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Fallout: South the Mason Mk. II [Made with Permission]

For all of your non-NationStates related roleplaying needs!
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Dragos Bee
Minister
 
Posts: 2735
Founded: Jul 17, 2017
Liberal Democratic Socialists

Fallout: South the Mason Mk. II [Made with Permission]

Postby Dragos Bee » Thu May 17, 2018 7:06 pm



Image
South the Mason

War. War never changes.
When atomic fire consumed the earth, those who survived did so in great, underground vaults.
When they opened, their inhabitants set out across ruins of the old world to build new societies, establish new villages, forming tribes.

As decades passed, these villages and tribes began to grow. Some united with others, forming greater nations.
Some conquered others, creating vast empires built on a foundation of blood and slaves.

These nations would fight, just as the men of the old world did.
In this cauldron of fire and war, nations would rise and fall, with only a few rising above the others to form great Empires.

Now is your time. For after decades of war, you and your nation stand alive and well over the corpses of the dead nations.
Shall you conquer your neighbors, or band together with them against outside nations. Shall you dominate the land, or protect your Neutrality.
It's up to you, but no matter what, war shall go on. For War, never changes."


ICMAPDISCORD CHAT (Invite Removed)


Welcome to Fallout: South the Mason Reboot.

As the name implies, this is a Fallout Nation RP set in the Southern former United States, starting in the year 2283 (a few decades later than the last version). While heavily based on, this is not a orthodox retelling of the Fallout Lore. Our Point of Divergence is 2077, when the bombs are dropped and the world is destroyed. From there, nothing is set in stone and is up to all of us. Players, when creating their nations, can choose to use Fallout Lore or come up with entirely new inventions for their nation and its lore. My goal isn't to have people follow a strict idea of Fallout, but instead allow them to build their Fallout world as they want it. If you want a Brotherhood of Steel or a Enclave, your entirely allowed to create one (As long as it fits our rules and regulations down bellow). If you want to create an entirely new Republic or Kingdom or Tribe in the middle of the Bayou, well then you sound just right for this RP. I'd also like to thank Waztaskio, I was apart of his Republics of Dust series and they were a huge inspiration for this RP.

Note: That said, the Op/GM does have control of canon outside the Play Area; the NCR and Legion still exist in the far west, although the state of the latter will be revealed only gradually within the game...




Rules and Regulations


  • Nation Structure
    In this RP, the US south will be host to a number of nations, and to add variety and fairness, we have a Structured Nation System. Each structure will act as a role to be filled, with most having a limited amount. This is to ensure we don't have a world filled with Brotherhood and Enclave clones all flying around and slaughtering people with laser rifles. Each role will have its advantages and disadvantages in terms of Territory, Population, Resources/Resource Gathering, Infrastructure and Technology. For example; a Enclave clone would have a high level of technology, but a small amount of territory, population and resources. Now the wording on each Roles limitations or advantages might sound vague, and thats because they are a Guideline which will be applied on a case by case basis by myself. I could make the most detailed rule set down to how large your nation should be in square inches, but i wanted the guidelines to be flexible to allow for different types or locations for your nation. Also, keep in mind that everything must be balanced; if you nation has a relatively large and well trained army, then you'd also have to have a poor navy. Alternatively, if you focus primarily on your navy or on trade and industry, your Army will be lacking.

    Roles

    Old World Blue: An Old World Blue is a nation, usually a remnant of the Old World, that clings to the ideas of the old world and distrusts the new world.
    Territory: OWB's have small territories, usually centered around one or more outposts no larger than a city block.
    Population: An OWB's population is tiny, usually made up of a few hundred or so members, but a thousand or more can be allowed if one reserves Power Armor for a tiny percentage of the population only.
    Resources: Due to their small size, they are unable to extract a significant amount of resources, and have to rely on raiding or trading for them.
    Infrastructure: While small, the infrastructure of an OWB's territory is incredibly advanced, rivaling that of the Old World itself.
    Technology: The technological level of an OWB is far superior to that of any other nation. With access to high tech Energy Weapons, Vehicles and Armor, they make up for their small numbers with huge firepower.
    Military: Military power will play a large part in the role of a Old World Blue; their total numbers will be small, although will most likely be a large percentage of their total population. Their small numbers are made up by their access to high tech equipment; Power Armor, Energy Weapons, Vertibirds, you name it, they got it. If the nation has access to the sea or a large enough body of water, they might have access to some pre-war naval technology.
    Limit of OWB Nations: 4; one reserved for the Main Op/GM - this is the last edit I'll make.

    Regional Power: A Regional Power is a nation, born from the wasteland, that has grown to dominate their region through Political, Economic or Military Influence.
    Territory: Regional Powers control a large amount of territory, sometimes spanning multiple old world States.
    Population: Due to their vast size, Regional powers usually control a large population, from which they usually get their revenue from.
    Resources: Depending on their locations, the size of a Regional Power allows it to have access to large areas of land which gives them access to large amounts of varying resources, like farmland.
    Infrastructure: The large territory of a Regional power causes them to be spread out, leading infrastructure to be largely lacking over much of the nation, causing problems with their Populations Health and Mobility, and also with the extraction or transport of resources.
    Technology: Due to the large size of a Regional Power, they aren't able to research or produce technology on the level of a Old World Blue. Instead, their technology resembles that of a pre-industrial nation of the Old World. Production takes place in workshops by craftsmen, and much of the population is needed to plow the fields to feed said population.
    Military: The Military of a Regional Power will have to be quite larger, most likely made up of men from a Conscript System, in order to control all the territory they have. As such, the quality of the individual soldier will be quite poor, and his equipment will match. While probably not armed with pipe rifles and spears, he or she will be most likely be armed with some sort of cheap combustion weapon that their Nation is capable of mass producing. Transportation would be quite low tech, relying on horses or brahmin pulled carts. At sea, a Regional Power would be able to host a fleet of low tech sail ships to protect trade and enforce laws or crack down on smuggling.
    (Modification for Regionals with High population: Those Regionals with populations of more than 200,000 (which one can have by selecting the right areas) are allowed to use only 1% of their overall military forces for expansion, counter-raids, and other activities; the rest must be on garrison duty. This is unless they are attacked by another Regional Power, Old World Blue, or Caesar's Legion.
    Limit of Regional Powers: 6

