariana Islands, and US Virgin Islands receiving a congressional vote and being allowed to vote for president, military, veterans before refugees, guns, pro choice, LGBT marriage, plural marriage, US Constitution, World Peace, Global Unity.

Against: Communism, Socialism, Fascism, Liberalism, Theocracy, Corporatocracy.


By the Blood of our Fathers, By the Blood of our Sons, we fight, we die, we sacrifice for the Good of the Empire.

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

Postby The Traansval » Tue Mar 20, 2018 3:25 pm

The Manticoran Empire wrote:
Faction/Nation Flag (Optional): (Image)
Faction/Nation Name: Republic of Washington
Faction/Nation Role: Regional Power
Faction/Nation Territory: Tennessee, parts of Northern Georgia, Alabama, and Mississippi
Capital City/Faction HQ: Compound south of Nashville, called Washington.
Population: 550,000
Government: Based on US Constitution.
Leaders: President Frank Underwood, Vice President Brian Rencher, Speaker of the House Jose Constantino, Chief Justice William Burke, Chief of Naval Operations Jeremy Smith, Chief of the General Staff Ronald Fedor, Commandant of the Militia Charles Million
National/Group Ideology: Constitutionalism, Republicanism, Free Market Economics
Military: The military Is built on several systems. First is the Militia. Each male between 16 and 35 is required to perform 1-2 days of military training each week as well as to serve as nightwatchmen, fire brigades, and other details that might be required for the community. Second is the Navy, formed around six frigates and a number of smaller ships for harbor patrol. Finally, the Regular Army, a small professional force that is well trained and heavily armed. The 4,000 men of the Regular Army, as well as the militia when Nationalized, are armed with reproductions of the FN FAL rifle, 10 magazines of 7.62x51mm Full Metal Jacket Ammunition, a primitive flak jacket sewn into their chemically treated overcoats, a gas mask, a steel helmet, 4 sandbags, a 16 inch bayonet, an entrenching tool, 6 fragmentation grenades, 2 smoke grenades, cold and wet weather gear, rucksack, a tool kit to care for equipment, a mess kit, 2 weeks of rations, bed roll, sleeping bag, tent section, grooming kit, dog tags, and field manual. While the militia and Navy use more ad-hoc organizations, the Army is organized into Regiments and Battalions. Each Battalion has 740 men, organized into 5 Companies of two platoons each, with one heavy weapons company of nine platoons equipped with machine guns and mortars. 5 battalions are assigned to the Regular Army, with 16 more battalions officially formed by the Militia. A small force of Artillery is included in the Army, making use of primitive pieces of field artillery reminiscent of the 18th Century.
Major Towns or Locations: There are dozens of towns and villages, most of whom started out as refugee camps after The War. Many are named for the cities that used to be near them before The War. Others are named for the men and women who founded them or important historical figures to the town.
History: In the wake of The War, a large group of survivors from Eastern Tennessee gathered in a small town near Nashville. Ravaged by famine, radiation sickness, and assaulted by roaming bands of criminals,
almost half the survivors died in the years immediately after The War. It was during this time, about 50 years after The War, that a man calling himself Washington approached the town. He brought with him medicines, food, and weapons, among other things. He taught the survivors how to farm in the irradiated soil, how to hunt and prepare the meat of the mutated animals that now roamed the Wastelands. He taught them survival skills for the wasteland, many of which the survivors only had rudimentary knowledge of. He also trained the young men in combat tactics and machining skills, insisting that they would need the strength of the sword to protect them and their families. After almost a decade of learning and building, the collection of Survivors attacked the Raiders in their immediate vicinity, saving many other camps of survivors from raiders and ghouls. The new Republic of Washington was formed about 100 years after The War, with control of what was once the State of Tennessee. Hundreds of thousands of miles of land with tens of thousands of civilians to protect mandated forming a strong militia reserve and the creation of fortified towns. Small towns and villages were occupied by families who's husbands and sons were issued arms and equipment and trained to use them. Every year, military missions from the Regular Army would be sent to the towns and villages to train the new Militia recruits, that year's crop of 16 year old men. Each town had at least two Armorers, usually family owned shops with two present for redundancy. The Armorers would provide the necessary equipment for the militias to defend the towns from raiders, ghouls, and other unsavory creatures.
Over the course of three generations, the population entered a boom as the Republic expanded its influence south into Georgia, Alabama, and Mississippi. Farms sprang up around the towns and villages and these attracted Raiders and nomads. The militias often took a dim view on the arrival of Raider bands and many frontier towns adopted a "shoot first, ask questions later" philosophy when dealing with strange newcomers.
Others were more understanding and managed to form business agreements with numerous travelers and clans, as well as providing introductions to some of the more cynical towns.
Over the course of 175 years, the Republic has faced trials. Famine, disease, nuclear winter, Raiders, ghouls, and mutated monstrosities all have threatened to wipe the Republic from the Earth. All have been beaten back. But the question on the minds of some is a simple one: How long will that last?

Accepted.

Greater Redosia wrote:
Faction/Nation Flag (Optional):
Faction/Nation Name: Richmond Regulators

Faction/Nation Role: "tribe" (More like organized group that goes around helping settlements and definitely gets paid for doing it.)

Faction/Nation Territory:

Capital City/Faction HQ: Richmond/National Guard Office

Population: 6,541 Regulators

Government: 5 Member Regulator Council, elected from the Regulator population every 10 years (or until one of them die) in a form of Democratic Oligarchy.

Leaders: Head Regulator Garner (Old Guard), Head Regulator Lawrence (Old Guard), Head Regulator Anton (New Law Front), Head Regulator Mack (Old Guard), Head Regulator Jessie (New Law Front)

National/Group Ideology: Law and Order, Individual Freedoms, Independence, Tolerance,

Military: 6,041 Regulators that are constantly rotated from patrolling duty, guard duty, and basic farming duty.
1 Sloop named Law and Order mostly used for patrolling and has little in the name of armaments, mostly a couple mounted pipe machine guns
The Regulators are a ragtag group of vigilante law bringers who are made up entirely of volunteers from the local populace who join, mostly armed with hunting rifles due to them being generally reliable in almost all circumstances, though few carry around whatever they could find like pipe rifles or the occasional laser musket. Training includes 4 hour target practice first on bottles then slowly working up to brahmin, then onto stuffed targets, then finally onto bloat flies (Damn bastards are always too damn hard to hit). Along with standard patrols of 5 men that run into the occasional raider or wildlife (Poor Jimmy, that deathclaw just got too close). Regulator outposts are set along I-95 and I-64 as well as several Regulator HQs in places such as West Point, Williamsburg, Petersburg, and Fredericksburg. All outposts and HQs are given a standard radio set so that communications may run smoothly though from time to time communications get iffy due to lack of parts and generally rely on the local populace to support them.

Major Towns or Locations: Richmond, Pertersburg HQ, West Point HQ, Williamsburg HQ, Fredericksburg HQ, I-95 Regulator Checkpoints (near Prince William Forest Park and Stoney Creek), I-64 Checkpoints (near the bridges connecting State of Norfolk and Hampton, as well as one near Shenandoah National Park). All bases are important to solidify Regulator control over the certain areas, as well as making sure caravans are protected as they enter into the territory of the Regulators (with a bit of compensation for the protection of course).

History: The wasteland before the formation of the regulators were lawless, full of tribes, raiders, and few settlements that could barely defend themselves. Though many settlements cooperated with each other, supplying the others with food, weaponry, medicine or ammunition it wasn't enough to handle the onslaught of the tribals and raiders. Though the settlements had a plan, in Richmond which was the largest settlement of them all surrounded by a large wall that kept most of the harm outside the main city. After several more years of failed attempts they finally succeeded in cracking open the Richmond defenses and started negotiations with the town within.

