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Aftermath (OOC|Post-Apocalypse|Faction|Open)

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Anowa
Post Marshal
 
Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Aftermath (OOC|Post-Apocalypse|Faction|Open)

Postby Anowa » Wed Jul 14, 2021 9:50 pm


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    Mankind has fallen. The exact reasons as to why have been muddied and blurred through word of mouth and lack of official word. If one took the time to sort through the decaying and tattered papers in the irradiated or corrupted government buildings, they'd find it started in the late 2020s, ended sometime in the 2030s... or at least that's when things really fell apart. A lot of people died, what's known is that there was some form of sickness rolling through most of the world, billions died. The United States, or what remained of it when they got around to reacting, started wiping hot spots of the infection out. It didn't work as intended, the disease now exposed to radiation started mutating rapidly, across a variety of species and symptoms, those unlucky few who caught the mutated strains were twisted and corrupted into diseased animals. Though at last, humanity had a reprieve at least, the disease in North America was now having a harder time infecting new people. With a growing immunity, people started recovering, but with a splintered government, people branched off and founded their own enclaves to survive, forsaking the government that had tried to bathe so many in atomic fire.

    It has been almost 200 years hence. Humanity's recovery has been a slow and uplifting process. Areas still left mangled and cursed with radiation and seemingly cursed by the souls of the dead, anchored by supernatural means. Batches of wilderness or abandoned ruins left teeming with infected remnants and corrupted fauna. Mankind has yet to return to these zones, and perhaps never will.

    All across North America, remnant holds, kingdoms, and free states have risen above the trials and tribulations of a post-collapse world. This is where you come in. You will take the reigns of one of these many states, likely of your own creation, and attempt to wrangle the post-collapse NA.

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LEGEND
- Free Holds (Non-Player)
- Bandit Clans (Non-Player)
- Corrupt Holds (Non-Player)
- Dead Zones (Non-Player)
___________________________________________________

- Order of Saint John of Jerusalem - Anowa / Fallen Empire

- The Purified Republic of Amerika - Mandicora /Legit Gov't
- The Kingdom of the Valley - Transoxthraxia / Legit Gov't
- The State of Harvard - Endem / Legit Gov't
- The United States Remnant - South Americanistan / Legit Gov't

- NOCTA - Arktic / Tribal Confederacy WIP
- Nation of the Imams - Guuj Xaat Kil / Tribal Confederacy
- Unnamed Tribal Confederacy - Beutarch WIP
- Unnamed Tribal Confederacy - Greater Socialist Albania WIP

- Monument - Olthenia / Kingdom WIP
- State of the Vale - Vacif / Kingdom

- Mississippi River Trading Co. - Tayner / Trading Company

- Riders of the Net Eternal - Great Confederacy of Commonwealth States / Bandit Clan
- Neo-Spartacist Army - Cybernetic Socialist Republics / Bandit Clan
- Dallas Warband - Romaniche / Bandit Clan
- Bad Moonz - Ralnis / Bandit Clan

- Unnamed Bandit Clan - Wasi State
- Unnamed Bandit Clan - Barapam

- Kampata - Anthocosm / Survivor Enclave

- No Gods, No Masters


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    The era of mankind in which everything was at your fingertips, and where food was only a stone's throw away is long gone. Humanity has regressed far, many who knew how to work the machines required to keep the world running died so long ago. Commonplace items of the past are seen to some as gifts from the gods, to the more collected folks, relics of a bygone era. That is not to say that all of humanity has regressed to the stone age, there are a few groups capable of maintaining a level of technology comparable to the 20th century, but most lay elsewhere on the graph.
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Glimmer Tech:

    Glimmer Tech are the kinds of things that were on the technological side of things during the collapse, while not always cutting edge, their general fragility means they are incredibly rare to be in working order this long past the collapse. Data drives, electronic devices, and variety of medical supplies which were on the edge of discovery. Such items are priceless based on the mere suggestion that they may still work, let alone actually function and contain usable data. To some they may be worth more than their weight in gold.

    Glimmer technologies cannot be produced on any scale, and can only very rarely be found in dead or corrupted zones, left reasonably untouched since the collapse.

    Glimmer Tech includes, but is not limited to:
    Smart Phones, Flash Drives, Computers, Gene Therapy Doses, Powered Exoskeletons, Batteries, Advanced Medical Machines


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Pre-Collapse Tech:

    Pre-Collapse Tech are items most commonly found in widespread hands prior to the collapse, however 200 years have passed, meaning the rather common items and devices found in widespread commercial use have either fallen into complete disrepair, or are kept in very small numbers. Things like artillery and motor vehicles are found almost exclusively in this category, due to a lack of knowledge and materials needed to mass produce either in a post-collapse society.

    Pre-Collapse technologies cannot be mass produced in any meaningful numbers, due to the lack of manufacturing capacity for most or all of their components.

    Pre Collapse technology includes, but is not limited to:
    Post 1970 Firearms and weapons, Mortars, Artillery, Aircraft, Tanks, Motor Vehicles, and Armored Naval Vessels, Nuclear Reactors, Plastic, Synthetic Drugs.


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Prior-Collapse Tech:

    Prior-Collapse Tech are items that find their origin before the common items of the post collapse. Things built and designed from yesteryear, they are no longer common in their pre-collapse configuration, but their design and simplicity is easy for states with the industrial capacity to re-develop them. While generally easy to understand, develop, and manufacture, most nations can't meet the level of industry needed for this level of technology unless they have the benefit of holding out in a very well kept factory or medical lab.

    Prior-Collapse technologies can only be mass produced by states that manage to operate well maintained factories.

    Prior-Collapse technology includes, but is not limited to:
    Pre-1970s Firearms and Weapons, Penicillin, Antihistamines, Vacuum Tubes, SuperGlue, Pacemakers, Generators


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Post-Collapse Tech

    Post-Collapse Technology is the level of technology that most industrial states find themselves in. With a lack of good materials, scrap metal and wood remain to cobble together into varying items and tools to use to rebuild their homes. This tech tier does not support reliable firearms, with most tools and items prone to failure due to their composition.

    Post-Collapse technologies can be widely mass produced.

    Post-Collapse technology includes, but is not limited to:
    Improvised Firearms, Pipe Bombs, Crossbows, Molotov Cocktails, Air-Powered Firearms, Rigid Balloon Aircraft, Steam Power, and Small Naval Vessels


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Metal Age Tech

    Metal Age Technology is a loose collection of designs and ideas based not around the old bronze or iron ages, but rather the common theme of metal at it's core. This is the level in which craftsmen take their true shape, forging metal to their will, whether it be iron, steel, bronze, or brass. There is also a great variety of strengths and weaknesses depending on the metals used. At worst, the materials will be plentiful, if having very little in difference due to imperfections of the recycled and oxidized metals, but in the best and most time consuming cases, an iron sword fighting a bronze suit of armor can be like bringing a Death Star to a pillow fight.

    Metal Age technology includes, but is not limited to:
    Swords, Spears, Shields, Crossbows, Conventional Bows, Wooden Ships, Basic Black Powder Firearms, Surgical Implements, Wooden Structures, Natural Remidies.


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Stone Age Tech

    The age old quote by Albert Einstein had this in mind when referring to WWIV. This is the absolute base level of mankind's development, napped rocks, sinew or thread, and as straight of a piece of wood you can get. This was where humanity started so many thousands of years ago, and it is now how far it has fallen. If it can't be made from sticks, stones, leather or herbs it won't be found here.

    This tech tier does not support firearms in any capacity.

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    In the world of Year 2223, there are a few varieties of governments and factions that exist. To prevent players from establishing overpowered military dictatorships from the beginning, government and faction types are managed based on how close to a legitimate government the faction is. Each type of government will have particular positives and negatives to maintain balance and prevent large scale conquest or subjugation.