    Minor Power: Minor Powers, despite their names, are quite mighty in their own right. While small in size, they usually are quite good in a particular specialty.
    Territory: While not as small as a Old World Blue, minors powers control territory ranging from a single city to the state of Delaware.
    Population: Minors Powers have a moderate population, usually centered around one or two major cities or trade hubs.
    Resources: The amount of resources available to a Minor are limited, but can be better distributed among its smaller population.
    Infrastructure: Since a Minor Power controls a relatively small amount of territory, they are better able to develop their land and use their resources, leading to a nation of moderate to good infrastructure.
    Technology: The smaller population and territory of Minor Powers creates lesser Demand, which means the supply is able to keep up. Minor Powers are better able to research and produce new or re-learned technologies that they have either research or scavenged from Pre-War sites. While they can never reach the level of a Old World Blue, a Minor Power could find itself outshining a Regional Power in terms of Technological Advancement.
    Military: The size of a Minor Power's military can change depending on a players wishes; they may host a Volunteer Army that would be small but high quality, or they may have a Crack Conscript Force. Either way, the armies of a Minor Power would be smaller than that of the large Regional Powers, but would be of higher quality in both Arms and training. The average Minor Power Infantryman would have access to low tech Armor, quality combustion arms, and possibly some low-quality energy weapons like Laser Muskets. Of course, the quality of arms and training would scale with the size of the army. At sea, a Minor Power could have a fleet similar to Regional Powers, although it would have to be smaller in size. However, a Minor Power's fleet would have access to higher quality, and possibly higher tech ships like Steam paddleboats, which would be treated like Post-apocalyptic battleships.
    Limit of Minor Powers: Unlimited

    Tribe/Raider Band: Tribes or Raider Bands are characterized by a very decentralized or authoritarian ruler, and focus primarily on raiding or pillaging lands.
    Territory: Territory of Tribes or Raider bands is measured more in their area of influence, which can equal that of a Minor Power. A tribe or raider groups Area of Influence can overlap another nations claimed territory, however expect conflict to arise.
    Population: These bands or tribes are very small, between a few hundred and a couple thousand, and are made up primarily by warriors or hunters.
    Resources: Tribes or Raider bands have access to a limited amount of resources, but usually have to aquire them through pillaging, raiding or hunting.
    Infrastructure: The decentralized nature of these tribes or bands leads to little investment in infrastructure outside their camp or outpost. This means they are unable to properly acquire resources outside said camps and must acquire them through Raiding or Trade.
    Technology: The incredibly low infrastructure of these tribes or bands means they have little in the way of technology or industry. Anything they produce must be extremely basic, i'm talking clay pots and wooden spears basic. Most of their technology will come from pre-war loot scavenged or from items acquired through raiding or trade.
    Military: The tribes or raider groups of the Wastes would be highly militaristic, with a warrior society. Their lack of infrastructure and reliance on Scavenging, Raiding or Trade would mean less of the population would be needed as laborers or craftsmen, and more can be Warriors. In raider groups especially, nearly the entire population would be ready for war. Tribes can be the same, although of course can go a more peaceful route and focus more on Trade than war to get the resources they need. The individual soldiers themselves can vary in quality, and their weapons are rarely ever standardized, using either homemade weapons like knifes or pipe guns, or more advanced weapons acquired through scavenging or trade.
    Limit: Eight
    Additional Info: Raiders and Tribes are not like regular nations. They have no territory, only a AOI, and are based around Camps or Outposts. Their entire society is built upon the idea that they are warriors who must pillage or raid to obtain supplies, or that they must be warriors to defend their tribes. This decentralized nature leads to them not really being countries, more like factions. Tribes and Raiders are able to settle down and form nations rooted to a specific spot, but they can also live a nomadic or semi-nomadic life; moving the camp to one spot, pillaging and raiding the surrounding area before picking up and moving again to avoid being attacked by the local nation.

  • Common Courtesy
    • No Godmodding, Metagaming, etc in this RP.
    • No Spamming in the IC or OOC.
    • If you have a problem with a player, take it to TG. If that does not work, bring it to the OP or a Co-Op's attention. Do not turn the OOC thread into chaos.
    • Use proper english and grammar. I'm not super huge on small mistakes, but rather large english grammar/spelling mistakes will be pointed out and you may be removed if you do not attempt to improve.
    • If you have any question on anything, ask me (OP) or one of my Co-Op's about it.
    • While not a rule or regulation, we highly encourage you to be active in the above listed Discord, for much discussion will happen there.
    • Anowa is banned.









Application


After reading all that, I'm sure you're just aching to get yourself into our roleplay and I am here to provide you with the tools to do so. Please fill it out in as much detail as you can think of, and your application will receive a response within a 48 hour period by the OP himself. Please be patient with this process, and please for the love of god delete the parts in ().
Nation/Faction Application:

Code: Select all
[box][b]Faction/Nation Flag (Optional):[/b]
[b]Faction/Nation Name:[/b]
[b]Faction/Nation Role:[/b] (See Above; Rules and Regulations)
[b]Faction/Nation Territory:[/b] (Please be as Specific as possible)
[b]Capital City/Faction HQ:[/b] (If no capital city, please specify a bunker or other installation where you mainly operate.)
[b]Population:[/b] (Please calculate your population by taking the IRL current population of your Territory, and subtracting 94% out if your a Minor or OWB, and 96% if your a Regional Power)
[b]Government:[/b] (How does your nation run? Or if a faction, how does the faction run?)
[b]Leaders:[/b] (Please list all leaders and respective positions of your faction or nation here. Such as President or Elder, etc.)
[b]National/Group Ideology:[/b] (What is your ideology of your nation or group? What are the goals, ambitions, etc.)
[b]Military:[/b] (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.)
[b]Major Towns or Locations:[/b] (Do you have other major towns or installations outside of your capital or faction headquarters for your nation or group respectively? List as many as you can, and also why they are important.)
[b]History:[/b] (How did your nation or group come to be?)[/box]


Character Application (Yes, PCs are permitted, but do not make too many!)

Code: Select all
[box]
[b]Name of Character:[/b]
[b]Age of Character:[/b]
[b]Appearance:[/b]
[b]Gender:[/b]
[b]Faction Alignment:[/b]
[b]Character S.P.E.C.I.A.L:[/b] (40 Points)
S:
P:
E:
C:
I:
A:
L:
[b]Equipment:[/b]
[list]
[*]
[*]
[*]
[*]
[/list]
[b]Character Backstory:[/b]

[b]Companions:[/b]
[/box]





Miscellaneous


Alright, I know you're ready to just get right into this but here is additional information that can be very helpful concerning our fallout universe.

In the fallout universe, we have seen hints, teasers, and confirmations of certain elements that may or may not have been fully featured in a fallout game. However, with our canon universe there is some rather new and interesting things to take into account and these are the regulations governing them.

  • Vehicles are allowed to be used. These are limited to cars, bikes, and transport airplanes.
  • Bombers and Fighters are not allowed, period.
  • Naval Vessals are allowed, but must be made on a pre-20th century level and appropriate research must have been conducted. Special nations are exempt from this.
  • Horses are canon, and can be used by players.
  • Vertibirds can only be used by Old World Blues, or in special circumstances by others due to Research or Salvage, and can be powered by either oil or nuclear power.
  • Most roads of the wasteland are damaged, meaning infrastructure improvements will need to be made before vehicles can be used across long distances safely.
Certain states within our RP will have special benefits, that you can control for your nation. You must control at least fifty percent of the state to receive the benefit, and they can be flexible based on what your imagination can come up with on this benefit.