With the settlement of Richmond on their side the settlements' leaders prepared a plan that would involve the creation of a police force for the region and to stage an incident that would bring the raider gangs and the tribes into conflict. After rounding up a small army full of volunteers with a mix and match of weapons they could be given, found, or made they set off. They caused the conflict near Lake Anna state park where a large tribe with several alliances and connection to the other tribes in the region was attacked (by the volunteer army false-flagging as the largest raider gang), they tribes sent messengers and gathered a large army of their own to fight the raiders who in turn brought their own force. After a large battle which took place outside Fredericksburg both sides suffered heavy losses which allowed the settlement's army to swoop in and clean up the remaining forces.

With the region cleaned up of raiders and tribes, the settlements agreed that an independent organization was to be created. It was made independent so that it could hold no favor towards any one settlement and was to protect the region from further outside exploiters or those that wish to do harm. The new faction naming itself the regulators took office in the Richmond National Guard Office and began to expand, taking in new members setting up checkpoints and outposts along the roads and near settlements. The formation of the Council was due to the constant conflict in which resources were to be allocated and who should represent the Regulators, at first it was made up of those that wish to do good and protect the region from harm and evil. Though as time went on corruption began to grow within the Regulators that made it split into two internal factions, the Old Guard who wish to continue their good deeds and support the region. And the New Law Front that wish to do the same albeit with benefits of payment and tributes from the towns, this was shown obvious when the council voted in favor of making settlements and caravans pay a small fee for their work though many thought this was to support the Regulators in financing for weapons and armor.

The current stage is set with 3 Old Guards and 2 New Law Fronts on the council, anything being possible in changing the balance more in favor of the old ways or leading the Regulators into a future of mercenary work and becoming the exploiters the region was hoping to avoid.


Here is updated app friend


Accepted.
Last edited by The Traansval on Sun Mar 25, 2018 10:41 pm, edited 1 time in total.

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Duestchstien
Minister
 
Posts: 2819
Founded: Nov 15, 2015
Ex-Nation

Postby Duestchstien » Tue Mar 20, 2018 4:08 pm

Faction/Nation Flag (Optional):
Image

Faction/Nation Name: The Longhorn Republic
Faction/Nation Role: Minor Power
Faction/Nation Territory: (Please be as Specific as possible)
Capital City/Faction HQ: Pearland
Population: 211,000
Government: (How does your nation run? Or if a faction, how does the faction run?)
Leaders: (Please list all leaders and respective positions of your faction or nation here. Such as President or Elder, etc.)
National/Group Ideology: (What is your ideology of your nation or group? What are the goals, ambitions, etc.)
Military: (Detail every single detail about your military. What are they armed with, how are they trained, what are they trained in, what equipment do they use, bases, what is their military doctrine, etc. If it's military related, it should be here. Remember 1% of Population for Volunteers. 4% of Population for Conscripts.)
Major Towns or Locations: Beaumont, Pasadena, Sugarville (Sugar Land), Galveston, Astro City (Astrodome and NRG Arena), Baytown, Anahuac
History: (How did your nation or group come to be?)


WIP
Last edited by Duestchstien on Wed Mar 21, 2018 6:49 pm, edited 1 time in total.
National Info
Chancellor - Alexei Matrovitch
Vice Chancellor - Dmitri Zdunowo
Capital - Moscow
Population - 404.2 Million
Currency - Roys Ruble (₽)
Active RPs
2024: Age of Superpowers - Nigeria



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

Postby The Traansval » Tue Mar 20, 2018 4:12 pm

Duestchstien wrote:
Faction/Nation Flag (Optional):
Faction/Nation Name:
Faction/Nation Role: Minor Power
Faction/Nation Territory: (Please be as Specific as possible)
Capital City/Faction HQ: Pearland
Population: 291,000
Government: (How does your nation run? Or if a faction, how does the faction run?)
Leaders: (Please list all leaders and respective positions of your faction or nation here. Such as President or Elder, etc.)
National/Group Ideology: (What is your ideology of your nation or group? What are the goals, ambitions, etc.)
Military: (Detail every single detail about your military. What are they armed with, how are they trained, what are they trained in, what equipment do they use, bases, what is their military doctrine, etc. If it's military related, it should be here. Remember 1% of Population for Volunteers. 4% of Population for Conscripts.)
Major Towns or Locations: Beaumont, Pasadena, Sugarville (Sugar Land), Galveston, Astro City (Astrodome and NRG Arena), Baytown, Anahuac
History: (How did your nation or group come to be?)


WIP

Your population is a bit too much (Assume this is for that Greater Houston area you asked about earlier), can you lower it to about 120-150 thousand please?

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Beutarch
Chargé d'Affaires
 
Posts: 418
Founded: Sep 13, 2016
Ex-Nation

Postby Beutarch » Tue Mar 20, 2018 4:26 pm

Finished my app.

The Regulator one changes some of my plans for the roleplay.
But, economic strangulation is always an option.
Last edited by Beutarch on Tue Mar 20, 2018 4:26 pm, edited 1 time in total.
Do you think you know me?

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

Postby The Traansval » Tue Mar 20, 2018 4:30 pm

Beutarch wrote:
Faction/Nation Flag: Emblem
Faction/Nation Name: New Ninety-Five (Informal: The 95ers)
Faction/Nation Role: Trading Company/Minor Power
Faction/Nation Territory: The 95ers lay claim to the entirety of the old-world highway, 95, however that is obviously impractical. In a more grounded sense, the 95ers have restored and actively patrol the stretch of the road from the Capitol Wasteland (including the Beltway) to Richmond and a few miles past each, with two company hubs at both major cities and outposts going down the whole road at 10-mile intervals. Routes are cut out of the wilderness to the major factions along the highway, provided that they are within a reasonable distance.
Capital City/Faction HQ: Administrative duties are split between the company-founded towns outside of Richmond and in Alexandria.
Population: ~3,500
Government: Corporate Oligarchy, with promotions based on merit
Leaders: Head of the Richmond Directorate - Israel Rider, Head of the Capitol Directorate - Daniel Valentine

The Capitol Directorate is housed in old Masonic temple in Alexandria and is the larger of the two, however this is seen by members of the company as the more traditionalist and aggressive of the two ends of 95. The Richmond Directorate is housed in the Museum of History and Culture and represents the more fluid and adaptive side of 95, having had been formerly housed in both Fredericksburg and later in the old Nuka-Dominion theme park.
National/Group Ideology: Venture Capitalism, with its sights set on conquering the rest of the 95.
Military: The bulk of the 95er's military is based around mobility and fast response times. Equipment usually consists of either lightweight leather armor or reinforced tribal armor paired with an easily stamped weapon, like a 9mm Submachine Gun or a handmade rifle. Due to the light-hitting nature of the units, they are most effectively deployed in large number. Thus, there is an initial reliance on skirmishing units, especially mounted ones (either on horses or motorbikes), to stall any attackers for the rest of the forces to scramble and engage the enemy. Beyond infantry, motor units are extensively used by the 95ers. From construction equipment used to maintain the highway itself, or the bikes and buggies used to patrol it, the 95ers have them in use much more compared to other factions.
Major Towns or Locations: Besides the dual capitals and outposts, Fredericksburg is used as a major refueling point and militia station. Additionally, it has had a small town spring up as a result of the constant 95 traffic. Nuka-Dominion, a pre-war theme park, is another heavily occupied area.
There are also two ports established by the company that have largely stayed dormant, restored for future use. One in Fredericksburg, along the Rappahannock and one in Alexandria, along the Potomac.