    The government types are as follows:

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- Empire: An Empire is the highest tier nation able to exist, and none currently do. An Empire has a minimum population of 20,000, with 5,000 in active military service. They control at least 40 territories, with a capitol city and three regional capitols. Empires can only be formed by a nation that meets the aforementioned qualifications regarding population and territory. Empires are immensely powerful, late-stage governments that only form in the rarest of circumstances. They can acquire new territories at a rate of 1 every 12 months; attempting to gain territories before this time results in over-extension, leading to armed insurrectionist movements and supply shortages. Empires can maintain any defining ideology, but have historically leaned Fascist or Royalist. Empires are vast regional powers that, while immensely powerful militarily, suffer even further from the problems that plague Legitimized Governments. Prone to internal power struggles, political discourse and stagnation, Empires are both extremely powerful and weak at the same time. Technologically, they can support widespread prior-collapse weaponry with some pre-collapse in specialized units.
(0 / 0) Positions Filled
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- Legitimized Government: A legitimized government is any faction that has a population of 10,000, with a maximum of 3,000 in active military service. Legitimized Governments can maintain approximately 5 (including their capitol) territories at start and can expand their territories by 1 every 12 months. Legitimized governments are the most powerful starting government types, capable of fielding larger armies, however this comes at cost. Legitimized Governments that attempt to gain more territory than allowed bi-annually suffer over-extension, which will lead to armed rebellions or even liberation movements. These governments are also reliant on more bureaucracy than other faction types, and therefore are more prone to corruption and internal power struggles. Technologically, they can field post-collapse weapons and even some prior-collapse weapons such as mounted machine-guns or artillery.
(4 / 4) Positions Filled (1 Reserved)
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- Tribal Confederation: A tribal confederation is a group formed of several tribes, typically nomadic or agrarian in nature. It has a maximum population of 8,000, with a maximum of 2,000 in active military service. Tribal Confederacies can maintain approximately 3 territories (including their capitol) at start and can expand their territory by 1 every 9 months. Tribal Confederations are one step below Legitimized Governments in terms of military power and technology, capable of fielding nearly comparable armies. They suffer a similar malus from over-extension, and also must deal with internal tribal strife between the groups making up their confederation. Such internal conflicts can lead to wars of independence, or even the complete collapse of the Confederation itself if left unattended. These governments are more reliant on old-world ideals like Divine Mandate, Feudalism, or Serfdom. They can field some post-Collapse technologies, but are primarily limited to late Middle Ages and early Renaissance technologies.
(4 / 4) Positions Filled (2 WIP)
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- Kingdom: A Kingdom is typically an autocratic form of government, ruled by a single individual. Kingdoms begin with 2 territories (including their capitol) and can expand their territory by 1 every 8 months. Kingdoms have a maximum population of 6,000, with a maximum of 1,000 in active military service. Kingdoms are reliant on their populations for labor, much like Tribal Confederations and are much slower to industrialize than Legitimized Governments. Kingdoms must content with royal internal dilemmas, such as lines of succession, estates and religious dogma more than other faction types. Because of the reliance on agrarian communities and feudalism, these factions are more heavily affected by crises like famine and plague. Kingdoms can only field Metal Age technology, but all territories are fortified against enemy attack via castles and forts.
(2 / 4) Positions Filled (1 WIP)
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- Tribe: A Tribe is a small form of government, governed by a wide variety of systems from autocracy to socialism. Tribes begin with a single capitol territory and can expand their territory by 1 every 6 months. Tribes have a maximum population of 4,000 with a maximum of 500 in active military service. Tribes can be either nomadic or sedentary, but invariably rely on living off the land to survive. Tribal factions are much more tight-nit, but must contend with similar issues to Kingdoms in the forms of estates, royal families and succession. Their reliance on the land and physical labor causes tribes to suffer much greater from famine and disease crises, and their lack of military power often leads to their conquest by other nations. To combat this, tribes can migrate territories once every 2 months, moving their capitol to any adjacent territory while losing any adjacent conquered territories. Tribes must rely on borderline stone-age weaponry, but can acquire better technology by raiding surrounding factions. Upon reaching the established prerequisite, Tribes may upgrade to a Tribal Confederation.
(0 / 10) Positions Open
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- Mega-Corporation: The final upgrade to a Trading Company, Mega-Corporations are vast organizations focused purely on profit. Mega-Corporations can maintain 5 territories, including their capitol. Mega-Corporations are similar to legitimized governments, holding at least 10,000 employees, 4,000 of which are combat ready. Additional employees can be gained over time, but will not contribute to further growth into other faction types. Mega-Corporations function similarly to Trading Companies, focusing on forming caravans and maintaining profit margins. Caravans can travel through other faction's territories with relative impunity, but remain targets for bandits and other factions. In addition to increased military strength, Mega-Corporations can focus on subverting their rivals via various activities such as paying off bandits or other factions to attack their enemies. Mega-Corporations can also conduct aggressive acquisitions on 1 adjacent territory every 12 months, suffering over-extension if this is conducted too early. Mega-Corporations are a legitimate military threat to smaller factions and can annex or vassalize them with their considerable private armies. Mega-Corporations can field Prior-Collapse technology and some Pre-Collapse.
(0 / 0) Positions Filled
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- Corporation: Corporations occur when a Trading Company gains territory and population equivalent to a Kingdom. As such, they operate similarly to Kingdoms. They can maintain 6,000 employees with 1,000 combat ready. Corporations start with two territories and can expand by 1 every 18 months, suffering over-extension if this is done early. Their territories are heavily fortified, making them difficult to annex or vassalize without significant bloodshed. Corporations can form caravans that can travel through other faction's territory with impunity, but they remain juicy targets for bandits and hostile factions. Due to their increase in size and wealth, Corporations can pay off NPC bandit tribes to avoid their caravans if they so choose. Player bandit tribes can choose whether or not to accept the bribe. Corporations can also conduct subversive activities such as funding insurrectionist movements in enemy factions or sending lobbyists to sway their leaders their direction. At the same time, however, Corporations are prone to even more internal problems that can be exploited by outside forces.
(0 / 0) Positions Filled
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- Trading Company: A unique faction type focused on profit, rather than outright domination. Trading Companies begin with a single capitol territory, but cannot expand from this location. Trading Companies have a combination of citizens, as well as employees, Trading Companies begin with 2,000 employees, 500 of which are combat ready. Additional employees can be gained slowly over time. Trading Companies expressly work to further profit and political gain, and form caravans to this end. Caravans can travel to other factions with relative impunity, where they can sell goods for the company. Caravans are, however, valuable targets for both bandits and other factions, and must be closely guarded. The lack of military strength on the part of the Company is compensated by their ability to financially influence other factions, as well as their heightened starting fortifications. While not able to field vast armies, Trading Companies can make their allies rich and secure their independence not through blood, but trade. Trading Companies cannot migrate territory and cannot gain new territory, but start with Post-Collapse technology. Internal conflicts over greed and profit margins are not uncommon. Famine and disease crises can affect them just as severely as other smaller factions. Trading Companies can upgrade to Corporations once reaching a population equivalent to a Kingdom, not requiring additional territory.
(1 / 5) Positions Filled
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- Bandit Clan: Banditry is not an uncommon practice in the wastes, and Bandit Clans play a significant role in that. Bandit Clans start with a single capitol territory and cannot expand, but can migrate similarly to Tribes. Unlike tribes, however, bandits can put other nearby NPC Tribes, Clans, and States under "protection", requiring the payment of goods in exchange for continued survival. Influenced tribes can be forced to provide manpower and resources to bandit clans until liberated by another faction. Bandit Clans start with a population of 1,000 with 500 combat ready. Their sole existence is to raid, pillage and steal what they like, when they like it. Bandit Clans can have a variety of internal governmental systems, but rely almost entirely on extorting other tribes and raiding. Without these key elements, bandit tribes will quickly collapse into internal backstabbing. To compensate for their small comparative size, bandit tribes begin with a mix of Metal Age and Post-Collapse tech. Their capacity for guerrilla warfare is not the be ignored, as they can rarely take on a large army head on. Bandit Clans can wage campaigns of terror against their enemies, but will suffer just as harshly during crisis events, particularly famines. Despite this, they can become formidable foes if left unattended by larger nations. Bandits can reform into tribes upon reaching the required population, not requiring additional territory to do so.
(6 / 10) Positions Filled (2 WIP)
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- Survivor Enclave: Survivor Enclaves are the smallest form of government, and like tribals can utilize any form of governing system desired. Enclaves begin with a single capitol territory and can expand by 1 every 24 months. Enclaves have a maximum population of 1,000, with a maximum of 200 in active military service. The most common remnant of humanity, Survivor Enclaves were usually born from tight-knit communities or by families who had been preparing for the end for a very long time. Over the years they've likely expanded to contain more than their beginnings, however, they have yet to expand beyond a single territory. Survivor Enclaves begin with metal age and post-collapse technologies.
(UNLIMITED)
Code: Select all
[box][b]Nationstates Name:[/b]

[b]Faction Name:[/b]
[b]Faction Type:[/b]
[b]Flag (Optional):[/b]
[b]Governing Ideology:[/b] (Democratic, Royalist, Fascist, Communist, Feudalism, etc.)
[b]Leader(s):[/b]
[b]Territorial Claims:[/b] (These must be adjacent to one another.)
[b]Population:[/b] (See Government Types before determining population.)
[b]Armed Population:[/b] (See Government Types before determining armed population.)
[b]Technology Level:[/b] (Stone Age, Middle Ages, Post-Collapse, Pre-Collapse, Mixed.)