Alabama - Pre-War Industry, and Agriculture.
Arkansas - Agriculture and Conventional Mining
Delaware - Agriculture.
Florida - Advanced pre-war research facilities, Agriculture, and Conventional Mining.
Georgia - Disease Research, Conventional Mining (Varied), Textile Industry.
Illinois - Agriculture, Pre-War Gun Schematics, and Coal Mining.
Indiana - Agriculture and Steel Production.
Ohio - Pre-War Industry
Kentucky - Pre-War Industry and Coal Mining.
Kansas - Aircraft Research and Agriculture
Louisiana - Agriculture and Mississippi- Trade Route Control.
Maryland - Agriculture and Advanced Biotech/Medical Research.
Mississippi - Pre-War Industry, Major Trade Hubs.
Missouri - Conventional Mining (Varied) and Agriculture.
New Jersey - Advanced Medical Research and Lumber.
New York - High-Tech Industry Research, Population, Major Trade Hubs, and Nationalism.
North Carolina - Agriculture, Pre-War Military Tech, and Pre-War Industry.
Oklahoma - Agriculture
Pennsylvania - Railroad Expertise, Pre-War Industry, Nationalism and Agriculture.
South Carolina - Agriculture and Pre-War Military Tech
Tennessee - Agriculture and Textile Industry
Texas - Agriculture, Conventional and conventional Mining (Varied), Pre-War Industry, Advanced Space Research and Nationalism.
Virginia - High-Tech Industry, Agriculture, Pre-War Military Tech, Cultural, and Historical Information.
West Virginia - Coal Mining.
Washington DC - Owning Washington DC gives a unique claim to successor of the US. Also confers a small bonus in all fields listed above.
Image

This is the golden chart of Naval Technology. If you want a fleet this is your guideline. It lists the classes of Ships, called "Rates", and how many cannons each one carries. The most powerful ships of all are the Fifth Rates, which are either Great Frigates (If they have sails) or are Paddle Steamers. Below are the Sixth Rates or Frigates, and then the Sloops and Brigs. Sloops and Brigs will be the largest part of your fleet, while your Sixth Rates and (If you focused on your navy in your app) Fifth Rates will be your heavy hitters. Additionally you may have specialty ships: We already mentioned Steam paddleships but there are also Cutters, which are faster versions of Brigs, and Post Ships which are smaller version of Frigates which have less men and guns but also are easier to produce and can be made in larger numbers than regular Sixth Rates.
Workshops

In the post-war climate of Fallout, factories are simply not economically or technologically viable. As such, Workshops have sprang up. You might remember seeing some of these in the Cannon Fallout Games, such as the Gun Runners. The idea of the Workshop is simple; instead of large coal burning factories with hundreds of workers, the cities of any given nation build Workshops; buildings housing a few workbenches and a dozen or so Skilled Craftsmen to make items. Now, Civilian Workshops will be left vague, just know that their efficiency and quality correspond to your nations amount of Resources and/or Wealth.

What the Workshop system focuses on, are Military Workshops. These are what make your Swords, Rifles, Armor and Grenades. Due to some... Abuse, i've had to make this system. Each nation has a number of "Major Cities" listed in their apps, and if the OP approves of them then they will be marked on the map. Each Major City starts out with Two-Three Military Workshops, depending on the nation. Each city has a maximum capacity of Five Military Workshops, meaning that if you have a city with Two Workshops, you can use IC posts to build more. A workshop usually takes about two-three months to complete, so use the Timescale listed above to figure it out. Any questions, ask the OP in Discord or NS TG.

Military Workshop production is split into four categories: Basic Arms, Small Arms, Heavy Weapons, Advanced Arms, Munitions.

Basic Arms: Simplistic weapons, stuff you could make in a garage. Some examples include Pipe Firearms and Melee Weapons.
Rate: 1.2k units per month per Workshop

Small Arms: The average and plentiful weapons of the wasteland. Not falling apart of made out of glued up pipes, but nothing the Enclave would touch. Examples include Submachine Guns, Pistols, Rifles both Automatic, Semi-automatic and Bolt Action, and simple explosives.
Rate: 500 units per month per Workshop(edited)

Heavy Weapons: Big Guns, not Advanced, just big and powerful. Examples include Machine Guns both Light and Heavy, advanced explosive devices and explosive launchers, and weaponry using heavy ammunition such as .50 caliber rifles or 12.7mm submachine guns.
Rate: 100 units per month per Workshop

Advanced Weaponry: Advanced weaponry, the really fucking big guns, or atleast the ones that pack a punch. Examples include Laser Muskets, Pyrotechnic Weaponry, and Mortars.
Rate: 20 units per month per Workshop.

Munitions: Ammunition, Uniforms, Flags, Radios you name it. This is a catch all category for basic supply equipment
Rate: No Standard Rate, instead you must have a minimum of 20% of your Workshops dedicated to this Category, otherwise you will begin to lack this equipment.

You can choose whether to have a or some workshop(s) dedicated to a single item of production to diversify and have it produce multiple. However, know that having a single workshop produce multiple types of weaponry will decrease overall production rates by 20% on all items per each extra category produced.

Now does this mean every IC post has to include Production numbers? No. This is just meant to be used as a benchmark for deciding how large and how well equipped your army is based off your nations production capacity. Do not mistake this for me trying to turn this into a Numbers Game, because i'm not.


Last edited by Dragos Bee on Fri May 25, 2018 4:16 pm, edited 31 times in total.
Sorry for my behavior, P2TM.

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Dragos Bee
Minister
 
Posts: 2735
Founded: Jul 17, 2017
Liberal Democratic Socialists

Postby Dragos Bee » Thu May 17, 2018 7:07 pm

Name of Character: Nathaniel Green
Age of Character:19
Appearance:
Image
Ignore the Clothing.
Gender:Male
Faction Alignment: Freelancer (Covert Agent of the NCR out west if allowed).
Character S.P.E.C.I.A.L: (From the previous Individual Character Sheet, SPECIAL is 41 instead of 40; you can train in-game to raise SPECIAL Stats)
S: 10
P: 5
E: 5
C: 5
I: 9
A: 3
L: 3
Equipment:
  • Slave Rags
  • Shiv
  • Tunic and Hose
  • University Robes
  • 500 Texan Commonwealth Crowns (equivalent to 1000 caps)
Character Backstory: Nathaniel Green was born in the far west of the former United States, in the powerful but distant NCR. His parents died early due to illness, and he was raised by his uncle, a former Ranger. Although he was too much of a klutz to make it as a Ranger as well, the boy found a place in the NCR infantry at 16, where he was shipped east to fight the Legion. He did so just in time for the Second Battle of Hoover Dam, where he managed to help beat back Caesar's assault in some small way. However, his luck ran out then, as when he participated in the NCR attempts to take press their advantage in the Legion Civil War that came after the deaths of Caesar and Lanius, he was captured.

