New Orleans is a hotbed for the Diseased
That... sounds creepy. I wanted to be a city-state, in either there or Las Vegas (depends on my knowledge/familiarity of the place), but I guess city-states are 'forsaken.'
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by HypErcApitAl » Sun Mar 29, 2020 9:45 pm
New Orleans is a hotbed for the Diseased
by Anowa » Sun Mar 29, 2020 9:47 pm
Hypercapital wrote:New Orleans is a hotbed for the Diseased
That... sounds creepy. I wanted to be a city-state, in either there or Las Vegas (depends on my knowledge/familiarity of the place), but I guess city-states are 'forsaken.'
by The Hoosier Alliance » Sun Mar 29, 2020 9:59 pm
Nationstates Name: The Hoosier Alliance
Faction Name: The Iron Clan
Faction Type: Bandit Clan
Flag (Optional):
Governing Ideology: Tribal style fascist, ruled by a Chief
Leader(s): Chief Mordecai Hunter
Territorial Claims:
Population: 1,000
Armed Population: 500
Technology Level: Mixed, Metal Age and Post-Collapse
History: The Iron Clan was named by those they fought when they settled the region. They moved to their current territory after being forced to move south by threats from rivals, poor crop yields, and particularly deadly winter. When they settled the area, a small enclave in the immediate area decided they would force the outsiders to pack up and leave. However, the stone age warriors of the enclave proved rather ineffective against the newcomers' iron weapons and armor. Finding the locals to be easy prey, the newly dubbed Iron Clan sacked their encampment, killed those that fought back, enslaved the survivors, and looted their homes for supplies. Using the new influx of slave labor and raw materials, the Iron Clan set up small workshops to produce post-collapse firearms, crossbows, bombs, and the like, as well as their relatively advanced metal age weapons. Realizing they were now in a position of power, the Iron Clan refused to return to its old way of communal farming and hunter-gathering. Having established a base of operations in the region, the Iron Clan has begun to loot and pillage the surrounding enclaves.
The clan is lead by a Chief that is chosen by the last chief either before they step down or before they die. If one had not yet been selected, one is elected from a pool of potential men, usually great warriors. Harsh conditions farther north have hardened the clan's people, making them strong, brutal, hardly emotional.
Culture: The Iron Clan has a strength-based culture, where the physically strong and emotionless are considered to be the best among them. It is inherently patriarchal, with the men expected to protect the women, fight in wars and go on raids, while women are expected to tend to the home, raise children, and serve the men. Chiefs are generally picked from either the strongest warriors, the most impressive war party leaders, or the oldest, most experienced warriors in the clan. Women are forbidden to become Chiefs.
A duty shared by the Chief and women is communing with Holy Flame. In the Iron Clan, the Holy Flame, the source of their power and reason for their status, is worshipped as a god. Fire is seen to be holy. The Holy Flame is a fickle god, often acting irrationally and spontaneously. It can be hard to keep the Holy Flame content, so some women dedicate all their time to serving their god. Women are seen as the proper vessels to speak to their god, while men are the proper vessels to carry out the will of the Flame.
Worship of the Holy Flame began after the clan's very first conquest when their understanding of metalworking and fire proved to be essential in the defeat of the larger, primitive enemy. A shire is dedicated to the Holy Flame in the center of their main encampment. It is an "eternally" burning fire, constantly fed by the most devout women.
Theme: (Optional)
ID TAG 1997 (DO NOT REMOVE)
by Empire of Donner land » Sun Mar 29, 2020 10:10 pm
Nationstates Name:
Faction Name: The Wingnut Bandits
Faction Type: Bandit Clan
Flag (Optional):
Governing Ideology: Democratic Survivalism (Survival is the first perogative. What's ours is ours, and what yours is, is also ours. The Leader of the clan is democratically elected by Members.)
Leader(s): Rolo Francis, Clan Leader.
Territorial Claims: Sedgewick County, Wichita, Kansas.
Population: 1,000
Armed Population: 500
Technology Level: Post-Collapse.
History: The Wingnut Bandit Clan was founded in the still-standing Lawrence Dumont Stadium by grouping up survivors and scavengers looking for shelter, taking the name from Wichita's own Baseball team, scavenging for food and materials from the surrounding city and countryside then small farming operations. A series of charismatic leaders pushed the small society to become an armed Bandit Clan through espousing a growing sentiment to survive at all costs regardless of morals or philosophy while keeping a Democratic if socially oppressive society. Today the settlement at Lawrence Dumont Stadium numbers a thousand people with many of the scrap domiciles spreading out into the parking lot and the streets with the Stadium acting as a psudo-castle with outer walls made of scrap. Plans for the future, however, is seeing scouting parties moving from the city as far as Manhattan, Kansas. Rumors spreading through the settlement indicate that they're looking for settled life elsewhere.