History: Following the nuclear detonations, thousands of people were stranded outside of the country's major cities, and thus targets. While they were spared the initial fiery deaths enjoyed by many, they were forced to live through the hundreds of winters in the vast forests of the Mid-Atlantic. One such group, which is generally referred to as "the precursors," subsisted off of the ruins of the greater DC area, staying just out of the grasp of the growing Super Mutant threat. As the Mutants dispersed through the city, they fell back further into Virginia.

As they scrounged through the thinning outskirts, the size of the tribe was deemed to be too large for their current area to sustain them. It was decreed that a portion of the group would be armed and given rations for several days, for an expedition far to the south. Those explorers stumbled upon a warehouse containing a dozen pre-war, nuclear powered motorbikes. Those same men went on to create a small camp outside of Richmond, ferrying supplies back to the rest of the tribe, which had taken back some ground from the Mutants and settled in Alexandria.

This would stay as the status quo for many a year, until a new cache of road-working vehicles was discovered and modified to be pulled by one or two of the motorbikes. Israel Rider, a young man at the time, spearheaded an effort to use these machines to restore a small portion of the old-world highway, 95. Rider marshaled the tribe's impromptu militia into a capable fighting force, leaving behind the spears and javelins they had used for so many years in favor of automatic weapons and makeshift explosives. One by one, they conquered the warring tribes between their strongholds in Richmond and DC, until all that was left in between the two cities was a road ravaged by time.

By the time Rider retired from military service, the distance between the two cities had been completely restored. Nearly every crack and crevice filled in by hand-lain gravel or by a rudimentary cement paste. In any case, the road was more than serviceable and made the time taken to travel from one to the other trivial, especially if one had enough caps to pay for a ride on one of the bikes. It was also at this time that the tribe adopted the "95er" moniker, quickly embracing it or a stylized stork (a remnant from their tribal past) and placed it with pride on everything they could.

Despite their major achievements, the 95ers had to make several major concessions to the Regulators, who had assured their dominance over Richmond. While there still is a significant 95 presence in Richmond, it all exists outside of the city's walls, with only a token consulate in one of the settlement's less wealthy districts. Additionally, several outposts along the main drag of 95 were ceded, and remain a large point of contention among those loyal to the company.

Nonetheless, the company has created quite the business for itself, ferrying goods up and down the state and preventing most other firms from competing. Competition has always been frowned upon by the 95ers and stamping out any semblance of a threat is seen as vital to keep the company independent, especially with the Regulators breathing down the company's neck.

Accepted.

User avatar
Duestchstien
Minister
 
Posts: 2819
Founded: Nov 15, 2015
Ex-Nation

Postby Duestchstien » Tue Mar 20, 2018 4:43 pm

The Traansval wrote:
Duestchstien wrote:
Faction/Nation Flag (Optional):
Faction/Nation Name:
Faction/Nation Role: Minor Power
Faction/Nation Territory: (Please be as Specific as possible)
Capital City/Faction HQ: Pearland
Population: 291,000
Government: (How does your nation run? Or if a faction, how does the faction run?)
Leaders: (Please list all leaders and respective positions of your faction or nation here. Such as President or Elder, etc.)
National/Group Ideology: (What is your ideology of your nation or group? What are the goals, ambitions, etc.)
Military: (Detail every single detail about your military. What are they armed with, how are they trained, what are they trained in, what equipment do they use, bases, what is their military doctrine, etc. If it's military related, it should be here. Remember 1% of Population for Volunteers. 4% of Population for Conscripts.)
Major Towns or Locations: Beaumont, Pasadena, Sugarville (Sugar Land), Galveston, Astro City (Astrodome and NRG Arena), Baytown, Anahuac
History: (How did your nation or group come to be?)


WIP

Your population is a bit too much (Assume this is for that Greater Houston area you asked about earlier), can you lower it to about 120-150 thousand please?

It's the Houston, Galveston, Beaumont Region. I looked up the population statistics from the official Government of Texas website. I assure my math was correct, if there was confusion on the area I claimed then that's understandable.
National Info
Chancellor - Alexei Matrovitch
Vice Chancellor - Dmitri Zdunowo
Capital - Moscow
Population - 404.2 Million
Currency - Roys Ruble (₽)
Active RPs
2024: Age of Superpowers - Nigeria



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Greater Redosia
Minister
 
Posts: 3425
Founded: Aug 01, 2016
Ex-Nation

Postby Greater Redosia » Tue Mar 20, 2018 5:23 pm

Beutarch wrote:Finished my app.

The Regulator one changes some of my plans for the roleplay.
But, economic strangulation is always an option.


We gonna do some regulating and you gonna like it! We gotta protect the people of the region! *As well as possibly make a profit ourselves*
Member of the Cobalt Network
Want to join? Click here!

RPs I'm currently in:

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Penn Hills
Lobbyist
 
Posts: 19
Founded: Feb 29, 2016
Ex-Nation

Postby Penn Hills » Tue Mar 20, 2018 5:26 pm

Penn Hills wrote:
Faction/Nation Flag (Optional):
Faction/Nation Name: The Second Kingdom of Orleans, commonly known as Kingdom of Orleans or simply Orleans.
Faction/Nation Role: Minor Power

Faction/Nation Territory: Corners of the territory: Pearl River, Baton Rouge, Morgan City, Port Sulphur (All in Louisiana)
Capital City/Faction HQ: New Orleans

Population: 72,411

Government: The Kingdom operates as an absolute monarchy, with no laws restraining the head monarch from doing whatever they please. There are currently eight parishes, with one governor assigned by the head monarch to each of them. These governors are responsible for doing the King's orders, such as maintaining order and collecting taxes.

Leaders:
King Robert Thibodaux; Head Monarch.
Head General F.I. Lockport; Commander of the Armed Forces.
John Ridge; Governor of Baton Rogue Parish
Parker Simmons; Governor of Orleans Parish
Tom Black; Governor of Grande Eau Parish
Cass La Fountain; Governor of St. Bernard Parish
Edward Delacroix; Governor of Plaquemines Parish
Carson Wilkes; Governor of Terfou Parish
Robert Lee Constantine; Governor of Ascension Parish
Jon Jones; Governor of Tangipa Parish

National/Group Ideology: The government currently backs the ideals of divine right, that God chose the current leader. King Robert, the current head monarch, wants to continue to grow the gambling industry of the country, and expand its borders, particularly along the Mississippi river, where large amounts of trade seeps into the Second Kingdom.

Military: The Royal Armed Forces of the Second Kingdom of Orleans is an all-volunteer fighting force that stands around 725 members, give or take. Most are based out of two heavily fortified post-war bases-the Moisant Field Airport in New Orleans (Now Fort Moisant) and Harding Army Air Field in Baton Rogue (Now Fort Harding). The military also hosts three small outposts fitted primarily for watercraft. Two are located along the Mississippi RIver, primarily a fortified Destrehan Plantation and an abandoned Med-Tek chemical storage facility in St. Gabriel. The military also occupies Fort Pike, the former museum along the Rigolets. The decomposing Fort Macomb was also at one point occupied, but was abandoned after a portion of the Chef Menteur highway was collapsed nearby to seal off that particular area of the Rigolets.

In regards to training, the RAF-SKO, due to its small size, is able to receive training superior to that of tribes, raider gangs, and militias in the swampy wasteland that was Louisiana. Basic training lasts around ten weeks, but those who are specialized in a certain role, such as a medic, training may last a week or two more. In training, they are taught various survivalist and weapon handling techniques, along with learning combat tactics to memory to increase better communications in the field. Equipment in the armed forces of the Kingdom are relatively average for an organized nation, with the small group having access mass-produced, semi-automatic rifles, and shotguns. Melee weaponry and sidearms are considered personal equipment and thus not provided by the government, but is often enough found on the solider's person in the field regardless. Explosives are limited, but the group has access to molotov cocktails and various low-yield improvised explosives, which are used on rare occasions. Transportation on land is limited to horseback and brahmin-pulled carts. On water, however, they have access to two dozen small sailboats, mainly schooners and cutters. The RAF also have access to two fifth rate vessels, the restored and fortified steam paddleships, the Natchez and Creole Queen respectively, which both are anchored the Destrenan Plantation.