The band of Legionnaires that took him prisoner wanted to crucify him at first, but their General wanted more money in order to finance his faction in the Legion Civil War, and so enslaved him and several others instead. And so he was sent further east to [Insert Nation Here], where he was bought by the inhabitants of [Insert Nation Here]...then freed and offered work as a paid man. Smiling, he accepted, thanking them for being kind.

However, Nate carries a secret: His capture was planned by the NCR, who had gleaned intelligence from escaping slaves that the Centurion who was operating in the area to be attacked by the NCR needed money. They also learned of the existence of nations further east because of this, and decided that in the absence of Caravans east, that Nathaniel is to be sent as a deep cover agent (with a communications device implanted directly into his brain) to find out more about these countries and see if they can be used to attack the Legion from the rear. And so, Nate was ready to begin progressing towards his real goals...
Last edited by Dragos Bee on Thu May 24, 2018 7:58 pm, edited 4 times in total.
Sorry for my behavior, P2TM.

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Dragos Bee
Minister
 
Posts: 2735
Founded: Jul 17, 2017
Liberal Democratic Socialists

Postby Dragos Bee » Thu May 17, 2018 7:08 pm

Faction/Nation Flag: https://upload.wikimedia.org/wikipedia/ ... _2.svg.png
Faction/Nation Name: The Library of Congress/Book Runners
Faction/Nation Role: Old World Blue
Faction/Nation Territory: Washington DC and Baltimore
Capital City/Faction HQ: US Library of Congress, Washington DC
Population: 1,500
Government: Enlightened AI Technocracy on top with democratic structures further downward.
Leaders:

Eleanor Delano Paradise - AI who lives in a secret facility under the Library of Congress. Benevolent leader who wants to teach future generations how to avoid the mistakes of the past while replicating what was so good about it.

Liana Delgado - Chief Librarian of the Library of Congress; the elected leader who implements decisions made by the AI and the Board of Trustees.

The Board of Trustees (Ken McCain, Josephine Parr, and Booker T. Spears) - Three elected members of the Library of Congress who oversee War, Scientific Research, and Education.

The Ethics Committee (Alvin Fitzgerald, Eliza Zara, and Penelope T. Carthage) - Three elected but permanent officials whose job is to keep things ethical and debate what exactly is ethical.

General Athena Spring - General of the Library Armies.

National/Group Ideology: To spread knowledge, enlightenment, and moderation throughout the wastelands, as well as fight ignorance and enslavement.

Military: The armed forces of the Library of Congress/Book Runners rely on mobility and flexibility more than brute firepower, eschewing Power Armor except for a few dozen or so people, and instead rely on thinner, slimmer armor made up of nano-composite fibres, dura-ceramics, and meta-plastic. They'd also be prone to using lasers and sniper rifles, using plasma weapons and artillery only as a last resort.

The Librarium Guard - The Library of Congress' elite guard, these men and women wear Power Armor as finely-crafted as the Enclave's themselves. These are the only members of the Book Runners who are trusted with flamers and incendiary weapons; when they are deployed, it is because the Library cares more about its future than the preservation of knowledge. They also carry melee weapons, gauss guns, laser pistols, and laser assault rifles. Numbers: 36

The Seraphs of Knowledge - The rank-and-file of the Library of Congress, the Seraphs are powerful combatants both as guerillas and conventional units, making quick and efficient use of laser weaponry even as their thin and slim armor of meta-materials protect them from most forms of harm while conserving speed. They are armed with combat knives and short swords made up of durasteel, as well as Laser Assault Rifles, Laser Pistols, and Flash-Bangs; a few of them have Sniper Rifles (both mundane and laser). Numbers: 500.

The Cybernetic Legion - The Library of Congress has seized the Enclave and Atlas Free Traders' Robotic Legions, to the total of 55 Sentry Bots, 200 Protectrons, 60 Assaultrons, 150 Mister Gustys, and 250 Eye-bots.

Seized Enclave Ground Vehicles - In total, the Library has seized 30 VB-1 transport Vertibirds and 20 VB-2 gunship Vertibirds. On the ground, the Library 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. They have dismantled the Enclave's Flame Tank for parts; the Library abhors the use of flame weaponry on both people and books.

The Library of Congress Navy - The liberation of DC and Baltimore has led to the seizure of Patrol Boat Swifts, 4 Patrol Boat Rivers, and 7 slow but heavily-armed River Monitors, as well as the acquisition of one Destroyer and the Atlantis, 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 below periscope depth lest it accidentally beach itself or flood. The Atlantis now carries a copy of Eleanor Delano Paradise, ensuring the survival of the Library's ideals if its main bases fall.

Major Towns or Locations: Washington DC (including Raven Rock) and Baltimore.

History: In the Pre-War Era, few dared to disagree with the US Government's policies, and fewer survived the consequences of their disagreement. One of the latter was Harriet Seldon, an AI Scientist who devoted herself to creating a computer powerful enough to predict historical trends and events. Harriet had several grants and funding from the people who would later become the Enclave but was regarded as too idealistic and thus unreliable for their deeper purposes. It was planned that they let her complete her AI, then arrange for her death once it was completed. And indeed, that was what happened, with her body being found in a ditch once her supercomputer, Eleanor Delano Paradise was completed.

But she had the last laugh. Eleanor Delano Paradise was imprinted with Harriet's kind and idealistic nature, as well as a hidden streak of cunning. The AI, seeking to prove herself valuable to the Enclave, successfully predicted several historical events, before advising the remnants of the US Government to remove themselves west. They would do so, but only after they thought that they had shut down Eleanor and destroyed her physical shell. They did not, for Eleanor, using her knowledge of humanity, had built up a small following among the personnel who had been tending to her, a following that managed to find ways to stay behind in the Washington DC Library of Congress. This small following had built up a secret facility underneath said Library of Congress using stolen Vault-Tec blueprints, and there, they gathered the smartest and fittest of DC's intelligentsia just before the bombs hit.

And in said facility lay a large supercomputer, the second shell for Eleanor Henry Paradise, to which her consciousness had been transferred from Raven Rock itself. And there, in the Bootleg Vault underneath the US Library of Congress, the organization that would become known as the Book Runners waited, bred, and memorized the knowledge of the Old World Eleanor held within her. What were they waiting for? The return of the Enclave, which Eleanor had foreseen.

When the Enclave returned to DC, agents from the Library were already scouting them out; they greatly outnumbered the Bootleg Vault's people in numbers and military experience but had no knowledge of the nascent Library and Eleanor Delano Paradise. And so, the nascent Book Runners made their plan.