Culture: Mid-western U.S Culture typical of Kansas and the region as of a whole, changes in the culture coming from the collapse of society earlier have occurred, but it is more or less similar to what it sounds and looks like pre-collapse. However, Conservative-Republican values remain due to the state's previous demographics as a Red State, leading to mild radicalization, banning Gay Relationships under the threat of imprisonment and enforcing the 2nd Amendment to a level in which every person must be armed. "Abortions" are tales told to children about what happens to bad kids who misbehave. If seen by a person from before the collapse, they would hazard a guess that this is some sort of parody of the Republican Party or American Conservative Values.
Theme: The Wingnut Bandits
The Wingnut Bandits
ID TAG 1997 (DO NOT REMOVE)
The Collected Entries Of Me In A Nutshell
"Donner: A chill guy who has no chill" - Esgonia
"Everything is wrong. Everything" - URA
by Anowa » Sun Mar 29, 2020 10:22 pm
The Hoosier Alliance wrote:Nationstates Name: The Hoosier Alliance
Faction Name: The Iron Clan
Faction Type: Bandit Clan
Flag (Optional):
Governing Ideology: Tribal style fascist, ruled by a Chief
Leader(s): Chief Mordecai Hunter
Territorial Claims:(Image)
Population: 1,000
Armed Population: 500
Technology Level: Mixed, Metal Age and Post-Collapse
History: The Iron Clan was named by those they fought when they settled the region. They moved to their current territory after being forced to move south by threats from rivals, poor crop yields, and particularly deadly winter. When they settled the area, a small enclave in the immediate area decided they would force the outsiders to pack up and leave. However, the stone age warriors of the enclave proved rather ineffective against the newcomers' iron weapons and armor. Finding the locals to be easy prey, the newly dubbed Iron Clan sacked their encampment, killed those that fought back, enslaved the survivors, and looted their homes for supplies. Using the new influx of slave labor and raw materials, the Iron Clan set up small workshops to produce post-collapse firearms, crossbows, bombs, and the like, as well as their relatively advanced metal age weapons. Realizing they were now in a position of power, the Iron Clan refused to return to its old way of communal farming and hunter-gathering. Having established a base of operations in the region, the Iron Clan has begun to loot and pillage the surrounding enclaves.
The clan is lead by a Chief that is chosen by the last chief either before they step down or before they die. If one had not yet been selected, one is elected from a pool of potential men, usually great warriors. Harsh conditions farther north have hardened the clan's people, making them strong, brutal, hardly emotional.
Culture: The Iron Clan has a strength-based culture, where the physically strong and emotionless are considered to be the best among them. It is inherently patriarchal, with the men expected to protect the women, fight in wars and go on raids, while women are expected to tend to the home, raise children, and serve the men. Chiefs are generally picked from either the strongest warriors, the most impressive war party leaders, or the oldest, most experienced warriors in the clan. Women are forbidden to become Chiefs.
A duty shared by the Chief and women is communing with Holy Flame. In the Iron Clan, the Holy Flame, the source of their power and reason for their status, is worshipped as a god. Fire is seen to be holy. The Holy Flame is a fickle god, often acting irrationally and spontaneously. It can be hard to keep the Holy Flame content, so some women dedicate all their time to serving their god. Women are seen as the proper vessels to speak to their god, while men are the proper vessels to carry out the will of the Flame.
Worship of the Holy Flame began after the clan's very first conquest when their understanding of metalworking and fire proved to be essential in the defeat of the larger, primitive enemy. A shire is dedicated to the Holy Flame in the center of their main encampment. It is an "eternally" burning fire, constantly fed by the most devout women.
Theme: (Optional)
ID TAG 1997 (DO NOT REMOVE)
Empire of Donner land wrote:Nationstates Name:
Faction Name: The Wingnut Bandits
Faction Type: Bandit Clan
Flag (Optional):
Governing Ideology: Democratic Survivalism (Survival is the first perogative. What's ours is ours, and what yours is, is also ours. The Leader of the clan is democratically elected by Members.)
Leader(s): Rolo Francis, Clan Leader.
Territorial Claims: Sedgewick County, Wichita, Kansas.
Population: 1,000
Armed Population: 500
Technology Level: Post-Collapse.
History: The Wingnut Bandit Clan was founded in the still-standing Lawrence Dumont Stadium by grouping up survivors and scavengers looking for shelter, taking the name from Wichita's own Baseball team, scavenging for food and materials from the surrounding city and countryside then small farming operations. A series of charismatic leaders pushed the small society to become an armed Bandit Clan through espousing a growing sentiment to survive at all costs regardless of morals or philosophy while keeping a Democratic if socially oppressive society. Today the settlement at Lawrence Dumont Stadium numbers a thousand people with many of the scrap domiciles spreading out into the parking lot and the streets with the Stadium acting as a psudo-castle with outer walls made of scrap. Plans for the future, however, is seeing scouting parties moving from the city as far as Manhattan, Kansas. Rumors spreading through the settlement indicate that they're looking for settled life elsewhere.