Major Towns or Locations:
Baton Rogue: Large, populous settlement with access to the Mississippi. Several factories producing government equipment exist nearby Fort Harding.



History: When the bombs dropped, New Orleans and the rest of Southern Louisiana quickly fell into panic, despite the best efforts of the thinned and demoralized troops stationed in the area. Looters took to the streets, stealing, killing, and generally adding to the destruction into chaos. Law enforcement agencies, along with local and state governments were utterly decimated in organization and scattered. For a time, it seemed that this part of the state was one to avoid at all costs. Years passed before one hardened gang took over, and established dominance over the surviving gangs. This was the foundation of what would become to be known as the Kingdom of Orleans. The surviving gangs were enslaved, as were their descendants, and forced to do hard labor for the Arbolada, who became to be known as such for their point of origin. Although chaos no longer ruled the wastes, many of the Arboladas seemed to never get this memo and were known for their brutality. A century passed under their reign, until King Davis Arbolada II made an unwise, and ultimately deadly decision. His head general, John Thibodaux wretched control of Baton Rogue from a large raider gang and claimed it for Orleans, and received massive popularity for his reported bravery in the midst of battle. Whether from jealously, or listening to the unfounded rumors that Thibodaux intended to betray him and take Baton Rogue for himself, King Davis ordered John to be killed. When he caught wind of the plot, Thibodaux rode with a portion of his army from Baton Rogue and fled westwards.

Believing that John and his supporters wouldn't return and likely perish, King Davis simply appointed another head general and turned to rebuilding Baton Rogue. However, what he didn't know was that the former general took up a personal vendetta against the King, and instead looped back into the Kingdom through the southern reaches of the Bayou with some of his supporters. Later in the week, Morgan City was raided from both the east and west simultaneously. The residing Governor and his mercenaries were killed, and hundreds of slaves fled westwards with the fighters. Some of these freedmen would join Thibodaux and his cause, and soon after raids became more common, primarily stealing or destroying supplies and freeing slaves. Although the attacks were certainly unprofitable, there was little King Davis could do. Military expeditions sent out to kill the General usually ended in the slaughter of the expedition or its members joining their former leader. However, the ignorant Davis thought the Thibodaux raiders were of little threat until thousands of his trained and equipped fighters swamped the borders on three sides, tearing through the countryside as they marched to New Orleans. The King and the rest of the Arbolada fled soon after the city's defenses collapsed, but were all killed as their ship came under bombardment as they navigated the Rigolets. John was established as King John Thibodaux, where he immediately ended slavery in the state. Thus, the Second Kingdom of Orleans was born, and still exists to this day, under John's descendant, Robert Thibodaux.


Finished my app.
Last edited by Penn Hills on Tue Mar 20, 2018 5:27 pm, edited 1 time in total.

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

Postby The Traansval » Tue Mar 20, 2018 5:28 pm

Penn Hills wrote:
Penn Hills wrote:
Faction/Nation Flag (Optional):
Faction/Nation Name: The Second Kingdom of Orleans, commonly known as Kingdom of Orleans or simply Orleans.
Faction/Nation Role: Minor Power

Faction/Nation Territory: Corners of the territory: Pearl River, Baton Rouge, Morgan City, Port Sulphur (All in Louisiana)
Capital City/Faction HQ: New Orleans

Population: 72,411

Government: The Kingdom operates as an absolute monarchy, with no laws restraining the head monarch from doing whatever they please. There are currently eight parishes, with one governor assigned by the head monarch to each of them. These governors are responsible for doing the King's orders, such as maintaining order and collecting taxes.

Leaders:
King Robert Thibodaux; Head Monarch.
Head General F.I. Lockport; Commander of the Armed Forces.
John Ridge; Governor of Baton Rogue Parish
Parker Simmons; Governor of Orleans Parish
Tom Black; Governor of Grande Eau Parish
Cass La Fountain; Governor of St. Bernard Parish
Edward Delacroix; Governor of Plaquemines Parish
Carson Wilkes; Governor of Terfou Parish
Robert Lee Constantine; Governor of Ascension Parish
Jon Jones; Governor of Tangipa Parish

National/Group Ideology: The government currently backs the ideals of divine right, that God chose the current leader. King Robert, the current head monarch, wants to continue to grow the gambling industry of the country, and expand its borders, particularly along the Mississippi river, where large amounts of trade seeps into the Second Kingdom.

Military: The Royal Armed Forces of the Second Kingdom of Orleans is an all-volunteer fighting force that stands around 725 members, give or take. Most are based out of two heavily fortified post-war bases-the Moisant Field Airport in New Orleans (Now Fort Moisant) and Harding Army Air Field in Baton Rogue (Now Fort Harding). The military also hosts three small outposts fitted primarily for watercraft. Two are located along the Mississippi RIver, primarily a fortified Destrehan Plantation and an abandoned Med-Tek chemical storage facility in St. Gabriel. The military also occupies Fort Pike, the former museum along the Rigolets. The decomposing Fort Macomb was also at one point occupied, but was abandoned after a portion of the Chef Menteur highway was collapsed nearby to seal off that particular area of the Rigolets.

In regards to training, the RAF-SKO, due to its small size, is able to receive training superior to that of tribes, raider gangs, and militias in the swampy wasteland that was Louisiana. Basic training lasts around ten weeks, but those who are specialized in a certain role, such as a medic, training may last a week or two more. In training, they are taught various survivalist and weapon handling techniques, along with learning combat tactics to memory to increase better communications in the field. Equipment in the armed forces of the Kingdom are relatively average for an organized nation, with the small group having access mass-produced, semi-automatic rifles, and shotguns. Melee weaponry and sidearms are considered personal equipment and thus not provided by the government, but is often enough found on the solider's person in the field regardless. Explosives are limited, but the group has access to molotov cocktails and various low-yield improvised explosives, which are used on rare occasions. Transportation on land is limited to horseback and brahmin-pulled carts. On water, however, they have access to two dozen small sailboats, mainly schooners and cutters. The RAF also have access to two fifth rate vessels, the restored and fortified steam paddleships, the Natchez and Creole Queen respectively, which both are anchored the Destrenan Plantation.




Major Towns or Locations:
Baton Rogue: Large, populous settlement with access to the Mississippi. Several factories producing government equipment exist nearby Fort Harding.



History: When the bombs dropped, New Orleans and the rest of Southern Louisiana quickly fell into panic, despite the best efforts of the thinned and demoralized troops stationed in the area. Looters took to the streets, stealing, killing, and generally adding to the destruction into chaos. Law enforcement agencies, along with local and state governments were utterly decimated in organization and scattered. For a time, it seemed that this part of the state was one to avoid at all costs. Years passed before one hardened gang took over, and established dominance over the surviving gangs. This was the foundation of what would become to be known as the Kingdom of Orleans. The surviving gangs were enslaved, as were their descendants, and forced to do hard labor for the Arbolada, who became to be known as such for their point of origin. Although chaos no longer ruled the wastes, many of the Arboladas seemed to never get this memo and were known for their brutality. A century passed under their reign, until King Davis Arbolada II made an unwise, and ultimately deadly decision. His head general, John Thibodaux wretched control of Baton Rogue from a large raider gang and claimed it for Orleans, and received massive popularity for his reported bravery in the midst of battle. Whether from jealously, or listening to the unfounded rumors that Thibodaux intended to betray him and take Baton Rogue for himself, King Davis ordered John to be killed. When he caught wind of the plot, Thibodaux rode with a portion of his army from Baton Rogue and fled westwards.