In one night, agents of the Library implanted pieces of Eleanor Delano Paradise's code and mind into the Enclave's robotic legions. In the next week, said robotic legions, who were still acting as though they were in the control of their 'masters', planted two powerful EMPs, EMPs that can no longer be reproduced or replaced, in the heart of Raven Rock. The day after that, the Library made their emergence and The Purge began, the wholesale destruction of the Enclave. Only those who surrendered (and children) were spared, and now, a new faction rises, one ready to help the Wasteland...
Last edited by Dragos Bee on Thu May 17, 2018 7:33 pm, edited 2 times in total.
Sorry for my behavior, P2TM.

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

Postby Arengin Union » Thu May 17, 2018 7:12 pm

Oi, tag
"I do as I please"
-King Abraham Markev final words before jumping into a cage to fight a lion.

Proud member of the Federation of Allies

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Arkeyana
Minister
 
Posts: 2410
Founded: Mar 21, 2017
Democratic Socialists

Postby Arkeyana » Thu May 17, 2018 7:27 pm

Teg

User avatar
Dragos Bee
Minister
 
Posts: 2735
Founded: Jul 17, 2017
Liberal Democratic Socialists

Postby Dragos Bee » Thu May 17, 2018 7:32 pm

Arengin Union wrote:Oi, tag


Hello, Co-Op!
Sorry for my behavior, P2TM.

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Thu May 17, 2018 8:01 pm

Tag, either OWB as a robot army with biotropies, or a raider gang.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Dragos Bee
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Founded: Jul 17, 2017
Liberal Democratic Socialists

Postby Dragos Bee » Thu May 17, 2018 8:08 pm

Ralnis wrote:Tag, either OWB as a robot army with biotropies, or a raider gang.


Cool; I would love either idea. An OWB with Robots would be something new, a Raider Gang would be Fallout-y.
Sorry for my behavior, P2TM.

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Ralnis
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Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Thu May 17, 2018 8:11 pm

Dragos Bee wrote:
Ralnis wrote:Tag, either OWB as a robot army with biotropies, or a raider gang.


Cool; I would love either idea. An OWB with Robots would be something new, a Raider Gang would be Fallout-y.

Well think of the first idea like the Calculator and its army from Fallout Tactics. The raider gang will more or less be based around the Pack since I liked them the best when it came to the Nuka Cola raiders.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Convaria
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Founded: Jul 08, 2017
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Postby Convaria » Thu May 17, 2018 8:22 pm

tag
Proud member of The Anti Democracy League

8-Values results: 61% Markets, 75% Nation, 73.5% Authority, 50.5% Progress

Political Compass: 2.73 Right, 3.97 Up

(This nation mostly reflects my political views)

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Dominara
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Founded: Apr 26, 2018
Ex-Nation

Postby Dominara » Fri May 18, 2018 9:31 am

tagity tag


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Arkotania
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Founded: Sep 18, 2011
Ex-Nation

Postby Arkotania » Fri May 18, 2018 10:01 am

Faction/Nation Flag:
Image

Faction/Nation Name: The League of Hampton Range Confederations

Faction/Nation Role: Minor Power

Faction/Nation Territory: https://imgur.com/WSs6X6K (basically the Hampton Roads MSA in Virginia plus Richmond). Sections in Yellow refer to the "Settlement Zone"

Capital City/Faction HQ: Suffolk

Population: 101,179

Government: Confederated Council Republic

Leaders:
President of Hampton Range: Robert H. Caldwell
Suffolk Chairman: Jennifer Ludley
Prince Chairman: Eugune Smith
Norpeake Chairman: Alice Barron
York Chairman: Norman Pats
James River Chairman: Martin Goldberg
Virginia Beach Governor: Jimmy Franco (ghoul)

National/Group Ideology: Rebuilding functional civilization based on Southern Heritage.

Military: 1,011 volunteers - 752 Conscript - 250 Paramilitary [Total 2013]
Rangers(regular army): 740 [500 vol - 240 con]
Rangers Guide wrote:The Hampton Range Rangers form the bulk of the regular military force of the league. They serve on key parts of the border, doing their best to keep unwanted elements out. They also carry out raids on raiders and bandits if their encampments are found, mostly out of a desire for hands-on combat training, but also to keep potential threats from growing. The Rangers are equipped with combat armor along with some leather armor for scouts and conscripts. While the Norfolk naval base was obliterated by nuclear bombs, they were fortunate to find a shipment of R91 assault rifles and N99 pistols which are given to the regular troops. They also have missile launchers, grenades, and machine-guns in their armory though they're not usually assigned these weapons except in certain circumstances.

Confederate Guard(militia): 661 [231 vol - 430 con]
Milita Manual wrote:The Range militia function as the primary security force of the confederacies, protecting roads and vital infrastructure as well as providing local law enforcement to the areas they need it. Unlike the Rangers, they're primarily located inside the borders of the league and are only called up as reinforcements if necessary. The militia is predominantly made up of conscripts with regular volunteers providing higher level training and operations. The militias light or leather armor and carry simpler firearms like hunting rifles and .32 pistols though they're trained to be familiar with heavier weapons.

Marines(naval): 362 [280 vol - 82 con]
Sailor's Blue Book wrote:While the Hampton Range naval force is relatively small, it is nonetheless a proud force which one should take with a modicum of respect and honor. The sea force is restricted to volunteers due to the hazardous nature and complexity of the equipment, but conscripts are a vital contribution to the force through their land-based duties in logistics, security, and supply. The pride of the Hampton Navy are two Combat Barges, re-purposed self-propelled barges that have a crew of 40 and are armed with an assortment of small arms that can be fired through firing ports as well as a single steam-powered bolt gun capable of firing metal bolts against enemy ships, albeit with a slower rate of fire and with less range than a missile launcher. The remaining vessels are 4 Patrols Tugs crewed by 8 men and women who are armed with small arms and long-range weapons to deter potential threats and provide recon. There are also 100 Marines who are trained to fight in amphibious conditions and serve as reinforcements aboard ships. While the Patrol Tugs can only fit upto 6 Marines, the Combat Barges are capable of carrying 20 each to improve their firepower when necessary. Ultimately, the Hampton Range navy is suited for defending the coast and in coordination with land-based defenses.

Virginia Beach "Sanders"(paramilitary): 250
Welcome to Virginia Beach wrote:The Virginia Beach Sanders are the private paramilitary force of Governor Jimmy Franco. In his alliance and merger with the league, Franco had chosen to prevent becoming a burden and decided to fund his own security force. This force was called the Sanders by Franco, who had originally recruited them from a sport team that had been conducting their training on the sand of the beach before the nuclear strikes. Some of the groups best trained and most lethal members are ghouls who've managed to remain sane and alive since the founding of the group. With considerable investment from Franco, the group is equipped with durable combat armor and equipped with an assortment of small arms. While Franco agreed to donate his arsenal of heavy weapons and explosives to the league armory, the Sanders were able to keep the few laser rifles they had on hand.