Culture: Mid-western U.S Culture typical of Kansas and the region as of a whole, changes in the culture coming from the collapse of society earlier have occurred, but it is more or less similar to what it sounds and looks like pre-collapse. However, Conservative-Republican values remain due to the state's previous demographics as a Red State, leading to mild radicalization, banning Gay Relationships under the threat of imprisonment and enforcing the 2nd Amendment to a level in which every person must be armed. "Abortions" are tales told to children about what happens to bad kids who misbehave. If seen by a person from before the collapse, they would hazard a guess that this is some sort of parody of the Republican Party or American Conservative Values.
Theme: The Wingnut Bandits
The Wingnut Bandits
ID TAG 1997 (DO NOT REMOVE)
by Nazeroth » Sun Mar 29, 2020 10:27 pm
by Kazarogkai » Sun Mar 29, 2020 10:52 pm
by Anowa » Sun Mar 29, 2020 11:03 pm
Kazarogkai wrote:Could be interesting. Involved in two RPs at the moment. One on the verge of launching the other quite slow. Ill keep this one in mind and have my eye on it. Question how would a City State, think Greece, fit into this? More specifically how would one classify it? It would only have a single territory to work with but at the same time still has a reasonably large population, so a few thousand. I'm thinking Legitimized Government would be the best classification but it appears you require them to have up to five territories which as mentioned before wouldn't really be consistent with a city state. Just saying.
Kazarogkai wrote:Also another thing your military numbers seem a bit off. Even the Zulus and Iroquois couldn't put down more than 20% of their total population and even then that was only for short periods of time, meaning weeks. But you expect those who classify as empires to be required to maintain 25% of their population as full time active soldiers which seems a bit... off. When it comes to reasonably modern or even historical primitive societies one would rarely find a nation having more than ~5% of their total population in active service in peacetime. One wouldn't find a nation fielding 25% of their population outside of extreme circumstance and even then not without measurable effects on the economy if done for any significant length of time. Notice the societies I mentioned wielding armies of that size tended to be rather primitive, as a society gets more... complex this number has shown a tendency to go down. In the case of relatively "modern" nations like the German empire in WW1 they couldn't field more than 11% of their population while in turn the USA during the WW2 couldn't put down more than 10% or so.
Kazarogkai wrote:Just trying to clear the air and ask questions. Want to know your thought processes on the matter and the nature of how you want this whole thing to play out.
by The Frozen Forest » Sun Mar 29, 2020 11:15 pm
Nationstates Name:
Faction Name: The Kingdom of David
Faction Type: Kingdom
Flag (Optional):
Governing Ideology: Feudalism
Leader(s): King Isaac Adamson
Territorial Claims: Jasper County and Marshall County Iowa.
Population: 5,400
Armed Population: 840
Technology Level: Metal Age
History: The Kingdom of David is a newer state to develop in former America. It's forging was the dream of Isaac's father Noah who was his villages pastor in his youth. Noah Adamson lost his village when he was nineteen and fled with the survivors west to the abandoned town of Lambs Grove, Iowa. Noah became the leader of the group as time passed and helped to fortify the town as it's spiritual leader. He encouraged large families and committed himself to keeping the village safe but open to as many outsiders as possible. Accepting refugees from the east and west, Lambs Grove grew into a powerful city state in it's own right.
Isaac was born as his father grew old and when Noah died the powerful men of Lambs Grove made the fateful decision to name the young Isaac as King. Under the ideal of Divine Right, Isaac was raised believing that it was his job to protect his flock. Through hard work and sacrifice he was able to consolidate his power, build necessary infrastructure and strengthen the defenses around Lambs Grove. When raiders from the north came south and attacked Lambs Grove they were crushed. Isaac celebrated his victory by building a new church in the center of Lambs Grove.
Thing's didn't go well forever though. There is news of restless barbarians and discontent among the traders who visit Lambs Grove. Isaac has also grown somewhat megalomaniacal and has begun to attacked perceived enemies of his, making him increasingly unpopular with the Nobility. (but not the lower classes, who still view him as a direct link to God.) Isaac has a vision and intends to expand his Kingdom of David across the known world.
Culture: Davidian Culture is centered around the worship of God and Isaac. The life of a Davidian begins either at birth or following baptism into the Davidian Church. In case of the former then the child is baptised at birth. Children are incredibly important in Davidian culture and it is a grave sin to bring harm to a child (even through inaction). From birth to the age of six a child can expect to be brought into the Church frequently to familiarize him or her with Isaac and the Bible. At home they are free to run and play and have no other real responsibilities.
On a child’s seventh birthday he or she is introduced to the trade of their parents. Daughters learn how to sow, clean, cook and otherwise take care of the home. Sons are taught their father’s profession, how to hunt and fight and survive. Most critically children also take a more involved role in the Church. They become responsible for maintaining and helping inside their Church.
On a child’s fourteenth birthday they are considered ready for marriage and at the age of fifteen they are considered a full adult. On their fifteenth birthday the newly minted adult must either confirm their dedication to the Davidian Church or risk being labeled as an Outlander. Outlanders are allowed to live inside the borders of The Kingdom of David but must pay a monthly tax to the Church.