[b]History:[/b] (Two Paragraphs Minimum)
[b]Culture:[/b]
[b]Theme:[/b] (Optional)

[b]ID TAG 1997[/b] (DO NOT REMOVE)[/box]

Code: Select all
[box][b]Character Name:[/b]
[b]Gender:[/b]
[b]Birthdate/Age:[/b]
[b]Faction Alleigance:[/b] (Ensure you've cleared it with the faction player in question)
[b]Physical Description/Image:[/b]
[b]Occupation:[/b]
[b]Birthplace:[/b]
[b]Biography:[/b] (Two Paragraphs Minimum)
[b]Equipment:[/b]
[b]Theme:[/b] (Optional)

[b]ID TAG 1997[/b] (DO NOT REMOVE)[/box]

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OVERALL:
    COMBAT:
    • Battles are to be handled between players via OOC or Telegram. If players cannot come to a joint conclusion, an OP or Co-Op will.
    • Following a war's conclusion, the winning and losing players will determine what territories are lost/gained.
    • If a conclusion cannot be made following a conflict, an OP or Co-Op will make the decision.
    CRISES AND OTHER:
    • Every month, a number of Crisis/Events (or none at all) will be randomly determined. These Crisis events will occur in either certain regions or the entire map. Crisis Events can range from famines and nutty prophets, to pending cataclysms that risk the remnants of mankind. Some Crisis start when predetermined conditions are met, and will continue until they or their event chain is resolved, regardless of other crisis. Other crisis (such as seasonal or animal crisis) will occur regardless of other occurring crisis, upon the start of a season or month.
    • If your nation is affected by a crisis event, adjust your posts accordingly.
    • Refusal to acknowledge Crisis conditions is grounds for warning and/or ban.
    • If your nation is facing a potential revolt, an OP or Co-OP will discuss with you the finer details of the conflict.
    • Don't be a sore loser. You can always start a new faction.
    OTHER MECHANICS:
    • Expansion: Expansion will always take exactly one month to complete. Once completed, territories expanded into will become integrated into their respective nation.
    • Vassalization: Both NPC and Player nations can be Vassalized. Vassals are beholden to the nations that conquered them and are required to fight alongside them in any future wars. NPC Vassals can be integrated after 2 years, while player Vassals cannot. Player Vassals can, after being subjugated, launch a war of independence after the conclusion of their truce with the ruling nation.
    • Annexation: NPC Nations can be annexed into a faction once they are defeated militarily. This will count as an expansion and is thus open to over-extension penalties. Player Factions cannot be annexed entirely and will retain their capitol if all other territories are annexed. If a player wishes to have their capitol annexed and become an element of the invading empire, they may do so. The winning player cannot force another nation to cede their capitol without approval. Players choosing not be annexed can instead be vassalized when defeated militarily.
    • NPC Factions: NPC Factions can be annexed, vassalized or integrated. Vassalization does not count as expansion and is therefore not beholden to an over-extension penalty. Integration or annexation are considered Expansion and are therefore subject to over-extension penalties if conducted prior to a faction's designated expansion time.
    • Movement: Militaries, Civilians and Caravans can move through unclaimed, neutral and friendly territory. Military movements are not considered territorial claims, however any territories occupied by military forces are considered Occupied and are temporarily part of the occupying faction until a Peace Treaty is established. Trade Company outposts and markets, as well as other faction outposts, are not considered territorial claims. Every territory movement will require one week (Mounts such as horses, or camels move at double the rate, and motor vehicles triple the rate, air vehicles at quintuple the rate.), not including territorial concerns such as river crossings, deserts and mountains. Moving through mountainous, or desert terrain isn't possible unless by aircraft or motor vehicle, and takes three weeks regardless.
    • Population Growth and Upgrading Nations: Populations in controlled territories will naturally grow by one-hundred (100) every other month, per territory. Trading Companies and Corporations increase by one-hundred and twenty five (125) to account for employment gains. The size of a nation's military cannot be increased without upgrading to a higher tier nation. Upgrading to a higher tier nation requires the lower tier nation to have an amount of controlled territory equivalent to the next nation up. Vassal states do not count as controlled territory. They must also have an equivalent population. If this is achieved, a faction can upgrade to a higher tier faction. Trading Companies cannot upgrade to Legitimized Governments or Confederacies, but can upgrade to become Corporations and Mega-Corporations.
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    A White Winter
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    In times long gone, a blanket of snow over the land was seen as a blessing, a sign of a holiday season filled with joy and cheer. That was a long time ago, now all snow brings is a sense of dread. Humans don't hibernate, so the first sign of snow means the first sign of grabbing whatever food you can and hunkering down, anywhere from 3 to 5 months. Sometimes, people don't make it, and end up doing the unthinkable...
    Not to mention the floods that sometimes occur afterwards.

    This event slows population growth and troop movements by half, and outright ceases crop production. Poor management can lead to widespread starvation.

    This Events Ends in the Second Week of February
    Affected Factions: Order of Saint John of Jerusalem, The Purified Republic of Amerika, The State of Harvard, Mississippi River Trading Co.



    Sins of Dead Ideas
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    What used to be a rhythmic, if random pulsing along radio waves long since abandoned, is now a constant droning. Those seeking it may find it infinitely easier to triangulate to two different sources in what used to be Colorado and North Dakota, but the sudden onset of change doesn't bode well.

    This event will end on Week 2 of April 2223
    Affected Factions:All Factions with a Working Radio


    Last edited by Anowa on Sun Aug 15, 2021 6:23 pm, edited 36 times in total.
    Awards:
    Tie Winner: Most Involved in P2TM, 2016
    Winner: Best Crime RP, 2016

    An Intro to Anowa

    User avatar
    Mandicoria
    Senator
     
    Posts: 4055
    Founded: Sep 10, 2011
    Father Knows Best State

    Postby Mandicoria » Wed Jul 14, 2021 11:08 pm

    Nationstates Name:

    Faction Name: The Purified Republic of Amerika
    Faction Type: "Legitimized" Government
    Flag: The Flag of America's Destiny
    Governing Ideology: Ultra-Totalitarian National Purifier
    Leader(s):
    THE NEW FOUNDING FATHERS

    COMMANDER IN CHIEF
    FATHER PHOENIX


    GENERAL STAFF
    FATHER FLAGSTAFF
    FATHER CLAWHAMMER
    FATHER ROCKWELL

    Territorial Claims: The Black Stain
    Population:
    "Pure" Population: 4,500
    "Degenerate" Enslaved Population: 4,980

    Armed Population: 2,450 Men
    Technology Level: Prior Collapse, but a large chunk of the economy is still shifting from Post-Collapse.

    History:

    West Virginia was always a land of troubles, even before the collapse. Backwards locals, Government secrecy, and all sorts of decay infested the entire state. Yet the collapse made it worse. With the entire state seemingly being consumed within months by familial clans, local sheriffs, and military holdouts. With the whole state becoming a warzone of ruthless guerilla warfare for well over a century. West Virginia eventually evolving into a hellstate of cannibalistic familial clans, walled off trader posts, and deadlands from constant fighting. Things would at least calm down from constant war, hell some ballsy enough trading caravans would attempt to make it through the state. Most not making it thought, with only scattered clothes and bloodstains remaining on the roads as their memory.

    Many people avoided West Virginia if they could. Even with the rumors of abundant resources, military scrap, and all sorts of goodies throughout the mountains and valleys. It continued to be this way up until roughly 50 years ago. When fogs began to creep through the valleys, the caves, and the hills. Consuming everything in its wake, and only a few faint gunshots being heard from within its ravenous depths. Then refugees began pouring out at a mass rate. Each telling stories of horrific scenes of carnage and slaughter. The inbred families, the warlords, and the trader enclaves. All being purged and enslaved by a seemingly unstoppable force that came in overnight. There were no reports on how many people in West Virginia didn't flee successfully, but the small amount of refugees who made it out all those years ago painted a grim picture.

    Then came the reports of armed men, wearing protective gear and equipment that was completely alien to the region. With regular patrols, checkpoints, and infrastructure being built throughout the regions. Many who traveled the roads alone wouldn't be seen again, but trading caravans were suddenly able to travel freely. Even trading with this mysterious group that quickly took over the region. With this trade, began the transfer of knowledge on them. This organization was allegedly a "Government Organization" that was tasked with "purifying" the former American nation, and rebuilding it over the "degenerate" past. Which obviously didn't help relations with outside trade, but West Virginia was safe to travel now.

    Then came the slave drivers, and they got along very well with the organization. Beginning a system of trading resources, industrial goods, and scrap for untold amounts of slave labor. With thousands being condemned to work countless hours in mineshafts, roadworks, and slave factories. The very few escaping from enslavement, or being lucky enough to get traded away, telling horror stories of their experiences. Stories of mass executions, entire mineshafts being filled with "poison air" that would choke out hundreds within minutes. Yet these horror stories would only lead to even more slave drivers going up to trade, just to keep up with the demand of the so-called "Purified Republic" in West Virginia.

    Nowadays things are roughly the same as they were when West Virginia was pacified. More slave drivers conducting business, more slave horror stories, and now stories of the "Purified Republic" having some sort of esoteric religious movement. Absorbing local, ancient, and modern faiths into a mass that treats the "New Founding Fathers" almost as deities. Beings to be feared, and obeyed. With twisted rituals, killings, and tributes being done to appease them. These stories finally earned the "Purified Republic" a nickname from all nearby neighbors and traders. "The Black Stain of the East."

    Now an aura of paranoia and fear surrounding the so-called "Black Stain" creeps into nearby settlements and camps. Paranoia of infiltration, kidnappings, and plots of mass destruction.The fogs of West Virginia have begun to spread out from its valleys, and out into newer regions. Many feeling the influence of the Black Stain, even when the fog is nowhere near. The realization finally hitting everyone...

    A dark shadow has cast itself over the East...