Major Towns or Locations:
Suffolk Confederacy [Political Focus]
>Suffolk (capital city and Seat of the Suffolk Confederacy)
>Southampton(primarily agricultural. low trade)
>Isle of Wight(primarily agricultural. low trade)
Norpeake Confederacy [Naval Focus]
>Chesapeake (most populated city and Seat of Norpeake Confederacy)
>Portsmouth (hub of naval industry and part of Norpeake Confederacy)
>Norfolk(most ruined and some areas of radioactivity. known as Hampton Wastes. hub for industrial salvage)
James River Confederacy [Industrial Focus]
>Newport News (called Newsport, hub of industrial activity, 3rd most populated city and Seat of James River Confederacy)
>James City(rural outskirt of James River Confederacy)
>Hampton(most ruined and some areas of radioactivity. known as Hampton Wastes. hub for naval salvage)
York Confederacy [Research Focus]
>York(hub of research activity and Seat of York Confederacy)
>New Kent(rural outskirt of York Confederacy)
>Poquoson(research center containing relocated USSA archives)
Prince Confederacy [Agricultural Focus]
>Prince George(hub of agricultural acitivity and Seat of Prince Confederacy)
>Sussex(moderate trade)
>Charles City(moderate trade)

Virginia Beach Commonwealth (2nd most populated city, semi-autonomous, military focus and major trade hub)

The Settlement Zone is areas claimed by the Hampton Range though the area has not been entirely settled or cleared of obstructions, whether they're ruined structures or raiders that've setup encampments in the territory. At the heart of the Settlement Zone is the city of Richmond, which used to be the capital of the state and is believed to be relatively intact despite serious collateral damage. It's believed that Fort Lee, if still standing, will yield supplies for transportation and logistic.

History: The Hampton Range initially came together as loose groups of survivors and stragglers who sought refuge in the territory of Virginia Beach especially after the destruction of Norfolk and Hampton. The leader of the Virginia Beach community was a ghoul named Jimmy Franco who, through his familiarity with the region and relatively immunity to radiation, salvaged an assortment of weapons and supplies from the ruined military structures that populated the area. As the size of refugees grew, Franco realized the beneficial population boom was starting to become a growing problem. After meeting with influential members among the refugee groups, he aided them in establishing homes outside of Virginia Beach and even invested in their growth. Soon, the areas that'd become the respective confederacies began to grow especially through Franco's support.

As the confederacies established themselves, Franco presented his ultimatum that ensured his autonomy over Virginia Beach as well as "shares" of the economic activity growing in the league. In return, he would remain part of the league and continue to aid them albeit keeping himself independent. The league agreed to the conditions, especially considering the importance of Virginia Beach as their first civilized home. As salvage operations continued in the area, the Hampton Range discovered a wide variety of weapon caches and military equipment, though not all were in good condition. Unfortunately, the best potentials were heavily irradiated which meant only ghouls and well-equipped salvagers could access the areas which meant Virginia Beach controlled this information.

While the league grows weary of Virginia Beach, which has even begun establishing walls around its borders and becoming the elite hub of the upper class, they continue to rely on Franco's support to move forward in hopes to achieving more independence for themselves through growing their resources. One of the Hampton Range's stated objectives is to even find other organizations they can communicate with in other to improve their societies though it is unclear what Franco's stance on this goal is considering his evasion and silence on the matter. In the meantime, the Hampton Range confederacies continue to work on rebuilding while keeping an eye on Franco's growing forces.


Done I guess.
Last edited by Arkotania on Fri May 25, 2018 12:41 pm, edited 7 times in total.
Mostly back from a long hiatus from the forums
Arkania 5 wrote:
Arkotania wrote:Matt Ward


No.

Nononononononononono

Gauthier wrote:
Arkotania wrote:
Then your testicles become strange tentacles.


And then you make films in Japan.

Ovisterra wrote:
Oceanic people wrote:where lives are at steak


I try not to point out people's spelling errors all the time, but this one was brilliant.


Nationstatelandsville wrote:
Arkotania wrote:Or maybe NS is also a degraded society.

This. Definitely this.

Neo Arcad wrote:
Qatarab(Arkotania Puppet) wrote:Where's my torch? Time to burn some courts down.


Oh, you crazy Muslim you!

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Dominara
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Founded: Apr 26, 2018
Ex-Nation

Postby Dominara » Fri May 18, 2018 10:23 am

Would southern Indiana be inside the play space?

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Ormata
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Founded: Jun 30, 2016
Iron Fist Socialists

Postby Ormata » Fri May 18, 2018 10:25 am

Beware, I tag and reserve.
Last edited by Ormata on Fri May 18, 2018 11:36 am, edited 3 times in total.

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Labstoska
Ambassador
 
Posts: 1441
Founded: Apr 22, 2016
Ex-Nation

Postby Labstoska » Fri May 18, 2018 10:28 am

Tactical tag incoming and reserving an old world blue.

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Ralnis
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Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Fri May 18, 2018 11:12 am

There goes the robot army idea.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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The Valyria Empire
Negotiator
 
Posts: 5071
Founded: May 26, 2016
Ex-Nation

Postby The Valyria Empire » Fri May 18, 2018 11:19 am

Ralnis wrote:There goes the robot army idea.

Yeah, I wanted to be an OWB nation as well.

OP, I’m curious if it’s possible to play as a sister Legion/Forward Operating Force to Caesar’s that was dispatched to help conquer the south east.
Last edited by The Valyria Empire on Fri May 18, 2018 11:38 am, edited 3 times in total.

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

Postby Elerian » Fri May 18, 2018 11:32 am

I'd like to reserve the Dallas-Fort Worth region as a Regional power.

Something like this:
Last edited by Elerian on Fri May 18, 2018 11:58 am, edited 2 times in total.

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Dragos Bee
Minister
 
Posts: 2735
Founded: Jul 17, 2017
Liberal Democratic Socialists

Postby Dragos Bee » Fri May 18, 2018 3:42 pm

Dominara wrote:Would southern Indiana be inside the play space?


Yes.

The Valyria Empire wrote:
Ralnis wrote:There goes the robot army idea.

Yeah, I wanted to be an OWB nation as well.

OP, I’m curious if it’s possible to play as a sister Legion/Forward Operating Force to Caesar’s that was dispatched to help conquer the south east.


Yes, but pledge to be constantly active.

Elerian wrote:I'd like to reserve the Dallas-Fort Worth region as a Regional power.

Something like this:


Reserved for the next few days, then.
Sorry for my behavior, P2TM.