Davidians are typically married at the age of fourteen. Marriage to Outlanders is permitted so long as any children of the marriage are raised as members of the Davidian Church. Outlanders married to Davidians only pay a quarter of the Outlander Tax (which reduces to nothing if the Outlander manages to raise a child of his to adulthood, and that child stays within the Davidian Church).
Orphans are considered the children of the Church. When a child is orphaned or believed to be orphaned he is brought into the Church. They are taught to worship Isaac and God even more radically than most members of the Church. Healthy orphans who reach adulthood join Isaac’s Royal Guard, while the unhealthy are given roles within the Church (such as helping with baptism or education).
The Church itself is built around King Isaac. His word is akin to that of God’s and it is the job of his Apostles (of which there are four) to ensure that his commandments are carried out throughout the Kingdom. Each Apostle is also in charge of members of the clergy, known as Bishops (who are in charge of Pastors, the lowest level of clergy).
Trade is important within the Kingdom. It is considered a mark of pride to be able to grow and sell one’s own crops. It is equally important to be generous and charitable to the poor.
The biggest taboos possible include betraying Lambs Grove, forsaking Isaac or harming children. Slavery is seen as the only truly unforgivable sin. Other sins can be forgiven. The Kingdom of David does not practice capital punishment and instead utilizes banishment and imprisonment as means of crime control.
Theme: Build a Castle, Rise Again
ID TAG 1997 (DO NOT REMOVE)
by Anowa » Sun Mar 29, 2020 11:43 pm
The Frozen Forest wrote:Nationstates Name:
Faction Name: The Kingdom of David
Faction Type: Kingdom
Flag (Optional):(Image)
Governing Ideology: Feudalism
Leader(s): King Isaac Adamson
Territorial Claims: Jasper County and Marshall County Iowa.
Population: 5,400
Armed Population: 840
Technology Level: Metal Age
History: The Kingdom of David is a newer state to develop in former America. It's forging was the dream of Isaac's father Noah who was his villages pastor in his youth. Noah Adamson lost his village when he was nineteen and fled with the survivors west to the abandoned town of Lambs Grove, Iowa. Noah became the leader of the group as time passed and helped to fortify the town as it's spiritual leader. He encouraged large families and committed himself to keeping the village safe but open to as many outsiders as possible. Accepting refugees from the east and west, Lambs Grove grew into a powerful city state in it's own right.
Isaac was born as his father grew old and when Noah died the powerful men of Lambs Grove made the fateful decision to name the young Isaac as King. Under the ideal of Divine Right, Isaac was raised believing that it was his job to protect his flock. Through hard work and sacrifice he was able to consolidate his power, build necessary infrastructure and strengthen the defenses around Lambs Grove. When raiders from the north came south and attacked Lambs Grove they were crushed. Isaac celebrated his victory by building a new church in the center of Lambs Grove.
Thing's didn't go well forever though. There is news of restless barbarians and discontent among the traders who visit Lambs Grove. Isaac has also grown somewhat megalomaniacal and has begun to attacked perceived enemies of his, making him increasingly unpopular with the Nobility. (but not the lower classes, who still view him as a direct link to God.) Isaac has a vision and intends to expand his Kingdom of David across the known world.
Culture: The culture of Lambs Grove and the Kingdom of David is steeped in religion. While technically following the teachings of the Bible, Lambs Grove religion is more akin to worship of Isaac as a living deity. While society is more patriarchal than matriarchal, one could still mistake Lambs Grove for being egalitarian. Men are expected to take care of manual labor while women are expected to take care of the home and rear children-though the stigma for not following these roles is light enough that it isn't uncommon to see women doing the hunting or men cooking dinner for the family.
Children learn from a young age that Isaac is worthy of their praise. They are indoctrinated to believe that they can reach heaven by following his commandments. They are taught to accept any sinner irregardless of race, origin or cultural differences. Children are taught to be both shrewd traders and pious god-fearing individuals.
Holidays are times to celebrate and occur both annually and when commanded by Isaac. Business and church are the pillars that hold up the society of Lambs Grove. Success in both these aspects is viewed as success in life. However it is considered sinful not to be generous and charitable with money made from business dealings. Trade is seen as a means by which even the poorest citizens can survive.The biggest taboos possible include betraying Lambs Grove, forsaking Isaac or harming children. Slavery is seen as the only truly unforgivable sin. Other sins can be forgiven. The Kingdom of David does not practice capital punishment and instead utilizes banishment and imprisonment as means of crime control.