Believing that John and his supporters wouldn't return and likely perish, King Davis simply appointed another head general and turned to rebuilding Baton Rogue. However, what he didn't know was that the former general took up a personal vendetta against the King, and instead looped back into the Kingdom through the southern reaches of the Bayou with some of his supporters. Later in the week, Morgan City was raided from both the east and west simultaneously. The residing Governor and his mercenaries were killed, and hundreds of slaves fled westwards with the fighters. Some of these freedmen would join Thibodaux and his cause, and soon after raids became more common, primarily stealing or destroying supplies and freeing slaves. Although the attacks were certainly unprofitable, there was little King Davis could do. Military expeditions sent out to kill the General usually ended in the slaughter of the expedition or its members joining their former leader. However, the ignorant Davis thought the Thibodaux raiders were of little threat until thousands of his trained and equipped fighters swamped the borders on three sides, tearing through the countryside as they marched to New Orleans. The King and the rest of the Arbolada fled soon after the city's defenses collapsed, but were all killed as their ship came under bombardment as they navigated the Rigolets. John was established as King John Thibodaux, where he immediately ended slavery in the state. Thus, the Second Kingdom of Orleans was born, and still exists to this day, under John's descendant, Robert Thibodaux.


Finished my app.

Accepted.

User avatar
New Minahasa
Diplomat
 
Posts: 797
Founded: Sep 05, 2016
Ex-Nation

Postby New Minahasa » Tue Mar 20, 2018 5:34 pm

New Minahasa wrote:
Faction/Nation Flag (Optional):
Faction/Nation Name: The 88th Brigade
Faction/Nation Role: Raider Band
Faction/Nation Territory: AOI
Capital City/Faction HQ: Jackson serves as the main stronghold of the raider band, exacting tribute over those who crosses the I-20 and I-55
Population: 5,200 and 1,800 slaves
Government: Social Darwinism; the strongest leads the pack. Whenever the current Allfather dies, challengers may rise up and fight in a gladiatorial arena to vie for rulership. However, even when an Allfather has been chosen, new challengers may still rise, under the conditions that the current Allfather is in a healthy condition and the Brigade is not under attack or threatened by a major power.
Leaders: Allfather Olaf 'Deathshead' Ivarsson
National/Group Ideology: Neo-nazism, fascism, paganism. The Brigade takes the values of neo-nazism, strongly believing in the ideas of white supremacy, ultranationalism, racism, xenophobia, and anti-semitism. To make things worse, the raider band regularly delves into paganism, worshipping the ancient Nordic pantheon as a whole, and choosing Odin as their patron.
Military: Raiders of the Brigade are armed with weapons and equipment of varying quality, with the strongest having the best and the weakest having the worst. While pipe guns are common, melee weapons are more popular amongst the warriors. Weapons such as rippers, axes, and shishkebabs are regularly used by the junior warriors of the Brigade, while ballistic fists, bumper swords, and super sledges are reserved for the veterans and higher-ups. Firearms are kept and maintained for the more elite brood of the Brigade, while the less fortunate ones are given pipe guns and melee weapons as a way to prove themselves.

Recruits and lowly warriors resemble your typical raiders with high emphasis on furs and multiple nazi symbols on their clothing and armour, as well as their tattoos. The elites and veterans of the Brigade take all the advanced tech and equipment for themselves, with most outfitted with their own modified and customized combat armours.
The Death Squadron are the most elite out of the elites. These raiders are the fiercest force of the Brigade; overly-drugged, highly-trained, and most of all, armed with the best of equipment.

Overall, the einherjars and valkyries of the Brigade sum up to 4,500 men and women, with the Death Squad adding up another 500 raiders.
Major Towns or Locations: Tuscaloosa, Greenville, Vicksburg, Columbus, Meridian
History:
The Brigade started their humble beginning from two vaults, namely Vault 23 and Vault 16, both which were subjects of another social experiment conducted by Vault-Tec. People of strong Germanic blood were transferred to said vaults. Vault 23 was given HEAVY pre-WW2 Nazi Germany propaganda, whilst the dwellers of Vault 16 were brainwashed to delving into paganism, and some might say, even satanism. The experiments weren't a major success for the first generation that came into the vaults, but as the new generation arose, things began to change. Their minds were radicalized, with one strongly holding onto the ideas of Nazism and the other believing that Odin was their one true god.

When the vaults started opening, due to their close proximity, dwellers of both Vault 23 and Vault 16 were the first to ever encounter themselves. At first, there was a short-lived conflict between the two, but as times passed by, seeing the brutality and viciousness of the irradiated wasteland and its mutated creatures, both groups eventually came to an agreement. Both travelled together side-by-side, wandering and exploring the wasteland for almost a decade. They were forced to live from their surrounding, sometimes having forced to drink irradiated water from a nearby source, and even resorting to banditry. When their journey finally ended and they discovered the ruins of what was once the capital city of Mississipi, the entire group cheered. They stumbled upon what appeared to be a town located within the center of the city ruins, with a medium population of ex-vault dwellers and ghouls.

But a warm welcome wasn't theirs to take. The townspeople rejected their arrival, and spat upon them, seeing them as nothing but raiders and lowly thugs. Apparently, news of the group's banditry had reached the townsmen's ears. Some were even victims themselves. This dismissal was a great insult to the whole group. Broken, and now betrayed, they were forced to wander the wastes again... or force themselves into the town. The latter was a more interesting option. They were tired, exhausted. Returning to the wasteland was out of the question. The night after, the group returned and fully armed. The town's militia was no match for them. Those years of wandering, fighting against wild creatures and bandits, began to pay off.

The group was victorious. Crimes and unspeakable atrocities were committed within the town that night. Rape, murder, robbery... what was left of the townspeople were enslaved and the town was reshaped into a stronghold. The group was wholely changed that night. Looting and pillaging were fun and rewarding, and from their stronghold, they started conducting even more raids on nearby areas. A leader would be chosen, not from the old values of democracy, but even more ancient than that. More primitive. The pack needed a strong leader to be able to restrain and control their wild nature. Calling themselves the "88th Brigade", 88 being the numerical code for "Heil Hitler", the group set off to reclaim what's rightfully theirs; everything.

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

Postby The Traansval » Tue Mar 20, 2018 5:36 pm

Duestchstien wrote:
The Traansval wrote:Your population is a bit too much (Assume this is for that Greater Houston area you asked about earlier), can you lower it to about 120-150 thousand please?

It's the Houston, Galveston, Beaumont Region. I looked up the population statistics from the official Government of Texas website. I assure my math was correct, if there was confusion on the area I claimed then that's understandable.

Yes but also keep in mind we have to consider Balance here. Houston is a major city that would have been hit hard, also consider there were population drops prior to the bombs due to the great american plague in Fallout lore. Also, we have to balance this; Minor powers are supposed to have smaller populations, meanwhile yours is almost as large as the guy who controls all of Tennesse and northern Alabama, Georgia and Mississippi.....