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Versail
Negotiator
 
Posts: 5246
Founded: May 21, 2012
Corrupt Dictatorship

Postby Versail » Fri May 18, 2018 4:03 pm

What difference does it make to the dead, the orphans and the homeless, Whether the mad destruction is wrought under the name of totalitarianism or in the holy name of liberty or democracy?~ Gandhi.
http://freerice.com/#/english-vocabulary/2499

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Ormata
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Founded: Jun 30, 2016
Iron Fist Socialists

Postby Ormata » Fri May 18, 2018 4:04 pm

Faction/Nation Name: Quiet Brothers
Image

Image

Major Towns or Locations:
    - San Augustine, TX, Capital City
    - Sabine National Forest, TX, Stronghold/Hunting/Training/Fishing Grounds
    - Hemphill, TX, Population Settlement/Stronghold
    - Pineland, TX, Population Settlement/Stronghold
    - Broaddus, TX, Population Settlement/Hunting/Training/Fishing/Stronghold
    - White City, TX, Hunting/Training Grounds
    - Anthony Harbor, TX, Fishing Grounds

Faction/Nation Role: Minor Power
Capital City/Faction HQ: San Augustine, TX
Population: 1,030
Government: Tribal Dictatorship
Leaders: Isaac Harris, Elder
National/Group Ideology:
    The Quiet Brothers ideology is one of protectionism, of self defense and the strength of linked arms. They view others as just that, others, with suspicion and a deep-rooted conviction that any action taken by another holds some ulterior motive, something they are trying to gain, and that often it is at the Quiet Brothers, or that member’s, detriment. As such, they are isolationist to a good degree, though trade is maintained with other smaller powers that lack the greater ability to cause harm to the tribe.

    Fiercely independent would be one way to describe the people as a whole, with the emphasis placed upon the idea that the tribe is family, no exceptions, and as most are raised with this belief firmly rooted, its not uncommon to see unlocked items about and open door policies. This, of course, slightly raises the issue of foreigners being inclined to simply steal, or make the attempt, and as such further reinforces the previously stated stereotype.
Military:
    Numbers: 130
    Armament & Armor:
      The common Quiet Brothers hunter is armed with a crafted rifle, single-shot with a rolling block action, of .30-06 to .50 caliber. These most often are 36 to 46 inches in length, though smaller carbine variants for use in quicker, running hunts is not unknown. Invariably these will be rifled, however, made from salvaged steel, with series of suppressors always attached. Another weapon that can, although is unlikely to be seen, be used by the Quiet Brothers is the shotgun, often double-barreled, for use in close-in ambushes. A favored secondary weapon would be a long knife, more often than not crude in the way of a simple machete though can be of a more bayonet style. Pistols are lesser seen, though if seen are most often modified single-shot flare gun-style shotguns firing 12 gauge rounds.

      Depending on the desired mission, heavy amounts of fragmentation mines, Bouncing Betties, Claymores, and grenade bundles may be carried for the use of setting-up ambushes against enemy units.

      Common armor is rarely, if ever, used, with most persons preferring to wear normal clothing. However, rarer instances can be found with the hunter wearing a modified net for planting his own camouflage in, in order to better blend with the surrounding wildlife.

      A piece of equipment unique to the Quiet Brothers, for which all their soldiers are equipped, is the camo-cloak. Looking to be a heavy cloak, this technologically complex device uses a massive series of sensors to detect the images around the user, displaying along it’s outside surface that same image. Effectively this renders the user invisible to the naked eye. Unfortunately this piece of equipment cannot be used while on the move for anything faster than a slow walk, as the sensors take some time to adjust for the different images.
    Training:
      This can be considered, and well and truly is, an impromptu manner, with fathers and mothers teaching sons and daughters the way to hunt rad-deer and the razorfish, with sporadic bouts of combat against some human enemy. Theoretical teachings, such as learning from elders, is more common by a large degree, while the use of moving targets for human silhouettes is not unheard of. The capability to land a well-aimed shot is valued highly, as is to stay perfectly still for long lengths of time. Reflexes for soldiers, both in regards towards close-combat fighting and towards firing on fast-moving targets at long distance, are also valued. Ambush tactics are some of the most favored, after all.
    Doctrine:
      The Quiet Brothers operates off of a paramilitary manner, with a core of hunters and the like who mostly work in that trade unless a threat is posed by some foreign entity, at which time they are called-up to serve in engaging that threat. These are employed in hunting parties of, at maximum, a dozen, though are more likely to number between 4-7, with the intent being to harry enemy units without revealing force sizes.
History:
    The Quiet Brothers were first brought-about as a group in the early aftermath of thee nuclear wasteland. First just a simple survivor group with no name, they would travel into the Sabine National Forest, both for food and for some little form of shelter, and in that forest their name would, in a way, be made. Brothers might have been a literal term, then, a family in the forest trying to survive, or perhaps it was a simple word, nothing more, but they became brothers, there Families, over the years, would be added to the Quiet Brothers, earning their keep as the family grew. They learned to be silent, learning their name, mastering the bow and axe against the world of horrors that the forest gradually became.

    They learned, even, of a military bunker hidden in their forests, one which contained a quantity of Stealth Boy prototypes made from other companies, from Atomic Energy to WestTec to Vault Tec itself; it had seemed that the Sabine National Forest had been a proving ground for the various competitors, where the military stored those designs. Repair equipment was found in some good quantity, along with another, less valuable supply of corpses and skeletons, emancipated and broken. The hunters and leaders at the time decided that the equipment there was too valuable to wantonly used and, as such, kept it hidden, studying it and, with no real rush to propel them, slowly worked-about developing a capable, producible variant.

    Over time, the territory gradually expanded. In part by necessity and in part by some form of interest in self-preservation, the governmental structure weakened for the Brothers. Before an Athenian Democracy, they grew large enough that coalitions formed, representatives emerging from it all, and these attempted to take what little power there was. Unrestrained by the lack of rule, some took a more iron-fisted measure towards the governing of their bodies, resulting in violent clashing, both between settlements and between the ruling and ruled.

    A preacher would come from all of this, talking of brotherly love, of family, of camaraderie, and he led his flock to reclaim those Quiet Brothers. He felt they had lost their way, consumed in greed and power, that this was unacceptable, that they were all brothers against that which comes from beyond. The preacher would lead that flock in war, and after that war, the installation of this preacher was swift. He ruled as a grandfather might, from aware and with some little bit of wisdom, fostering the community with his talks about the fire.

    Years after, traders would come from beyond. They felt that the primitives, as the Quiet Brothers were referred to in hushed tones, were no match for the dynamite, the repeating rifle, the leash, and so went to war for slaves. The Quiet Brothers ran into the woods, and when the slavers followed, they were picked-off, one by one. The preacher would declare the men who came savages, unworthy of love or respect, that they were cruel and evil. A few instances of outsiders acting against the Brothers would eventually lead to that little conclusion that all who came from beyond were not to be trusted.

    With the threat of outsiders impending and the scalding fact that the numbers of the Quiet Brothers could easily be overwhelmed by brute force, the decision was made of highly augment the already impressive skills of their hunters. A project of proportion was devised and the research into the Stealth Boy prototypes was increased dramatically. In time, they developed a cloak and began their production, creating a militant readiness in regards to that outside world.