Theme: Build a Castle
ID TAG 1997 (DO NOT REMOVE)
by HypErcApitAl » Sun Mar 29, 2020 11:54 pm
Nationstates Name: Free Land of Hypercapital
Faction Name: Roll of The Dice
Faction Type: Tribe
Flag (Optional): https://i.redd.it/chx73qmevht21.png
Governing Ideology: Theocratic Republic
Leader(s): Jackpot Stewart Boatshire
Territorial Claims: Las Vegas, Nevada
Population: 2,500 Dicerollers
Armed Population: 300 Partisans
Technology Level: Mixed (Stone & Metal Ages)
History: 'Dicerollers' are the Demonym of Roll of The Dice, Roll of the Dice is sometimes called 'The Roll of The Dice,' and Roll of The Dice's armedforces are referred to as 'Partisans.' Roll of The Dice was formed by a small group, though it slowly grew. The survivors began to notice how lucky they were to form together, and started worshipping Luck and Fate, mainly worshipping Luck as a goddess after the saying "May Luck be a lady tonight." Roll of the Dice's leaders are referred to as 'Jackpots,' and the first Jackpot of Roll of The Dice was Alex Waters. The second, third, fourth and present are/were: Amelia Edson, James Thomasson, Edward Newcastle, and Stewart Boatshire. Roll of The Dice's main Partisans are the Ace-of-Spades (Crossbowmen) and Queens-of-Hearts (Longswordsmen). A mainstay of RoTD's Partisans are that they mainly use their technology level's weaponry, and if they find something out of that level, they'll save it or use it to neutralize traitors.
'Cardsharks' are RoTD's healers/witch doctors, mainly anyone with medical expertise. Being a Theocratic Republic, elections for the next Jackpot are held. Anyone regardless of gender or ethnicity may run for Jackpot. Diceroll Church, similar to the Catholic Church is headed by a Gambler. Gamblers are similar to Popes or Ayatollahs. Gamblers bless Jackpots after one's elected. Atheists and Agnostics are treated equally under RoTD's law. Lust is treated as a virtue, polygamy is legal, also.
Culture: Roll of The Dice's culture, as mainly being in/around Vegas, is very obsessed with Fate, Luck, Fortune and Destiny to the point of Worship, hence why they're a Theocratic Republic. Some hints of Nevadan and Vegas culture are still present, though.
Theme: (Optional)
ID TAG 1997 (DO NOT REMOVE)
by Anowa » Mon Mar 30, 2020 12:00 am
Hypercapital wrote:Nationstates Name: Free Land of Hypercapital
Faction Name: Roll of The Dice
Faction Type: Tribe
Flag (Optional): https://i.redd.it/chx73qmevht21.png
Governing Ideology: Theocratic Republic
Leader(s): Jackpot Stewart Boatshire
Territorial Claims: Las Vegas, Nevada
Population: 2,500 Dicerollers
Armed Population: 300 Partisans
Technology Level: Mixed (Stone & Metal Ages)
History: 'Dicerollers' are the Demonym of Roll of The Dice, Roll of the Dice is sometimes called 'The Roll of The Dice,' and Roll of The Dice's armedforces are referred to as 'Partisans.' Roll of The Dice was formed by a small group, though it slowly grew. The survivors began to notice how lucky they were to form together, and started worshipping Luck and Fate, mainly worshipping Luck as a goddess after the saying "May Luck be a lady tonight." Roll of the Dice's leaders are referred to as 'Jackpots,' and the first Jackpot of Roll of The Dice was Alex Waters. The second, third, fourth and present are/were: Amelia Edson, James Thomasson, Edward Newcastle, and Stewart Boatshire. Roll of The Dice's main Partisans are the Ace-of-Spades (Crossbowmen) and Queens-of-Hearts (Longswordsmen). A mainstay of RoTD's Partisans are that they mainly use their technology level's weaponry, and if they find something out of that level, they'll save it or use it to neutralize traitors.
'Cardsharks' are RoTD's healers/witch doctors, mainly anyone with medical expertise. Being a Theocratic Republic, elections for the next Jackpot are held. Anyone regardless of gender or ethnicity may run for Jackpot. Diceroll Church, similar to the Catholic Church is headed by a Gambler. Gamblers are similar to Popes or Ayatollahs. Gamblers bless Jackpots after one's elected. Atheists and Agnostics are treated equally under RoTD's law. Lust is treated as a virtue, polygamy is legal, also.
Culture: Roll of The Dice's culture, as mainly being in/around Vegas, is very obsessed with Fate, Luck, Fortune and Destiny to the point of Worship, hence why they're a Theocratic Republic. Some hints of Nevadan and Vegas culture are still present, though.
Theme: (Optional)
ID TAG 1997 (DO NOT REMOVE)
by Pyrghium » Mon Mar 30, 2020 8:21 am
by Piscina » Mon Mar 30, 2020 9:35 am
by Piscina » Mon Mar 30, 2020 9:53 am
by Ancosma » Mon Mar 30, 2020 10:22 am
Nationstates Name: Ancosma
Faction Name:Faction Type: Legitimized Government
- (English): Republic of Fergesia
- (Fergesian): Fergesa Republiqa
Flag (Optional):
Governing Ideology:This government is a militaristic form of democracy, where full citizenship can only be gained through military service. The voting franchise is limited to full citizens, and they are the only ones allowed to hold public offices.