    Culture: "New Amerikan", a totalitarian "culture" that is a complete fabrication of the ruling force to convey a "purified" identity. With a sizeable "Merikan" culture formed from their massive slave population, made up of multiple subjugated and imported cultures.
    Theme: A song many once saw as triumphant, now as a cry of evil.

    ID TAG 1997 (DO NOT REMOVE)
    silly little creature, she/they
    apologies if im like, really aloof. this site has an affect on me.
    What if Humanity was as Important as it thought it was... But it turned out to not be a very good thing.
    also i rip off warhammer, DOOM, and halo unapologetically
    Highly suggest listening to this when reading anything I post about this nation.
    A [1.18] civilization, according to this index.

    User avatar
    Anowa
    Post Marshal
     
    Posts: 17633
    Founded: Jul 29, 2014
    Scandinavian Liberal Paradise

    Postby Anowa » Wed Jul 14, 2021 11:40 pm

    Mandicoria wrote:
    Nationstates Name:

    Faction Name: The Purified Republic of Amerika
    Faction Type: "Legitimized" Government
    Flag: The Flag of America's Destiny
    Governing Ideology: Ultra-Totalitarian National Purifier
    Leader(s):
    THE NEW FOUNDING FATHERS

    COMMANDER IN CHIEF
    FATHER PHOENIX


    GENERAL STAFF
    FATHER FLAGSTAFF
    FATHER CLAWHAMMER
    FATHER ROCKWELL

    Territorial Claims: The Black Stain
    Population:
    "Pure" Population: 4,500
    "Degenerate" Enslaved Population: 4,980

    Armed Population: 2,450 Men
    Technology Level: Prior Collapse, but a large chunk of the economy is still shifting from Post-Collapse.

    History:

    West Virginia was always a land of troubles, even before the collapse. Backwards locals, Government secrecy, and all sorts of decay infested the entire state. Yet the collapse made it worse. With the entire state seemingly being consumed within months by familial clans, local sheriffs, and military holdouts. With the whole state becoming a warzone of ruthless guerilla warfare for well over a century. West Virginia eventually evolving into a hellstate of cannibalistic familial clans, walled off trader posts, and deadlands from constant fighting. Things would at least calm down from constant war, hell some ballsy enough trading caravans would attempt to make it through the state. Most not making it thought, with only scattered clothes and bloodstains remaining on the roads as their memory.

    Many people avoided West Virginia if they could. Even with the rumors of abundant resources, military scrap, and all sorts of goodies throughout the mountains and valleys. It continued to be this way up until roughly 50 years ago. When fogs began to creep through the valleys, the caves, and the hills. Consuming everything in its wake, and only a few faint gunshots being heard from within its ravenous depths. Then refugees began pouring out at a mass rate. Each telling stories of horrific scenes of carnage and slaughter. The inbred families, the warlords, and the trader enclaves. All being purged and enslaved by a seemingly unstoppable force that came in overnight. There were no reports on how many people in West Virginia didn't flee successfully, but the small amount of refugees who made it out all those years ago painted a grim picture.

    Then came the reports of armed men, wearing protective gear and equipment that was completely alien to the region. With regular patrols, checkpoints, and infrastructure being built throughout the regions. Many who traveled the roads alone wouldn't be seen again, but trading caravans were suddenly able to travel freely. Even trading with this mysterious group that quickly took over the region. With this trade, began the transfer of knowledge on them. This organization was allegedly a "Government Organization" that was tasked with "purifying" the former American nation, and rebuilding it over the "degenerate" past. Which obviously didn't help relations with outside trade, but West Virginia was safe to travel now.

    Then came the slave drivers, and they got along very well with the organization. Beginning a system of trading resources, industrial goods, and scrap for untold amounts of slave labor. With thousands being condemned to work countless hours in mineshafts, roadworks, and slave factories. The very few escaping from enslavement, or being lucky enough to get traded away, telling horror stories of their experiences. Stories of mass executions, entire mineshafts being filled with "poison air" that would choke out hundreds within minutes. Yet these horror stories would only lead to even more slave drivers going up to trade, just to keep up with the demand of the so-called "Purified Republic" in West Virginia.

    Nowadays things are roughly the same as they were when West Virginia was pacified. More slave drivers conducting business, more slave horror stories, and now stories of the "Purified Republic" having some sort of esoteric religious movement. Absorbing local, ancient, and modern faiths into a mass that treats the "New Founding Fathers" almost as deities. Beings to be feared, and obeyed. With twisted rituals, killings, and tributes being done to appease them. These stories finally earned the "Purified Republic" a nickname from all nearby neighbors and traders. "The Black Stain of the East."

    Now an aura of paranoia and fear surrounding the so-called "Black Stain" creeps into nearby settlements and camps. Paranoia of infiltration, kidnappings, and plots of mass destruction.The fogs of West Virginia have begun to spread out from its valleys, and out into newer regions. Many feeling the influence of the Black Stain, even when the fog is nowhere near. The realization finally hitting everyone...

    A dark shadow has cast itself over the East...




    Culture: "New Amerikan", a totalitarian "culture" that is a complete fabrication of the ruling force to convey a "purified" identity. With a sizeable "Merikan" culture formed from their massive slave population, made up of multiple subjugated and imported cultures.
    Theme: A song many once saw as triumphant, now as a cry of evil.

    ID TAG 1997 (DO NOT REMOVE)

    Accepted.
    Awards:
    Tie Winner: Most Involved in P2TM, 2016
    Winner: Best Crime RP, 2016

    An Intro to Anowa

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    Sarderia
    Ambassador
     
    Posts: 1854
    Founded: Jun 26, 2019
    Ex-Nation

    Postby Sarderia » Thu Jul 15, 2021 1:34 am

    Nationstates Name: Sarderia

    Faction Name: The Church of Christ in Kentucky (commonly: Kentucky)
    Faction Type: Legitimized Government
    Flag: WIP
    Governing Ideology: Christian Socialist Theocracy
    Leader(s): Presbyterian Council of Kentucky
    • Judge Gideon, President of the Church, High Priest, First Servant of Lord Christ
    • Judge Eleazar, Secretary of the Church, Master of Coins
    • Judge Arpachshad, Secretary of the Church, Master of War
    • Judge Deborah, Secretary of the Church, Master of Food
    • Judge Mary, Secretary of the Church, Master of Equipments
    Territorial Claims: The Churchlands
    Capital: City of David/Jerusalem (Lexington, KY)
    Population:
    • Baptized (members of the Church): 7,890
    • Pagans (non-members of the Church residing in Church territory): 2,108
    Armed Population: varying, about 10-15% of the population
    Technology Level: Prior-Collapse; pockets of Pre-Collapse technology accessible only to the Presbyterian Council and Church priests

    History: WIP
    Culture: The Church in Kentucky is a Protestant theocratic and authoritarian state which promotes and reinforces Christian ethics towards its population. There are little to no distinction based on race or wealth in Kentucky, following the egalitarian nature of Christianity, the main distinction being religious. Kentucky's population is mainly divided into two groups; Baptized members of the Church, which is akin to citizens in other states, and Pagans, the non-Christian population in Kentucky. Pagans are subject to several discriminations; they are only allowed to live in certain areas, are barred from various occupations, and does not receive Church-given welfare and social assistance. However, they are exempt from taxes and tithes (the Baptized population pays 10% of their income to the Church, and additional taxes on certain economic activities); instead, the Pagan population are required to contribute to Kentucky's armed forces, which Pagans form half of (disproportionately compared to their percentage of population). Pagan tribes and nomads in Kentucky can be Baptized if they wish, but Baptized members of the Church who became apostates are subject to harsh punishment. Homosexuality is forbidden and is punishable by death. Usury, while not illegal, is intensely discouraged (by social pressure and the Priests, who are responsible for upholding the practice of Christian teachings in Kentucky).
    Church Anthem: Glory, Glory Hallelujah!

    ID TAG 1997 (DO NOT REMOVE)
    Takkan Melayu Hilang Di Dunia

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    Kenobot
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    Posts: 486
    Founded: Apr 09, 2020
    Ex-Nation

    Postby Kenobot » Thu Jul 15, 2021 4:01 am

    WIP, just need to flesh out the history
    Nationstates Name: Kenobot

    Faction Name: The Dominion of Bermuda
    Faction Type: Trading Company
    Flag (Optional):
    Image

    Governing Ideology: Mercantile Constitutional Monarchy
    Leader(s): Lt Colonel George Milne, 9th Governor-General of Bermuda
    The Hon. Francis Pine, Prime Minister
    Territorial Claims: Bermuda
    Population: 3000 - 2000 Employees
    Armed Population: 500
    Technology Level: Post-Collapse
    History: (WIP)
    Culture: Bermudan
    Theme: https://www.youtube.com/watch?v=-1UYDpCnx4s

    ID TAG 1997 (DO NOT REMOVE)
    Last edited by Kenobot on Thu Jul 15, 2021 4:02 am, edited 1 time in total.
    Australian

    Social Liberal Hawk
    Pro: Democracy, Keynes, Don Chipp, Menzies, Malcolm Turnbull, interventionism, renewables and nuclear power
    Anti: Fascism, Communism, populism, authoritarianism, reactionaries, coal

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    Endem
    Senator
     
    Posts: 3667
    Founded: Aug 19, 2018
    Ex-Nation

    Postby Endem » Thu Jul 15, 2021 5:12 am

    Could I reserve a legitimized gov? I will make an app as soon as possible
    All my posts are done at 3 A.M., lucidity is not a thing at that hour.