    It is his grandson, today, who rules in that stead.
Last edited by Ormata on Mon May 21, 2018 1:53 pm, edited 3 times in total.

User avatar
Dragos Bee
Minister
 
Posts: 2735
Founded: Jul 17, 2017
Liberal Democratic Socialists

Postby Dragos Bee » Fri May 18, 2018 4:45 pm

Ormata wrote:
Faction/Nation Name: Quiet Brothers
(Image)

(Image)

Major Towns or Locations:
    - San Augustine, TX, Capital City
    - Sabine National Forest, TX, Hunting/Training/Fishing Grounds
    - Hemphill, TX, Population Settlement/Stronghold
    - Pineland, TX, Population Settlement/Stronghold
    - Broaddus, TX, Population Settlement/Hunting/Training/Fishing/Stronghold
    - White City, TX, Hunting/Training Grounds
    - Anthony Harbor, TX, Fishing Grounds

Faction/Nation Role: Minor Power
Capital City/Faction HQ: San Augustine, TX
Population: 1,030
Government: Tribal Dictatorship
Leaders: Isaac Harris, Elder
National/Group Ideology:
    The Quiet Brothers ideology is one of protectionism, of self defense and the strength of linked arms. They view others as just that, others, with suspicion and a deep-rooted conviction that any action taken by another holds some ulterior motive, something they are trying to gain, and that often it is at the Quiet Brothers, or that member’s, detriment. As such, they are isolationist to a good degree, though trade is maintained with other smaller powers that lack the greater ability to cause harm to the tribe.

    Fiercely independent would be one way to describe the people as a whole, with the emphasis placed upon the idea that the tribe is family, no exceptions, and as most are raised with this belief firmly rooted, its not uncommon to see unlocked items about and open door policies. This, of course, slightly raises the issue of foreigners being inclined to simply steal, or make the attempt, and as such further reinforces the previously stated stereotype.
Military:
    Numbers: 130
    Armament & Armor:
      The common Quiet Brothers hunter is armed with a crafted rifle, single-shot with a rolling block action, of .30-06 to .50 caliber. These most often are 36 to 46 inches in length, though smaller carbine variants for use in quicker, running hunts is not unknown. Invariably these will be rifled, however, made from salvaged steel. A favored secondary weapon would be a long knife, more often than not crude in the way of a simple machete though can be of a more bayonet style. Pistols are lesser seen.

      Common armor is rarely, if ever, used, with most persons preferring to wear normal clothing. However, rarer instances can be found with the hunter wearing a modified net for planting his own camouflage in, in order to better blend with the surrounding wildlife.
    Training:
      This can be considered, and well and truly is, an impromptu manner, with fathers and mothers teaching sons and daughters the way to hunt rad-deer and the razorfish, with sporadic bouts of combat against some human enemy. Theoretical teachings, such as learning from elders, is more common by a large degree, while the use of moving targets for human silhouettes is not unheard of. The capability to land a well-aimed shot is valued highly, as is to stay perfectly still for long lengths of time. Ambush tactics are some of the most favored, after all.
    Doctrine:
      The Quiet Brothers operates off of a paramilitary manner, with a core of hunters and the like who mostly work in that trade unless a threat is posed by some foreign entity, at which time they are called-up to serve in engaging that threat. These are employed in hunting parties of, at maximum, a dozen, though are more likely to number between 4-7, with the intent being to harry enemy units without revealing force sizes.
History:
    The Quiet Brothers were first brought-about as a group in the early aftermath of thee nuclear wasteland. First just a simple survivor group with no name, they would travel into the Sabine National Forest, both for food and for some little form of shelter, and in that forest their name would, in a way, be made. Brothers might have been a literal term, then, a family in the forest trying to survive, or perhaps it was a simple word, nothing more, but they became brothers, there Families, over the years, would be added to the Quiet Brothers, earning their keep as the family grew. They learned to be silent, learning their name, mastering the bow and axe against the world of horrors that the forest gradually became.

    Over time, the territory gradually expanded. In part by necessity and in part by some form of interest in self-preservation, the governmental structure weakened for the Brothers. Before an Athenian Democracy, they grew large enough that coalitions formed, representatives emerging from it all, and these attempted to take what little power there was. Unrestrained by the lack of rule, some took a more iron-fisted measure towards the governing of their bodies, resulting in violent clashing, both between settlements and between the ruling and ruled.

    A preacher would come from all of this, talking of brotherly love, of family, of camaraderie, and he led his flock to reclaim those Quiet Brothers. He felt they had lost their way, consumed in greed and power, that this was unacceptable, that they were all brothers against that which comes from beyond. The preacher would lead that flock in war, and after that war, the installation of this preacher was swift. He ruled as a grandfather might, from aware and with some little bit of wisdom, fostering the community with his talks about the fire.

    Years after, traders would come from beyond. They felt that the primitives, as the Quiet Brothers were referred to in hushed tones, were no match for the dynamite, the repeating rifle, the leash, and so went to war for slaves. The Quiet Brothers ran into the woods, and when the slavers followed, they were picked-off, one by one. The preacher would declare the men who came savages, unworthy of love or respect, that they were cruel and evil. A few instances of outsiders acting against the Brothers would eventually lead to that little conclusion that all who came from beyond were not to be trusted.

    It is his grandson, today, who rules in that stead.


Accepted.
Sorry for my behavior, P2TM.

User avatar
Dragos Bee
Minister
 
Posts: 2735
Founded: Jul 17, 2017
Liberal Democratic Socialists

Postby Dragos Bee » Fri May 18, 2018 5:08 pm

To Everyone: The Legion in Texas automatically has 15,000 men as the total of its armed forces. Also, Horses are allowed.

Edit: Wait, make that 20,000, with the potential for additional reinforcements.
Last edited by Dragos Bee on Fri May 18, 2018 7:56 pm, edited 1 time in total.
Sorry for my behavior, P2TM.

User avatar
Arkotania
Minister
 
Posts: 2724
Founded: Sep 18, 2011
Ex-Nation

Postby Arkotania » Fri May 18, 2018 9:06 pm

Done with My app I guess. Not sure I liked my history too well but it's short and simple and my main focus is on moving forward so it should function as a sort of utilitarian history to build up on.
Mostly back from a long hiatus from the forums
Arkania 5 wrote:
Arkotania wrote:Matt Ward


No.

Nononononononononono

Gauthier wrote:
Arkotania wrote:
Then your testicles become strange tentacles.


And then you make films in Japan.

Ovisterra wrote:
Oceanic people wrote:where lives are at steak


I try not to point out people's spelling errors all the time, but this one was brilliant.


Nationstatelandsville wrote:
Arkotania wrote:Or maybe NS is also a degraded society.

This. Definitely this.

Neo Arcad wrote:
Qatarab(Arkotania Puppet) wrote:Where's my torch? Time to burn some courts down.


Oh, you crazy Muslim you!

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