Leader(s): Dom Leonardo Modesto
Territorial Claims: Inyo, Tulare, Mono, Esmeralda, and Mineral Counties
Population: 10,000
Armed Population: 3,000
Technology Level: Mixed (Prior-Collapse and Metal Age Tech)
History:Formerly the site of the Sequoia National Park, Mount Whitney was spared from most of the horrors of The Collapse, miraculously remaining an unspoiled wilderness. Approximately fifty years following the aftermath, a group of Mexican nomads arrived in the area, initially reluctant to settle the area and continue onward into the mountains. Stopping over in the ruins of the former City of Visalia, the Mexicans were about to leave; however, old and tired, combined with feeling pity for the locals, the nomads decided to settle down and pass down their knowledge.
Despite their elderly ages, the formerly nomadic Mexicans helped the locals clean-up the crumbling wreckage of their hometown, all the while sharing their wisdom, especially surviving on the frontier. Slowly but surely, Visalia, once a dirty and cobbled heap of concrete and scrap metal, slowly transformed into a compact pre-industrial town of tiled roofs, adobe houses, and proto-Spanish architecture. But progress and rebirth didn't mean that everything was entirely peaceful and quiet.
In the neighboring county of Kern, bandits and drug cartels were a near constant threat to the increasingly steadfast and enlightened locals of Visalia. Every now and then, the city would be subjected to looters and raids, although the city's gradual demolition and reconstruction had vastly decreased the banditry and crime for a while. This was due to the high demand in labor, along with the highly efficient management of resources thanks to the wisdom passed down from the Mexican nomads; however, Visalia's reconstruction and newfound influx of workers attracted a lot of attention.
Once Visalia was reborn as an agricultural town and work finally slowed down by the early 2120s, banditry and crime began to appear again. But the people who rebuilt Visalia didn't take civil misconduct and theft kindly, hence employing harsh crackdowns and punishments to those who would steal, rob, or harm others. But two incidents would forever change the face of Visalia, and in a twist of irony, lay the foundations for what would become the Fergesians.
In 2163, a Mexican bandit horde swept into Visalia and attempted to sacked the town; however, what the horde didn't count on was the Visalian anger and bitterness spilling over after decades of constantly fighting crime. Not to mention, a culture gap began to widen over the years, dividing the Visalians into two groups: Puristaz (Purists) and Separatistaz (Separatists). This consequently began to create two new cultures that stood out from their Mexican ancestors; however, most importantly, the Spanish language began to mutate into a derivative tongue, created by the Separatistaz to distinguish themselves from Mexican traditions, customs, and art.
Prior to the arrival of the horde, the Visalian Puristaz were nearly victorious, able to suppress and silence the Separatistaz; however, the onslaught of the bandit horde caught the Visalians by surprise, especially the Puristaz-aligned majority. Once the bandits were exterminated and hunted to the last man, the weakened Puristaz were then met with the newfound wave of anger and resentment of the Separatistaz, whom accused the Puristaz of laziness, incompetence, and inability to comfort to changes accordingly and fairly. Not even a week after Visalia defended against the bandit horde, the Puristaz and Separatistaz initiated open conflict with each other.
Initially, the Puristaz had the advantage of the capital (Visalia), industry, and equipment, but the Separatistaz had a myriad of advantages, one of them being a unique language, knowledge of the landscape, and mobility. Between November 2163 to March 2170, the Puristaz and Separatistaz fought for control over the future of their people and lands, with the battlefield stretching as far east as Esmeralda county, and far north as Mono and Mineral counties. But most of the conflicts fought throughout the Visalian Wars took place in Sequoia National Park and the East-Central Sierra Nevada mountains, especially Mount Whitney.
Despite bandit raids and attacks concurrent with the wars, the Separatistaz eventually won out in the end, finally eradicating the old ways of the Mexican culture found in the Puristaz. But once again, Visalia was in ruins once more, leaving it up to the Separatistaz to begin a new age of reconstruction and unification. The new reign needed a new name, however, and the Separatistaz sought inspiration from the Visalian Wars, particular in the Sierra Nevada, where they combined the words 'Fuego' (Fire), 'Guerra' (War), and 'Suelo' (Soil) to form a new culture called, Fergesia.
Nevertheless, the newly founded Fergesians endured the post-war hardships to rebuild their settlements and establish their newfound control over the lands. At the same time, the Fergesians initiated a cultural movement called, the Fergesian Shift (Subqintusa Fergasa), developing its own linguistic traits and vocabulary to separate derived from Spanish. While phenomena and awe-inspiring, the Fergesian Shift had an ulterior motive, specifically assimilating outsiders (either by force or peacefully) to speak and act Fergesian, and eradicating any trace of Mexican/Puristaz culture in their sights.
As of now, Fergesia continues to clash with the bandit clans from Kern county. At the same time, the newfound power in cultural identity and militarism makes the Fergesians a force to be reckoned by its neighbors, emerging in the east-central region of California as a legitimized government. So far in the year 2223, Fergesia has much to prove itself as a culturally homogeneous and peaceful civilization...