New Minahasa wrote:
New Minahasa wrote:
Faction/Nation Flag (Optional):
Faction/Nation Name: The 88th Brigade
Faction/Nation Role: Raider Band
Faction/Nation Territory: AOI
Capital City/Faction HQ: Jackson serves as the main stronghold of the raider band, exacting tribute over those who crosses the I-20 and I-55
Population: 5,200 and 1,800 slaves
Government: Social Darwinism; the strongest leads the pack. Whenever the current Allfather dies, challengers may rise up and fight in a gladiatorial arena to vie for rulership. However, even when an Allfather has been chosen, new challengers may still rise, under the conditions that the current Allfather is in a healthy condition and the Brigade is not under attack or threatened by a major power.
Leaders: Allfather Olaf 'Deathshead' Ivarsson
National/Group Ideology: Neo-nazism, fascism, paganism. The Brigade takes the values of neo-nazism, strongly believing in the ideas of white supremacy, ultranationalism, racism, xenophobia, and anti-semitism. To make things worse, the raider band regularly delves into paganism, worshipping the ancient Nordic pantheon as a whole, and choosing Odin as their patron.
Military: Raiders of the Brigade are armed with weapons and equipment of varying quality, with the strongest having the best and the weakest having the worst. While pipe guns are common, melee weapons are more popular amongst the warriors. Weapons such as rippers, axes, and shishkebabs are regularly used by the junior warriors of the Brigade, while ballistic fists, bumper swords, and super sledges are reserved for the veterans and higher-ups. Firearms are kept and maintained for the more elite brood of the Brigade, while the less fortunate ones are given pipe guns and melee weapons as a way to prove themselves.

Recruits and lowly warriors resemble your typical raiders with high emphasis on furs and multiple nazi symbols on their clothing and armour, as well as their tattoos. The elites and veterans of the Brigade take all the advanced tech and equipment for themselves, with most outfitted with their own modified and customized combat armours.
The Death Squadron are the most elite out of the elites. These raiders are the fiercest force of the Brigade; overly-drugged, highly-trained, and most of all, armed with the best of equipment.

Overall, the einherjars and valkyries of the Brigade sum up to 4,500 men and women, with the Death Squad adding up another 500 raiders.
Major Towns or Locations: Tuscaloosa, Greenville, Vicksburg, Columbus, Meridian
History:
The Brigade started their humble beginning from two vaults, namely Vault 23 and Vault 16, both which were subjects of another social experiment conducted by Vault-Tec. People of strong Germanic blood were transferred to said vaults. Vault 23 was given HEAVY pre-WW2 Nazi Germany propaganda, whilst the dwellers of Vault 16 were brainwashed to delving into paganism, and some might say, even satanism. The experiments weren't a major success for the first generation that came into the vaults, but as the new generation arose, things began to change. Their minds were radicalized, with one strongly holding onto the ideas of Nazism and the other believing that Odin was their one true god.

When the vaults started opening, due to their close proximity, dwellers of both Vault 23 and Vault 16 were the first to ever encounter themselves. At first, there was a short-lived conflict between the two, but as times passed by, seeing the brutality and viciousness of the irradiated wasteland and its mutated creatures, both groups eventually came to an agreement. Both travelled together side-by-side, wandering and exploring the wasteland for almost a decade. They were forced to live from their surrounding, sometimes having forced to drink irradiated water from a nearby source, and even resorting to banditry. When their journey finally ended and they discovered the ruins of what was once the capital city of Mississipi, the entire group cheered. They stumbled upon what appeared to be a town located within the center of the city ruins, with a medium population of ex-vault dwellers and ghouls.

But a warm welcome wasn't theirs to take. The townspeople rejected their arrival, and spat upon them, seeing them as nothing but raiders and lowly thugs. Apparently, news of the group's banditry had reached the townsmen's ears. Some were even victims themselves. This dismissal was a great insult to the whole group. Broken, and now betrayed, they were forced to wander the wastes again... or force themselves into the town. The latter was a more interesting option. They were tired, exhausted. Returning to the wasteland was out of the question. The night after, the group returned and fully armed. The town's militia was no match for them. Those years of wandering, fighting against wild creatures and bandits, began to pay off.

The group was victorious. Crimes and unspeakable atrocities were committed within the town that night. Rape, murder, robbery... what was left of the townspeople were enslaved and the town was reshaped into a stronghold. The group was wholely changed that night. Looting and pillaging were fun and rewarding, and from their stronghold, they started conducting even more raids on nearby areas. A leader would be chosen, not from the old values of democracy, but even more ancient than that. More primitive. The pack needed a strong leader to be able to restrain and control their wild nature. Calling themselves the "88th Brigade", 88 being the numerical code for "Heil Hitler", the group set off to reclaim what's rightfully theirs; everything.

Accepted.
Last edited by The Traansval on Tue Mar 20, 2018 5:38 pm, edited 1 time in total.

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Duestchstien
Minister
 
Posts: 2819
Founded: Nov 15, 2015
Ex-Nation

Postby Duestchstien » Tue Mar 20, 2018 5:54 pm

The Traansval wrote:
Duestchstien wrote:It's the Houston, Galveston, Beaumont Region. I looked up the population statistics from the official Government of Texas website. I assure my math was correct, if there was confusion on the area I claimed then that's understandable.

Yes but also keep in mind we have to consider Balance here. Houston is a major city that would have been hit hard, also consider there were population drops prior to the bombs due to the great american plague in Fallout lore. Also, we have to balance this; Minor powers are supposed to have smaller populations, meanwhile yours is almost as large as the guy who controls all of Tennesse and northern Alabama, Georgia and Mississippi.....

New Minahasa wrote:

Accepted.

Makes sense. I’ll fix it.
National Info
Chancellor - Alexei Matrovitch
Vice Chancellor - Dmitri Zdunowo
Capital - Moscow
Population - 404.2 Million
Currency - Roys Ruble (₽)
Active RPs
2024: Age of Superpowers - Nigeria



User avatar
Zepplien
Negotiator
 
Posts: 6750
Founded: Oct 10, 2010
Ex-Nation

Postby Zepplien » Tue Mar 20, 2018 6:33 pm

Faction/Nation Flag (Optional):
Faction/Nation Name: Atlas Free Traders
Faction/Nation Role: Old World Blue
Faction/Nation Territory: Vault City, formally known as Baltimore
Capital City/Faction HQ: Vault 98
Population: 218 Citizens
Government: The AFT is a direct democracy, 'legislation' voted upon by the general population thanks to their city state status. The city is inherently individualistic, as was their Vault Experiment. Laws do tend to be very few and far between thanks to their lassie fare upbringing.
Leaders: Overseer is the theoretical leader, but direct democratic processes are used in all situations. The current Overseer is Jacob Ester, who won the title in a game of poker with the previous overseer.
National/Group Ideology: The citizens of Vault 98 were raised in an experiment of individuality, the self comes before all things even the nation as the whole. While they have banded together, they are far from what you would even call a singular nation, they may choose to lay out rules to follow or provide their own militia for defense, even have a so called leader to speak for them, there is very little sense of group identity.
Military: The Citizen's Defense Force is not a proper army as most would imagine it to be, as the individualistic nature of the AFT instead it is individuals who might be paid for their assistance with others, or may band together as part of a pre set contract. It is extremely common to use robots, to the point where seeing a AFT group without at least 2 robots per person would be extremely strange. It is typical for young AFT people to march out from behind their walled city with a small army of robots 'rented' to them, upholding the traditions of taking from the poor wastelanders to make the AFT even richer.

Typically AFT human soldiers will be clad in Vault Tec Power Armour, or Vault Tec Combat Armour Mk. II, and will use both energy weapons and explosives with reckless (And selfish) abandon. Never standing alone, it is considered poor form to go outside of the city without at least an assultron at your side. This is in addition to the 60 Sentry Bots, 120 Assaultrons, 150 Mr. Gutsys, and 300 Protectrons that serve as the actual defense force. The CDF is not a standing force, but according to most recent tallies, the citizenry can supply 40 Suits of power armour, and 100 sets of Combat Armour Mk. 2, with laser, and plasma weapons for all citizens.