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    Transoxthraxia
    Postmaster of the Fleet
     
    Posts: 22115
    Founded: Jan 19, 2013
    Ex-Nation

    Postby Transoxthraxia » Thu Jul 15, 2021 5:27 am

    Nationstates Name: Transoxthraxia
    Faction Name: The Kingdom of the Valley
    Faction Type: Legitimized Government
    Flag (Optional): Here. The flag is a relatively new adaptation of George Walker's successors. Previously, the Walker Coat of Arms was predominantly used. The coat of arms is still used in some capacity, but the flag generally supersedes it now.
    Governing Ideology: Absolutist royalism with the trappings and aesthetics of a more feudal realm.
    Leader(s): Madam Queen Camila I Mia Walker
    Territorial Claims: Here. The dark purple are the crownlands, while the lighter shades of purple represent the sub-kingdoms whose administrations have yet to be integrated.
    Population: 10,000 in total across the crownlands and the two sub-kingdoms.
    Armed Population: Roughly 1,500 for the crownlands and 750 for each sub-kingdom.
    Technology Level: There is some rudimentary industrial production in the crownlands, meaning that some Prior-Collapse technology is still accessible to the higher echelons of society and the military, but most technology employed in everyday life is Post-Collapse.

    History: When George Benjamin Walker, along with nearly fifty others, was ejected from his community at the young age of 23, the group despaired for their safety and survival. Many of those who had been exiled had never left the confines of their enclave before. Walker, on the other hand, was, despite his age, a relatively experienced survivalist. Himself and a core of about a dozen others who had survival experience quickly assumed control of the aimless group, and began walking along the San Joaquin river, encountering a few isolated communities as they went. The post-apocalypse along the San Joaquin was a little different than other places. The river retained much of its fertility after the end of society, meaning that many survivors were able to create relatively thriving communities along the river valley. However, many of these communities were wary of Walker and his band of exiles for a number of reasons. Thus, few were willing to accept or offer Walker and his group any sort of salvation or safety.

    Thus, Walker and his compatriots struggled to find a place to lay roots, and, over the course of a year of nomadic ranging, the group's numbers began to slowly dwindle. Recognizing that they needed to settle down, Walker was determined to seize some of the San Joaquin's fertile territory for himself - and peacefully, if at all possible. Many small farming communities along the San Joaquin had heard news of some of the most fertile land in the valley being at the confluence of the San Joaquin, the San Pablo drainage basin and the Sacramento tributary. Here, however, the territory was jealously guarded by a mutated beast of vast proportions.

    Walker and his survivalists, convinced that the beast was mere myth, set off to find this fabled land. As they approached, one morning Walker set off by himself to do some scouting, when he came across a den, and a mutated bear the size of a truck - the so-called "myth" he had dismissed. The bear attacked Walker, and after an excruciating battle between the two, Walker slayed the gigantic beast, though not after suffering terrible wounds himself. Temporarily immobilized by his wounds, he did what he could for himself, but was trapped in the bear's den.

    When a search party of Walker's group located him four days later, he was feverish and delirious, only having survived through eating the mutated bear's meat. He barely managed to explain what had happened but, with the bear dead, the group settled on the land, and quickly brought up a number of structures. The group took care of Walker as best they could, but it seemed that his wounds were too great. One morning, following many of his followers' preparations for Walker's death, he emerged from his new quarters wounded, but reinvigorated. He claimed that he had, while in his feverish delirium, witnessed a vision. He claimed that the bear he killed was the guardian spirit of the river, and when he killed it, he freed the Twin Gods, Manifest & Destiny, from the bear's imprisonment. The Gods made a deal with Walker - in exchange for saving his life and crowning him a king, Manifest-Destiny expected that he would worship them and proliferate his people. According to Walker, they gave him a purpose - and with vigour, Walker began to go about it.

    He became King of the new settlement - named Walkerton - and both Walker and his people began expansion with earnest. Over the course of half a decade, Walker's personal philosophy was made clear - the worship of the Twin Gods Manifest-Destiny, and the inherent power that the Gods gave to their followers. Walker integrated a number of beliefs and various neighbouring faiths into his own personal philosophy and created a unique, demi-artificial culture that mixed old school monarchism with his own understanding of American Exceptionalism and the general undercurrents of Californian Valley Culture. With skilled diplomacy and smooth talking, Walker forged a mutual defensive confederacy that comprised of a number of settlements along the San Joaquin. Over time, however, Walkerton became the primary settlement of the Confederacy and Walker's personal power grew over all of the cities, the king subtly undermining the other settlements' authorities until their governments were formally abolished, one by one, as years went by.

    As a few decades passed, Walker became less of a warrior and more of a scholar. He became interested in salvaging old world technology and literature, much of which he integrated into his religious doctrine, elaborating on the role of Manifest-Destiny both in the larger sense and in one's own personal life. He created a court culture, ennobled many of his loyal, long-time followers, and created a primitive bureaucracy, the likes of which was generally unknown in the California Valley by his time. By the king's fiftieth birthday, Walkerton had become a bustling city with thousands of inhabitants and the king's authority stretched from Walkerton across the northern half of the Valley.

    As the king aged, the question of succession began to be asked. George Walker had three sons and a daughter. Walker believed it unnecessary to designate a specific successor, and instead nominated all three of his sons as joint kings following his would-be death. Eventually, his time came - and Walker passed away quietly, in his sleep. In a distortion of his legacy, Walker's Valley was carved up into three separate kingdoms - the eldest son, Elijah, received the Kingdom of Walkerton, while his two brothers Elton and Elliot received the kingdoms of Sutter and Placker respectively, each of their capitals being colonies founded by Walkerton's citizens.

    George Walker's daughter, Camila, was left out of the succession, though her close relationship with Elijah precipitated the young noble's stay in Walkerton. Disaster struck in Walkerton where, two years into his reign, the king choked on some wine and died. Despite both Elton and Elliot making moves on Walkerton, the Kingsguard, led by Jamiesson First-Finder, clashed with both brothers and prevented them from taking the city. In their stead, he elected his wife, Camila Walker, daughter of George, as the Queen. Not a year later, both Elton and Elliot had met their end - both brutally massacred in their bedchambers, along with their wives, by assassins. Both having died childless, Camila inherited both of their titles and lands, reuniting the brief split among kingdoms.
    Culture: Valleyan culture is much different than others that surround it. It has been described as "insular, but inclusive". Indeed, the Kingdom's culture is, ultimately, an artificial extension of the state religion and governance, which is relatively unique among many others in the San Joaquin Valley and beyond. While they still speak a variant of American, a series of pronunciation shifts have taken place over the years. For example, the San Joaquin River is pronounced "Sanwakin", and California is pronounced as "Californ-eye-aye", as it was said that this was how Walker himself pronounced it.

    Other than this, there are some more obvious culturally-unique traits to the kingdom. Both the fledgling nobility and the lower classes are encouraged to adopt a more "Medieval" sense of fashion, both in the court and within the cities. Most clothing shops only sell more "traditional" fashions that most closely resemble what most Valleyan historians think European Medieval clothing resembled. The economy is focused on the bettering of all - and Walker's "Every Man a King" doctrine means that Royal Guilds - founded and supported by the monarchy, have tendrils in all portions of the economy and, with the specific exception of subsistence farmers, trades and artisans are both economically promoted and protected. The monarchy, at least in theory, is responsible for each and every individual citizen, and thus operates a baseline palace economy. Royal Guilds help plan the economy with the monarch's direction, and are in charge of resource production and collection. In turn, the monarchy then redistributes the collected wealth to where it needs to go.

    Military service is generally volunteer-only, but the culture celebrates service as a part of one's contribution to their worship of Manifest-Destiny. The Kingsguard is an elite organization that makes up the core of the Royal Army and is comprised of full-time, professional soldiers. In times of war or crisis, the palace can organize the levying of mass-conscript forces, which is undertaken by the Guild of Military Fellowship.

    Scholarship is openly promoted by the kingdom through the Royal Charter for the Promotion of Academic Revitalisation & Expansion, which is effectively a guild in all but name - except that it rarely deals in economic specifics. At some point in their lives, all of the nobility are expected to contribute to the ever-expanding compendium of works of the "Trail of Life", Walker's definition of the general principles and studies that should guide one's everyday life in order to live in a way that's compliant to the doctrines and tenets set forward by Manifest-Destiny.