Culture:Theme: Once upon a time in the Blossoming Mountain
Fergesian ("Fergesa", or in full, Lingua Fergesa) is an American-Romance language originating in southeast California. It is the sole official language of Fergesia, evolving from the Mexican dialect of the Spanish language. Fergesia is known for its very unusual linguistic traits, such as, two genders (masculine and feminine), all nouns being capitalized (i.e. "Dora" means "A House/Home", while "dora" means "To house"), lack of articles (no 'The', 'A' or 'An', and 'Is/Was'), VOS and SOV word orders (VOS is used for specifying the present, while SOV is used for specifying the past), extremely rigid yet consistent phonology (i.e. "S" is pronounced like "Sh"), and most importantly, auxiliary verbs and particles (used to distinguish aspect and mood).Origanda en Qalavia sudesta Lingua americana-romanca Fergesa (Fergezian, o en qhompleta, Lingua fergesa). Sta Lingua official uniqa da Fergesa, evolucionando de Dialeto mehiqano Lingua ezpana. Qualitaz Linguaz inusual sabodo da Fergesa, qomo, duaz Generoz, todoz Nomenoz qhapitalizado, no Artiquloz, VOS y SOV Palabaz, Fonologio rigido y conveniente maqzime, y muy importamente, Verbaz auqziliaraz y Partiqulaz.
Fergesian ("Fergesa", or in full, Lingua Fergesa) is an American-Romance language originating in southeast California. It is the sole official language of Fergesia, evolving from the Mexican dialect of the Spanish language. Fergesia is known for its very unusual linguistic traits, such as, two genders, all nouns being capitalized, lack of articles, VOS and SOV word orders, extremely rigid yet consistent phonology, and most importantly, auxiliary verbs and particles. (WIP)- (WIP)
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by Nazeroth » Mon Mar 30, 2020 10:23 am
Piscina wrote:I know next to nothing about american geography. Would it still be possible for me to participate?
by Piscina » Mon Mar 30, 2020 10:30 am
by Beutarch » Mon Mar 30, 2020 12:21 pm
Nationstates Name: Beutarch
Faction Name: The Federal District of Annapolis
Faction Type: Legitimized Government
Flag (Optional): US Navy Jack
Governing Ideology: Authoritarian Democracy
Leader(s): President Wallace A. Westbrook, Fleet Admiral John J. Milford
Territorial Claims: Here.
Population: 10,019
Armed Population: 3,000
Technology Level: Mixed, largely post-collapse supplemented with pre-collapse
History: The District's history is long, stretching back to the years surrounding America's descent into anarchy and subsequent collapse. Most old timers, however, agree that the notion of the "District" came about shortly after the Atlantic Fleet's naval base in Norfolk fell to the disease. The site of makeshift hospitals and the anchorage of several hospital ships, the disease quickly ravaged the installation. Under presidential orders, Norfolk was to be one of the first targets of the atomic bombings that would engulf much of the continental US. The station's then commandant, given advance warning of the bombardment and ordered to evacuate as many able bodied men as he could, refused to believe that his government would perform such an atrocity to American citizens. Days prior to the bombardment, his flagship fired warning shots toward the naval base and its surrounding tent city, causing many to flee inland, avoiding the tactical nuclear device that would be dropped soon after.
During the exodus, many ships were left behind, as there were simply not enough healthy sailors to adequately crew them. Those that did successfully make it out of the anchorage were ordered to regroup with a Canadian task force in Nova Scotia, though the purpose of this order was unclear, as communication with the US's regional command structure fell apart soon after it was issued. The fleet's commanding officer, one Commander Marcus Wilson, determined that the best course of action would be to make contact with the military forces in Washington, ostensibly to assist with the ongoing evacuation and consolidation of the government in the district. Later commenters add that it is likely Wilson intended to confront those that had carried out the nuclear holocaust against America's own citizens, but such an operation would be highly impractical. Despite the fact that the locations of the officials who approved the attacks is lost to history, it is almost certain they were not in Washington at that point in the crisis. Nonetheless, fueled by emotion and with no other goal, the fleet set out toward the capitol. A detachment of the fleet, however, was ordered to approach the United State Naval Academy in Annapolis, taking up the midshipmen to supplement the disease-ravaged crews of the ships of the main group.
This detachment would never be able to link back up with the main task force, as the largest nuclear bombardment yet seen would soon be loosed on the nation's former capitol. It remains unclear what happened to the ships in the fleet, but it is assumed that they were disabled in the blast, or fled elsewhere in the immediate aftermath. The detachment, upon learning of the fate of the fleet, would return to Annapolis permanently.
In Annapolis, the civilian government soon became one and the same with the admiralty, as the military force provided by both the men of the academy and the firepower of the Navy's ships proved vital in the city's early years of effective independence, a bastion of humanity against the waves of mutants that spilled out of the rubble of Washington. After securing a defensible border against the mutant threat, the city's leaders asserted that a proper government needed to be established and the admiralty, clinging to their last formal orders, was forced to come to terms with the realization that they would never be able to reach the District of Columbia. In a compromise of both memories and aspirations, the Federal District of Annapolis was founded.