The standing army is organized as follows:
Ken Gustavus: A 18 year old boy with Vault Tec Power Armour and a laser rifle, he is from a family specializing in Horticulture, specifically flowers.
Sabrina Iwashi: A 16 year old girl with Vault Tec Power Armour and plasma rifle, from a decently well off family with a love for pre war literature.
Owen Wordsworth Jr.: A 17 year old boy with Vault Tec Power Armour and plasma rifle, a brilliant mind he is cowering the wasteland for an intact car to bring home to sell.
Elizabeth Powell: An 18 year old girl with Vault Tec Power Armour and laser rifle, heiress to the Open Door's raiding fleet.
Taylor Smith: A 17 year old girl with Vault Tec Power Armour and plasma rifle, who seeks to actually help find a solution to the boredom and atrophy of her city-state, from a wealthy land-owning family.


The fleet is much the same, the owners of warships hiring crew for themselves and using gunboat diplomacy to extract tribute from any unlucky enough to fall within their gun sights, while torpedoes blow holes in any ship foolish enough to contest their waters.

The most powerful ship in the fleet is the A.T.S. (Atlas Trade Ship) Atlantis, is a pre war American nuclear submarine that has been retrofitted with a supercomputer though its sonar and valves have been damaged over the years, meaning it can not dive bellow periscope depth lest it accidentally beach itself or flood.

The A.T.S. Open Door is a black painted pre war cargo ship refitted with armour and weapon emplacements. It has 3 automated artillery 'turrets' on each side of the ship, alongside a further 8 .50 cal automated turrets, and 4 Gatling laser turrets. The owner of the Open Door tends to use incendiary ammo from the main guns to extract tribute from tribes and nations who boarder the ocean, many knowing to instinctively gather tribute when the black ship appears.

The A.T.S. Fountainhead holds similar armament and design to the A.T.S. Open Door, and even conducts similar 'tribute' missions. However it's owner tends toward 'fair' trade with rival nations rather than simply extracting tribute from townships, thus keeps more cargo hauling robots than combat robots aboard.

A small flotilla of 4 Torpedo boats, and 6 Patrol boats are operated by individual commanders, typically hired by the larger ships as escorts, though the Torp boats can frequently extract wealth from passing merchant ships through the threat of their heavy munitions.
Major Towns or Locations:
Vault Gulch: The actual settlement of the AFT, the rebuilt skyscraper and surrounding docks area of Baltimore. Surrounded on all sides by laser turrets mounted atop the high concrete walls, it is a tough nut to crack for anything but a fully fledged army. The main gate to the city is protected by heavier plasma turrets, and force field generators, while the other sections of the wall have both barbed wire and minefields to insure infantry can not attack the walls with ladders. Inside the walls is often described by wastelands as heaven upon the earth, the product of both GECK systems the Vault was equipped with. It is a reborn pre war city that stands upon the hill overlooking the wasteland.
Baltimore Demilitarized Zone: Baltimore itself is little more than scavengers that pick through ruins in a vain attempt to feed themselves or their families, some gangs have formed but every time they have attempted to organize themselves properly the AFT uses its howitzers to... dissuade them. When those within the AFT wish to prove themselves an adult they leave their walled fortress, marching through the city with their robots robbing those who stand before them of every scrap of wealth to fund further expansion of the Gulch.
History: Vault 98 opened to find a disgusting world a mere 60 years after the bombs dropped, they were not ones to stand together against the wasteland however. They set out as individuals first, and a community of Vault Dwellers a distant second. They had revived designs from Vault Tec, and through the fabrication of power armour they conquered all that the sun touched. Each man and woman became rich by waste lander standards. A council was formed, more like a homeowner association than a government to create what would be known as 'Vault Gulch'. These early periods were marked by a sharp decline in the Vault's population, as they were unwilling to help each other as a group and did not yet have the robotic forces that they would become known for.

The Vault population, after building the walls of their city-state laid out their 'citizenship agreement' that was reached through consensus. 'No person shall ever give to another anything freely, nor ask for something to be given to them without compensation' This became the founding agreement of the Atlas Free Traders, what each person would live by, and how their society would run. Both the greatest strength and greatest weakness of the Atlas Free Traders being their sense of self. Their army marching without care about who fell and easily watching their own people starve if they could not 'make it' in life. The greatest boon to the AFT came as they stripped out several old robotics plants and brought them back to the gulch. With a source of automated labour, and soldiers they became the society of aristocrats that would allow them to function properly. They repaired ships, even built new computer systems to run them, and saved a beached submarine they found.

It is only in this most recent age that any could dare oppose the power armoured core of AFT soldiers supported by the finest robots of the old world. They opened their gates to the Wasteland, allowing the best and brightest to find salvation within their halls. Sadly the wasteland was so lacking in talent that not even a half dozen could find themselves within the walls of the great Gulch. Thus the AFT holds itself stagnant once more, robotics serving their every whim, trade and raiding providing all they could desire. A system so perfect for them, only through the brutality toward the outside world.
Last edited by Zepplien on Tue Mar 20, 2018 7:17 pm, edited 3 times in total.
Generation 29 (The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.)
Come to the Communist side, we have Cookies Wheat
I take boring you to a whole new level!
Never mistake my IC nation for communism. think of it as Zepism, something unique and terrifying
Ode to Zepplin:

You Play as a Bisexual think tank, in a woemans body so gracefully... But as quickly as you came you are gone playing a Chineese Clone... Then you are a stupid, homocidal iddiot who will kill 1000 people for his own power... You are my hero.

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

Postby Fascist Republic Of Bermuda » Tue Mar 20, 2018 6:34 pm

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...
Last edited by Fascist Republic Of Bermuda on Wed Mar 21, 2018 5:34 pm, edited 4 times in total.
N U T S !

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

Postby The Traansval » Tue Mar 20, 2018 6:57 pm

Zepplien wrote:
Faction/Nation Flag (Optional):
Faction/Nation Name: Atlas Free Traders
Faction/Nation Role: Old World Blue
Faction/Nation Territory: Vault City, formally known as Baltimore
Capital City/Faction HQ: Vault 98
Population: 218 Citizens
Government: The AFT is a direct democracy, 'legislation' voted upon by the general population thanks to their city state status. The city is inherently individualistic, as was their Vault Experiment. Laws do tend to be very few and far between thanks to their lassie fare upbringing.
Leaders: Overseer is the theoretical leader, but direct democratic processes are used in all situations. The current Overseer is Jacob Ester, who won the title in a game of poker with the previous overseer.
National/Group Ideology: The citizens of Vault 98 were raised in an experiment of individuality, the self comes before all things even the nation as the whole. While they have banded together, they are far from what you would even call a singular nation, they may choose to lay out rules to follow or provide their own militia for defense, even have a so called leader to speak for them, there is very little sense of group identity.
Military: The Citizen's Defense Force is not a proper army as most would imagine it to be, as the individualistic nature of the AFT instead it is individuals who might be paid for their assistance with others, or may band together as part of a pre set contract. It is extremely common to use robots, to the point where seeing a AFT group without at least 2 robots per person would be extremely strange. It is typical for young AFT people to march out from behind their walled city with a small army of robots 'rented' to them, upholding the traditions of taking from the poor wastelanders to make the AFT even richer.

Typically AFT human soldiers will be clad in Vault Tec Power Armour, or Vault Tec Combat Armour Mk. II, and will use both energy weapons and explosives with reckless (And selfish) abandon. Never standing alone, it is considered poor form to go outside of the city without at least an assultron at your side. The CDF is not a standing force, but you can expect to have between 8-15 teenagers in power armour at any given time as part of the coming of age rituals. This is in addition to the 60 Sentry Bots, 120 Assaultrons, 150 Mr. Gutsys, and 300 Protectrons that serve as the actual defense force. According to most recent tallies, the citizenry can supply 40 Suits of power armour, and 100 sets of Combat Armour Mk. 2, with laser, and plasma weapons for all citizens.