    The Walker dynasty, or what is left of it, is viewed as near-divinity, due to the sheer reputation of George Walker and his decades-long reign.
    Theme: Walker's March

    ID TAG 1997 (DO NOT REMOVE)

    Character Name: Camila I Mia Walker.
    Gender: Female.
    Birthdate/Age: 19.
    Faction Allegiance: Kingdom of the Valley.
    Physical Description/Image: Here.
    Occupation: Queen of the Kingdom of the Valley.
    Birthplace: Walkerton, Kingdom of the Valley
    Biography: Born the fourth child and only daughter of King George Walker and his wife, Camila's mother died during her birth, crushing her father's heart greatly. Some court nobles believe that this is potentially why Camila was left out of her father's succession. She had a standard royal education, like her brothers, though while she was taught military strategy, she was kept from the battlefield. During her childhood, she developed a vested interest in history, including the history of The Valley and the history of what came before. She was also increasingly interested in various cultures, and, by her teens, she introduced a number of fashion trends at the court.

    When her father died, she remained a member of Elijah Walker's court, staying at the side of her eldest brother while the second and third children fought for scraps in Packer and Sutter. After a month-long courtship at the behest of her brother, she was married to Jamiesson First-Finder, despite the fact that he was twenty years her age and the two barely knew one another at all. For Elijah, this marriage cemented his control over the Kingsguard, an organization that would be the key to besting his brothers, and for Jamiesson, it meant marrying into the royal family. For Camila, however, it was like being imprisoned. Animosity grew between the couple as it became clear to Camila that her new husband was not interested in her, but rather the status and prestige that she brought with her family name. However, Camila was a young woman, inexperienced in the practice of court intrigue. When Elijah died suddenly, and subsequently her two brothers were murdered in their palaces within hours of one another, it propelled Camila to not just the position of Queen of the Valley, but also the last scion of the Walker dynasty.

    Despite her suspicions about the deaths of her three brothers, she now finds herself terribly out of her depth, though she is far from an unwilling ruler. Her inexperience is coupled with a surprising resolve, and her popularity among the court is unparalleled. Despite this, however, her husband, the King-Regnant, is a very interventionist spouse despite his mostly-formal title. Claiming her age and inexperience as reasons for why she isn't suited for ruling alone, Jamiesson First-Finder often acts as if he is the monarch, not her. He often "advises" for or against things before Camila has a chance to weigh in on them, and frequently takes care of issues through the Kingsguard without the Queen ever knowing about them. Despite the prosperity and safety of the realm, the internal politics have begun to polarize between the rightful Camila and the experienced Jamiesson.

    ID TAG 1997 (DO NOT REMOVE)

    Character Name: Jamiesson First-Finder
    Gender: Male.
    Birthdate/Age: 39.
    Faction Allegiance: Kingdom of the Valley.
    Physical Description/Image: Here.
    Occupation: Head of the Kingsguard, Designated Prince-Regent, Husband to the Queen of the Valley.
    Birthplace: Walkerton, Kingdom of the Valley.
    Biography: Some believe him to be the real power behind the throne, Jamiesson was born the second child of Jamie First-Finder, one of the closest friends of George Walker before the two passed away, Jamie gained his moniker and ennoblement after he found George Walker in the Bear's Den, and was an early supporter of Walker's doctrine. His son Jamiesson, however, was not entitled to any inheritance outside of Jamie's large wealth and title, as his father lacked any real land holdings. Jamiesson, an ambitious individual, quickly worked his way up the ranks of the Kingsguard, ingratiating himself first to the elderly George Walker and then to his eldest son, Elijah. It wasn't long before George's successor in Walkerton appointed Jamiesson as the head of the Kingsguard. Despite his age, he also convinced Elijah to marry off Camila to Jamiesson, pulling the head of the Kingsguard above standard nobility.

    Following this, he orchestrated a number of plots to get his now-wife onto the throne of the kingdom despite her general dislike of him. He engineered the posioning of Elijah, and, when it seemed that his plots would risk a civil war between Elijah's two younger brothers, he had both of them killed by hidden agents in their respective capitals. Not only did this ensure that he would assume power through his wife, but it also meant that there were no other legitimate possible claimants to the kingdom. Assuming his wife's good health, he intends to rule indefinitely through her, sometimes employing underhanded methods, brutish intimidations, or otherwise superseding his wife's nominal authority. However, without the security of an heir, the sudden death of Camila would throw a wrench in Jamiesson's plots.
    ID TAG 1997 (DO NOT REMOVE)
    Last edited by Transoxthraxia on Tue Jul 20, 2021 9:02 am, edited 10 times in total.
    Where must we go, we who wander this wasteland, in search for our better selves?
    In Egypt's sandy silence, all alone,
    Stands a gigantic Leg, which far off throws
    The only shadow that the Desert knows:—
    "I am great OZYMANDIAS," saith the stone,
    "The King of Kings; this mighty City shows
    "The wonders of my hand." The City's gone,
    Nought but the Leg remaining to disclose
    The site of this forgotten Babylon.

    We wonder, and some Hunter may express
    Wonder like ours, when thro' the wilderness
    Where London stood, holding the Wolf in chace,
    He meets some fragment huge, and stops to guess
    What powerful but unrecorded race
    Once dwelt in that annihilated place.
    The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

    User avatar
    Endem
    Senator
     
    Posts: 3667
    Founded: Aug 19, 2018
    Ex-Nation

    Postby Endem » Thu Jul 15, 2021 9:39 am

    No longer wip.
    Nationstates Name: Endem

    Faction Name: The State of Harvard
    Faction Type: Legitimized Goverment
    Flag:
    Governing Ideology: Technocracy, Radical Scientism
    Leader: Collegiate Council
    Grand Rector Allan Lowe, Provost Sean Collins, Vice-Provost Frederick Hayes
    Territorial Claims:
    Population: 4 000 Brutes, 3 000 Assistants, 2 000 Major
    Armed Population: 1 500, with proportions of about 1 250 brutes as foot soldiers, with assistants playing the role of dean-officers, and majors as generals.
    Technology Level: Prior-Collapse as well as some Post-Collapse, as the upper echelons of power are prone to hoarding more advanced technology and selfishly not sharing it with the council.
    History:
    Recorded in a freehold near the ruins of Ellsworth
    "Come near the fireplace, for I have a story to spin on this rainy night. Long has the story of the Harvardians passed into legend and myth, of a place of esteem and science that stood once in Boston before all fell into ruin, a great university, one of the world's most brightest of places, their alumni shining with knowledge passed down from generation to generation of professors. In the wake of the plague though, even that great place could not stand, a group of those that walked its hallowed halls predicted what shall happen next, but they were mocked, and their alma mater rejected their theories and ideas, this group, now known as the Harvardians, had decided then to not wage a fruitless battle and rescue themselves before the ruin would come.

    They've stocked up on goods, on the glimmer of their time, on everything a sane person at the time would ask, 'Why are you buying all of that, we have so much for so cheap our shelves are overflowing!', and then they've left the dying city, to make for the wilderness where they'd wait, and even from there they could see the fire raging as the old world crumbled. They've waited for nearly twenty years until the last afterglow of the fire the old power unleashed had faded on the horizon, and from their waiting place where they preserved and hidden what they could, they all took a decision, to return to their former home that rejected them, now proven right.

    They've found ruin, and disorganization, they couldn't live with what they had seen, so, they've took lead and they were followed by the lost of Boston that survived the fall, they've begun directing those that were left lost by the crumble, and slowly the lights in the city started turning back on, you may even see from here, if you have a keen eye, the glow that they rekindled.

    Huh? What is that? What happened next? Well, no one knows for sure, one day the previously buzzing radio with reports from the Harvardians fell silent, my grandpa once told me a story his grandla told him that they've used to come here often by metal boats with rumbling engines, to talk and trade, well, that stopped as well, the most we know are from sea bandits and those who came close to the Harvardian border.

    Their borders are guarded vigilantly, by tall men and women that seem to embody physical condition, armed to the teeth and in uniforms that seem to resemble what the old power's soldiers once wore, it is said that if you come close enough they take you with them, or shoot you if you try to run or resist. They take you to a building right on the border where you're subjected to various esoteric tests, and when you not pass them they stick a syringe into your neck from which you pass out shortly after, and awake far from their border with a note "All knowledge for the Harvard, and yet you offered none."

    If you pass? No one knows that, it's unknown if there are even such people, and if there are, none have ever met them. As for the sea bandits, well, when they rarely don't raid, if you somehow appease them, they may tell you that they're from a peninsula near the Harvardian city, and that they raid them often, sometimes they're driven away, sometimes they're able to take some loot of technology, the price for every time they succeed is worth it for every time they failed.

    Yes? Yes, yes, recently, they have been here again, a day after the 150th anniversary of the supposed return of the Harvardians, yes, they've supposedly breached close enough to fire a shot at the Harvard itself during the Harvardian celebrations. I fear they've angered the sleeping giant, my old eyes look at the glow from the rekindled lights of Boston, and all my senses tell me.

    A terrible murmur has come from Harvard."