Though initially the District's borders extended only slightly outward from the municipal borders of Annapolis, as the threat of the neighboring mutants mounted, the District annexed several counties across the Chesapeake. By virtue of the District's already large naval presence, the new acquisitions were utilized to great effect, providing the food and material required to hold on to Maryland. A bureaucracy grew to manage the logistical concerns, cementing the District as a legitimized government in the wastes of New England.
Culture: The people District are steeped in American history, treasuring artifacts recovered from incursions into the Corrupted Holds of D.C. and modelling the government of Annapolis along the guidelines laid down by the Constitution, hundreds of years prior. This fascination and desire to return to American glory is largely seen through the lens of military and especially sea power, as both the Navy and the Academy serve as symbols and key aspects of the community. Under these two institutions and in the context of the survival-of-the-fittest environment of the Post-Collapse US, issues such as sexism and racism have largely been forgotten, the Fleet will tolerate any midshipman so long as they are able to kill a sufficient number of mutants. On the other hand, hazing rituals within the Academy have become endemic and inter-service rivalry, between the Fleet and the growing Marine Corps, has begun to show itself in physical altercations.
The two major political factions within the District both agree that the District is the only legitimate successor state to the United State of America, but feud over how best to proceed, given their current situation. Those who identify as "Columbians," believe that, for both the survival of the District and the morale victory that would be recapturing the capitol, the District must partake in a vast military build up, using these forces to lead a crusade against the mutants who inhabit Washington. A member of this faction would claim that it is only a matter of time before the mutants overwhelm the border, and that the District must strike while it is strong. The opposition to this faction, the "Easterners," believe that it is in the District's best interest to utilize its resources to continue settling in Delaware and other non-infested areas, and that an attack on D.C. would be suicidal.
The Columbian faction is largely made of the government's stratocrats and, increasingly, the Marines, who assert that the only way an invasion of D.C. is to take place is with an increase of the District's land forces. The Columbians also believe that moving toward D.C. would also fulfill the Fleet's final orders, those being to regroup and approach the capitol. The Easterns, consisting of the civilian members and commercial interests within the government, along with members of the Admiralty unwilling with give the Marines what they want, would claim that those orders were delivered by a mentally unsound officer and thus void, or are so impractical within a historical context that they were simply imagined by the Columbians as a political device, and never existed in reality.
Theme: Up with the stars!
ID TAG 1997 (DO NOT REMOVE)
by Anowa » Mon Mar 30, 2020 1:13 pm
Pyrghium wrote:Anowa wrote:That also works.
Actually, I might prefer to be a Legitimized Government. I’m thinking it was an Empire based in Quebec, that managed to take over parts of upstate New York, but was forced to relocate to Albany after being overthrown in a Revolution/Civil War back home (so an Empire hat has degraded to the status of Legitimized Government). Could that work?
by Pyrghium » Mon Mar 30, 2020 1:18 pm
Anowa wrote:Pyrghium wrote:Actually, I might prefer to be a Legitimized Government. I’m thinking it was an Empire based in Quebec, that managed to take over parts of upstate New York, but was forced to relocate to Albany after being overthrown in a Revolution/Civil War back home (so an Empire hat has degraded to the status of Legitimized Government). Could that work?
That would be problematic, as the land almost immediately across the border turns into a frozen wasteland in which people outright can't live. As it says in the OP.
by Ralnis » Mon Mar 30, 2020 1:31 pm
by The World Capitalist Confederation » Mon Mar 30, 2020 1:39 pm
Nationstates Name: The World Capitalist Confederation
Faction Name: The New American Military Concord
Faction Type: Tribal Confederacy
Flag (Optional): https://www.kindpng.com/imgv/bwJoJb_fas ... ymbol-png/
Governing Ideology: Neo-Reactionary Military Junta
Leader(s): General Edward Lietzen
Territorial Claims: Sioux, Lyon, Nobles (Minnesota and Iowa)
Population: 7,900
Armed Population: 1,300, although there are large stockpiles of post-collapse weaponry ready in case of guerilla warfare.
Technology Level: Mixed: Post-collapse, with very little prior-collapse salvage in upper military echelons. Has 34% vaccination rate, 11% literacy rate.
History: (Two Paragraphs Minimum)
Culture: Very religiously purist: follows a neo-Christianity, formed from remaining parts of the Bible and other religions from the apocalypse. It believes there are three main deities:
-The Sadist, a Deity of War, Blood, Suffering, Disease and Violence
-The Lustful, Deity of Hunger, Thrist, Desire and Wantoness
-The Narcissist, Deity of Power, Wealth and Narcissism
Theme: https://www.youtube.com/watch?v=ebk877L4DeU
ID TAG 1997 (DO NOT REMOVE)
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