The fleet is much the same, the owners of warships hiring crew for themselves and using gunboat diplomacy to extract tribute from any unlucky enough to fall within their gun sights, while torpedoes blow holes in any ship foolish enough to contest their waters.

The most powerful ship in the fleet is the A.T.S. (Atlas Trade Ship) Atlantis, is a pre war American nuclear submarine that has been retrofitted with a supercomputer though its sonar and valves have been damaged over the years, meaning it can not dive bellow periscope depth lest it accidentally beach itself or flood.

The A.T.S. Open Door is a black painted pre war cargo ship refitted with armour and weapon emplacements. It has 3 automated artillery 'turrets' on each side of the ship, alongside a further 8 .50 cal automated turrets, and 4 Gatling laser turrets. The owner of the Open Door tends to use incendiary ammo from the main guns to extract tribute from tribes and nations who boarder the ocean, many knowing to instinctively gather tribute when the black ship appears.

The A.T.S. Fountainhead holds similar armament and design to the A.T.S. Open Door, and even conducts similar 'tribute' missions. However it's owner tends toward 'fair' trade with rival nations rather than simply extracting tribute from townships, thus keeps more cargo hauling robots than combat robots aboard.

A small flotilla of 4 Torpedo boats, and 6 Patrol boats are operated by individual commanders, typically hired by the larger ships as escorts, though the Torp boats can frequently extract wealth from passing merchant ships through the threat of their heavy munitions.
Major Towns or Locations:
Vault Gulch: The actual settlement of the AFT, the rebuilt skyscraper and surrounding docks area of Baltimore. Surrounded on all sides by laser turrets mounted atop the high concrete walls, it is a tough nut to crack for anything but a fully fledged army. The main gate to the city is protected by heavier plasma turrets, and force field generators, while the other sections of the wall have both barbed wire and minefields to insure infantry can not attack the walls with ladders. Inside the walls is often described by wastelands as heaven upon the earth, the product of both GECK systems the Vault was equipped with. It is a reborn pre war city that stands upon the hill overlooking the wasteland.
Baltimore Demilitarized Zone: Baltimore itself is little more than scavengers that pick through ruins in a vain attempt to feed themselves or their families, some gangs have formed but every time they have attempted to organize themselves properly the AFT uses its howitzers to... dissuade them. When those within the AFT wish to prove themselves an adult they leave their walled fortress, marching through the city with their robots robbing those who stand before them of every scrap of wealth to fund further expansion of the Gulch.
History: Vault 98 opened to find a disgusting world a mere 60 years after the bombs dropped, they were not ones to stand together against the wasteland however. They set out as individuals first, and a community of Vault Dwellers a distant second. They had revived designs from Vault Tec, and through the fabrication of power armour they conquered all that the sun touched. Each man and woman became rich by waste lander standards. A council was formed, more like a homeowner association than a government to create what would be known as 'Vault Gulch'. These early periods were marked by a sharp decline in the Vault's population, as they were unwilling to help each other as a group and did not yet have the robotic forces that they would become known for.

The Vault population, after building the walls of their city-state laid out their 'citizenship agreement' that was reached through consensus. 'No person shall ever give to another anything freely, nor ask for something to be given to them without compensation' This became the founding agreement of the Atlas Free Traders, what each person would live by, and how their society would run. Both the greatest strength and greatest weakness of the Atlas Free Traders being their sense of self. Their army marching without care about who fell and easily watching their own people starve if they could not 'make it' in life. The greatest boon to the AFT came as they stripped out several old robotics plants and brought them back to the gulch. With a source of automated labour, and soldiers they became the society of aristocrats that would allow them to function properly. They repaired ships, even built new computer systems to run them, and saved a beached submarine they found.

It is only in this most recent age that any could dare oppose the power armoured core of AFT soldiers supported by the finest robots of the old world. They opened their gates to the Wasteland, allowing the best and brightest to find salvation within their halls. Sadly the wasteland was so lacking in talent that not even a half dozen could find themselves within the walls of the great Gulch. Thus the AFT holds itself stagnant once more, robotics serving their every whim, trade and raiding providing all they could desire. A system so perfect for them, only through the brutality toward the outside world.

Accepted

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

Postby The Traansval » Tue Mar 20, 2018 7:47 pm

Also, just a public Service Announcement here. A lot of discussion is happening on the Discord, so if you want to join in i suggest you use the link in the OP to join. Plus theres warhammer 40k memes.

User avatar
The Manticoran Empire
Postmaster-General
 
Posts: 10506
Founded: Aug 21, 2015
Anarchy

Postby The Manticoran Empire » Tue Mar 20, 2018 7:50 pm

The Traansval wrote:Also, just a public Service Announcement here. A lot of discussion is happening on the Discord, so if you want to join in i suggest you use the link in the OP to join. Plus theres warhammer 40k memes.

You're welcome.
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Against: Communism, Socialism, Fascism, Liberalism, Theocracy, Corporatocracy.


By the Blood of our Fathers, By the Blood of our Sons, we fight, we die, we sacrifice for the Good of the Empire.

User avatar
The Knockout Gun Gals
Senator
 
Posts: 4929
Founded: Aug 06, 2012
Inoffensive Centrist Democracy

Postby The Knockout Gun Gals » Wed Mar 21, 2018 2:40 am

The Knockout Gun Gals wrote:
Faction/Nation Flag (Optional):
Faction/Nation Name: Horsemen
Faction/Nation Role: Tribe
Faction/Nation Territory: Jackson, Mississippi.
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. Also they more or less worshipped horses as their gods and goddesses, exclusively put the finest horses as the representations of their gods and goddesses.
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 Jackson, usually the one with the higher heights as outposts.
History:

Before they came up to Jackson, 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 Mississippi, moving from places to places while trading and occasional raiding for resources. As of now, they settled in Jackson, Mississippi, the former capital 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.


Pending review. The app's done, basically.
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
New Minahasa
Diplomat
 
Posts: 797
Founded: Sep 05, 2016
Ex-Nation

Postby New Minahasa » Wed Mar 21, 2018 4:11 am

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: Jackson, Mississippi.
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. Also they more or less worshipped horses as their gods and goddesses, exclusively put the finest horses as the representations of their gods and goddesses.
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 Jackson, usually the one with the higher heights as outposts.
History:

Before they came up to Jackson, 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 Mississippi, moving from places to places while trading and occasional raiding for resources. As of now, they settled in Jackson, Mississippi, the former capital 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.


Pending review. The app's done, basically.

Oh. Uh, sorry for all the trouble, mate, but Jackson is kinda taken. Take a look at the map. You can go for Alabama instead if you want.

User avatar
Greater Redosia
Minister
 
Posts: 3425
Founded: Aug 01, 2016
Ex-Nation

Postby Greater Redosia » Wed Mar 21, 2018 8:13 am

looks around looks like nothing to regulate so far.
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RPs I'm currently in:

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

Postby The Traansval » Wed Mar 21, 2018 12:38 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: Jackson, Mississippi.
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. Also they more or less worshipped horses as their gods and goddesses, exclusively put the finest horses as the representations of their gods and goddesses.
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 Jackson, usually the one with the higher heights as outposts.
History:

Before they came up to Jackson, 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 Mississippi, moving from places to places while trading and occasional raiding for resources. As of now, they settled in Jackson, Mississippi, the former capital 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.


Pending review. The app's done, basically.

Uh yeah, i'm sorry Jacksons's been taken. Would you mind moving to another state? Maybe Kentucky, Alabama or northern Louisiana?
Last edited by The Traansval on Wed Mar 21, 2018 12:41 pm, edited 1 time in total.

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