    Culture: The Harvardians, what descendants of many alumni and professors of the esteemed Academy have a very science-oriented outlook, with many decisions being taken based on scientific theories and debates between the majors, some of the radical elements of this society have even begun to shun emotions, proclaiming that it was what eventually brought the old world down. They zealously protect and hoard technology, so much so it often interferes in the workings and economy of the state, over time science and technology have become nearly mystical, with glimmer tech being the stuff of legend and the buildings of Harvard have become a protected spiritual site, much effort has been put in preserving them, and most are expected to make a pilgrimage to the site at least once a year, delving deeper into their mysticism one might discover that it has also inherited many beliefs from Christianity, recognizing Jesus, but not as a son of God but a prophet, who's medical and philosophical advances were later squandered for manufactured legends, similarly their quasi-religion recognizes something similar to a God, yet in a greatly reduced form, syncretized with quantum physics, this being's only role was the setting off of the big bang.

    Society of this state has become intensely stratified, with three distinct castes forming, supported by an unrelenting eugenics program, dim-witted but very strong, the lowest caste, affectionally nicknamed "Brutes" by the two higher castes they come mostly from the people who survived the collapse before the return of the Harvardians, in absence of computers there has also been formed a caste of people with extremely good memory and even better mathematical skills, being in the middle of hierarchy they can sometimes, for great achievements, be lifted to the highest caste, finally, the rulers of this society, Majors, named after an old academic degree, have been selected over 150 years ago, from the first Harvardians returning to Boston, mostly for their intelligence. A paradoxical love culture had been cultivated while encouraging fleeting and quite shallow yet passionate romances for their psychological benefits, childbearing is strictly controlled by the state.

    For generations their society has been mainly isolationist, trying to preserve and scrounge up whatever tech they had at hand, with the most outsiders they had to contend with was the occasional bandit raid from a neighboring clan, a new trend has emerged, as last year's raid has done the unthinkable and tried to raid the holy site of Harvard itself, which coincides with nearly all advanced tech being found in their controlled territories there had emerged calls for the extermination or subjugation of the clan, and for research expeditions to be launched further inland, and perhaps even overseas, as these dramatic occurrences rekindled a nearly forgotten sense of curiosity.
    Theme: Beauty from Electricity

    ID TAG 1997 (DO NOT REMOVE)
    Last edited by Endem on Fri Jul 16, 2021 11:55 am, edited 7 times in total.
    All my posts are done at 3 A.M., lucidity is not a thing at that hour.

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    Anowa
    Post Marshal
     
    Posts: 17633
    Founded: Jul 29, 2014
    Scandinavian Liberal Paradise

    Postby Anowa » Thu Jul 15, 2021 12:20 pm

    Nationstates Name: Anowa

    Faction Name: Order of Saint John of Jerusalem
    Faction Type: Fallen Empire
    (Fallen Empires are formerly established nationstates who, for one reason or another, fractured and declined. Fallen Empires have externally stagnated but still remain more than capable of defending themselves if threatened. Fallen Empires cannot expand, and cannot vassalize until proper events to truly kick start their outwards attention are triggered. These events may be random, they may be set by a certain date, or they may be triggered by aggression.)
    Flag (Optional): Link
    Governing Ideology: Theocratic Meritocracy
    Leader(s):
    Patriarch Curtis White
    Canon James Orion
    Canoness Mosaic de Khanum
    Territorial Claims: Already on map
    Population: 14,032
    Armed Population:
    289 Knights Hospitaller
    610 Regional Guard
    2601 Citizen Soldiers
    12 Hussarian Cavalry
    Technology Level: Prior Colapse, Pre-Collapse.

    History: The true history of the Order of Saint John goes back a very long time, a little over 1000 years in fact. But, the OSJ in the region of Colorado only dates back a little over 200 years. On the eve of a nuclear detonation in Washington D.C., the Archbishop of the Archdiocese of Denver, and a number of wayward souls fleeing from the corrupted heart of Denver, arrived in the mountainous regions of Colorado, they were met by a number of members of the 10th and 19th Special Forces Group, 4th Infantry Division, and a Myriad of ARNG troopers, all evidently deserting from the command of the US military, who had condemned the nearby city to a death by atomic hellfire. All hid in the nearby Climax mines, a scattered and diverse group of 339.

    They would wait in that mine for nearly three weeks as the earth shuddered and churned, the guardsmen going out to retrieve water and food from nearby areas, or hunting if they could. Eventually, the area around Climax Mine became a notable town, with many people flocking to the mines in an effort to find shelter. The sermons and reassurances of the Archbishop kept the townsfolk sane and levelheaded in this time of turbulence and fear. This town and it's governance were christened the Order of Saint John of Jerusalem, it's militant arm in turn, the Knights Hospitaller. The civillians of the town went to work farming, hunting, and predominantly, mining the molybdenum mines they sought shelter in.

    When the Archbishop finally passed, the Order had become a sprawling state, the states of Utah and Colorado had pledged themselves had pledged to aid the Order in their lives, in exchange for protection and a centralized point in which to voice concern. Though, it was not to last in it's utmost splendor, the varied backgrounds of those living in the towns and settlements took issue with the theocratic order, and it's all but forced conversions to Christianity. It was at this point that the Order had a schism. The Order was faced with a slight of internal strife from those who assembled themselves as "The Children of The Patriarchs". This minority found themselves on a more liberal take of the various religious scriptures and tales, rather than turn away those of a Jewish or Islamic belief, they welcomed them under the banner that all were children of Abraham, regardless of what name they called God, or how they dedicated their lives to him.

    This schism would also cause a rift in the Hospitaller, different Commanders followed different rites of engagement, some accepted the surrender of raiders, others didn't. One group, under Lord Commander Khan, instead of fighting, spoke to those who would fight, this group was known predominantly as the Sentinel Guard. The Order strained under these differing opinions and ideas, until eventually, it snapped under it's strain.

    In 2141, construction began on a massive cathedral embedded into the side of Mount Elbert. Many saw this as an affront to God, a desecration of an idol of Earth's natural beauty. Others saw this as simply a waste of resources. The Archbishop, refused to stop the work on the cathedral, proposing that the center of the Order be moved from Climax to the Cathedral when it was complete. For his efforts, four years after construction began, he was shot, mid mass by a trio of assassins, Patriarch David Moss, of the Children of the Patriarch, Lord Commander Khan himself, and a miner, who had lost friends during a collapse of the cathedral's building process. All three were crucified for their crimes, but ultimately, it caused enough grief and gave enough of a shock to change things within the Order. But it came too late, the lands the Order had sworn to protect had died out, moved away, or simply shrugged their colors off their shoulders.

    Over the next 10 years, the Cathedral was completed, but rather than simply a Cathedral, it became a tunneled out city, and christened New Jerusalem. On Mount Elbert's peak -now dubbed Mount Sinai- the beginnings of the Third Temple had a foundation laid for the coming of the Messianic Age.

    Over this time, reforms within the order changed it from a predominantly Christian system, to that of a blanket for all Abrahamic religions. The children of Lord Commander Khan became the traditional heads of the Sentinel Guard, and in turn, heavily respected among the Hospitaller as a whole. Archbishops turned to Matriarchs and Patriarchs, as the meaning of archbishops faded. Now, a once literal Empire has been sitting in it's Colorado valleys, shoveling resources in to the Third Temple, waiting for it's completion so that they can be shown the way.

    Culture: The OSJ has a culture notably steeped in faith. Though in recent years, the Order has taken a more liberal interpretation of the holy books of the assorted Abrahamic faiths, the main pillars of which are "Forgiveness, Brotherhood, and Preservation". The Patriarch and or Matriarch are chosen by the collective membership of the Order's clergy, similar to that of the Pope. While dietary constraints are not enforced for all it's population, a significant number of those living in the Order's lands follow Kosher law. There are also rare instances of the Order sponsoring and aiding pilgrimages to Mecca across the Pacific.

    Forgiveness is the eldest pillar, while many believe that Sin is to be forgiven upon it's action, due to Christ's sacrifice, many will still seek forgiveness for sin. On the opposite side of the coin, it is seen that none are free from redemption, no matter how heinous or depraved the act, crimes are still punishable, but one's immortal soul will not be condemned if they earnestly regret their choice. If an individual enters into the order from mysterious beginnings or with a questionable origin, no questions will be asked, and they are not expected to answer, for their past at that point is between them and God.

    Brotherhood is the pillar in which declares that all members of the Order, no matter their origin, name for God, personal affects, or attraction is to be judged nor turned away. Each individual is a child of God, and is to be respected as such, for only The Lord has the right to judge people in such a way. The legal system does not judge individuals in these ways, rather their actions upon others in their Brotherhood, the death penalty is non-existent these days, in compliance with the Sixth Commandment. Crucifixion is a valid punishment, but rarely lasts longer than a day, and is seen as the capital punishment. Other punishments include lashes, solitary confinement, in more extreme cases, body parts are removed, such as a hand for recurring theft.

    Preservation was the last pillar to be addressed, it states that the knowledge and designs of their forefathers and of the people that came before them is to be preserved and studied. A massive library underneath the New Jerusalem Cathedral now lays stocked with books, parchments, blueprints, and designs from before the collapse, scavenged from across the US to be studied, replicated and manufactured if possible. From the bicycle, to the atom bomb, all lay in their secreted glory on paper, or in actuality underneath thousands of tons of stone. For their creation was God's will, and while mankind had erred to cause the wrath of God to cleanse those unworthy, man still had worth.

    Theme: Agnes Dei

    ID TAG 1997 (DO NOT REMOVE)
    Last edited by Anowa on Mon Aug 09, 2021 10:26 pm, edited 3 times in total.
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    An Intro to Anowa

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    Great Confederacy of Commonwealth States
    Postmaster of the Fleet
     
    Posts: 21988
    Founded: Feb 20, 2012
    Democratic Socialists

    Postby Great Confederacy of Commonwealth States » Thu Jul 15, 2021 3:05 pm

    Nationstates Name: Great Confederacy of Commonwealth States

    Faction Name: The Bay Freehold (Riders of the Net Eternal)
    Faction Type: Bandit clan
    Flag:
    Image

    Governing Ideology: Warlordism, anarcho-monarchism
    Leader: Silesias the Mariner
    Territorial Claims: Image
    Population: 1000
    Armed Population: 500
    Technology Level: Mixed (Metal age/post collapse). Most weapons are of the metal age, built purposefully for boarding actions and coastal raiding. However, the ships they use are post-collapse, wrought of wood and steel, and allow for fast travel and favourable ship combat/

    History: The inhabitants of the Bay Freehold are performers of the second-oldest naval profession since the Great Collapse. The first profession consisted of ferriers, helping refugees flee to greener pastures. Some of these ferriers were honest do-gooders, others were ruthless traffickers. Whatever the case, them doing good business led to the rise of the second-oldest naval profession: Piracy. The sluggish cruise ships used for refugee transport were easy pickings for the swift and nimble gunners that preyed on them. The appearance of a large cruiseship on the horizon would draw them in like sharks to blood. The humaner groups would just steal their valuables and fuel and send them on their way. The less... Well, let's just say that the third-oldest naval profession is that of slave trader.

    The protected Bay of Cardenas, now known as the Enrutador Bay, was a natural place for a pirate Freehold to form. The Bay itself provides protection and a natural harbour; there was already a city there to provide housing, and the nearby power centre of Havana had been turned to glass by a US nuclear attack. Cuba had a lot less people to feed, and into that vacuum of cheap food, cheap drink and natural protection (as well as a less well-armed populace) entered the pirate captains of the Bay, preying first on the refugees, and later on the lucrative trade routes that sprang up between the Gulf and the East Coast, especially after the Eerie canal and others like it had collapsed. Once more, the fastest way from Chicago to New York was via the Mississippi and around the Cape of Miami, and this route became prime hunting grounds.

    Never in their two hundred year history could the various pirate gangs be called 'united'. Sometimes, they acted as mercenaries under pay, and sometimes, they acted under letters of marque. But even then, two pirate crews might be working for opposing sides. This only changed ten years before, when the enigmatic Silesias the Mariner arrived. The dread buccaneer had by then already aquired a fearsome reputation, and nobody quite knew which was his port of call. Some said he sailed from straight under an American king, other said he had a fortress island completely for himself. Yet others claimed he was King of Iceland and sailed from there. Yet, one day, Silesias called on the Bay, and installed himself as its leader. He had to beat the Twelve Bosses in single combat, but after he had done so, he was hailed as the leader of the Bay. He made the crews work together, but also brought some order to the otherwise lawless town. It remained lawless, of course, but disputes could now be settled in an official manner, preventing long-lasting blood feuds between the differing captains.

    He also brought with him a new sense of purpose, something that the various captains before him had lacked. Silesias the Mariner was, and still is, after one of the most treasured artefacts of the Old World: the Net Eternal, the Three W's. It is said that this artefacts allowed for instant communications all over the world, and made it possible to aquire anything you could wish for. It was also a powerful weapon, which allowed one to tumble one's enemies into darkness and turn their riches to ash. Silesias the Mariner seeks this artefact for himself, for it will allow him to lay the whole world at his feet. To become the greatest captain the world has ever seen. And in his enthousiasm, he has put a fire in the hearts of the other pirates of the Bay. Though, whether they will follow him in this single obession, only time will tell.
    Culture: The Riders of the Net Eternal do not form a distinct, homogenous culture. Rather, their home of Enrutador Bay is a pirate haven, where all manner of different individuals come together, of all different faiths and persuasions. The only hard and fast rule in the Bay is that everyone keeps to themselves, and doesn't try to forbid anyone from doing something that does not hurt others. This has led not only to a melting pot of incredible diversity, but also new cultures that sprung up from the combination of the old. It is often said that the inhabitants of the Bay go out to raid, but they come back because the food is so good. Or, rather, that they only go out raiding to pay for the delicious food.
    Theme: https://www.youtube.com/watch?v=rQcAN0RiueA

    ID TAG 1997 (DO NOT REMOVE)
    Last edited by Great Confederacy of Commonwealth States on Thu Jul 15, 2021 3:06 pm, edited 1 time in total.
    The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
    Lack of a real name means compensation through a real face. My debt is settled
    Part-time Kebab tycoon in Glasgow.

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

    Postby Beutarch » Thu Jul 15, 2021 4:32 pm

    third time is the charm

    reserve a florida-based tribal confederation
    Do you think you know me?

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    Anowa
    Post Marshal
     
    Posts: 17633
    Founded: Jul 29, 2014
    Scandinavian Liberal Paradise

    Postby Anowa » Thu Jul 15, 2021 6:29 pm

    Kenobot wrote:WIP, just need to flesh out the history
    Nationstates Name: Kenobot

    Faction Name: The Dominion of Bermuda
    Faction Type: Trading Company
    Flag (Optional):
    Governing Ideology: Mercantile Constitutional Monarchy
    Leader(s): Lt Colonel George Milne, 9th Governor-General of Bermuda
    The Hon. Francis Pine, Prime Minister
    Territorial Claims: Bermuda
    Population: 3000 - 2000 Employees
    Armed Population: 500
    Technology Level: Post-Collapse
    History: (WIP)
    Culture: Bermudan
    Theme: https://www.youtube.com/watch?v=-1UYDpCnx4s

    ID TAG 1997 (DO NOT REMOVE)

    I'm afraid Bermuda is a bit far out.
    Awards:
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    Winner: Best Crime RP, 2016

    An Intro to Anowa

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    Anowa
    Post Marshal
     
    Posts: 17633
    Founded: Jul 29, 2014
    Scandinavian Liberal Paradise

    Postby Anowa » Thu Jul 15, 2021 6:42 pm

    Great Confederacy of Commonwealth States wrote:
    Nationstates Name: Great Confederacy of Commonwealth States

    Faction Name: The Bay Freehold (Riders of the Net Eternal)
    Faction Type: Bandit clan
    Flag:

    Governing Ideology: Warlordism, anarcho-monarchism
    Leader: Silesias the Mariner
    Territorial Claims: (Image)
    Population: 1000
    Armed Population: 500
    Technology Level: Mixed (Metal age/post collapse). Most weapons are of the metal age, built purposefully for boarding actions and coastal raiding. However, the ships they use are post-collapse, wrought of wood and steel, and allow for fast travel and favourable ship combat/

    History: The inhabitants of the Bay Freehold are performers of the second-oldest naval profession since the Great Collapse. The first profession consisted of ferriers, helping refugees flee to greener pastures. Some of these ferriers were honest do-gooders, others were ruthless traffickers. Whatever the case, them doing good business led to the rise of the second-oldest naval profession: Piracy. The sluggish cruise ships used for refugee transport were easy pickings for the swift and nimble gunners that preyed on them. The appearance of a large cruiseship on the horizon would draw them in like sharks to blood. The humaner groups would just steal their valuables and fuel and send them on their way. The less... Well, let's just say that the third-oldest naval profession is that of slave trader.

    The protected Bay of Cardenas, now known as the Enrutador Bay, was a natural place for a pirate Freehold to form. The Bay itself provides protection and a natural harbour; there was already a city there to provide housing, and the nearby power centre of Havana had been turned to glass by a US nuclear attack. Cuba had a lot less people to feed, and into that vacuum of cheap food, cheap drink and natural protection (as well as a less well-armed populace) entered the pirate captains of the Bay, preying first on the refugees, and later on the lucrative trade routes that sprang up between the Gulf and the East Coast, especially after the Eerie canal and others like it had collapsed. Once more, the fastest way from Chicago to New York was via the Mississippi and around the Cape of Miami, and this route became prime hunting grounds.

    Never in their two hundred year history could the various pirate gangs be called 'united'. Sometimes, they acted as mercenaries under pay, and sometimes, they acted under letters of marque. But even then, two pirate crews might be working for opposing sides. This only changed ten years before, when the enigmatic Silesias the Mariner arrived. The dread buccaneer had by then already aquired a fearsome reputation, and nobody quite knew which was his port of call. Some said he sailed from straight under an American king, other said he had a fortress island completely for himself. Yet others claimed he was King of Iceland and sailed from there. Yet, one day, Silesias called on the Bay, and installed himself as its leader. He had to beat the Twelve Bosses in single combat, but after he had done so, he was hailed as the leader of the Bay. He made the crews work together, but also brought some order to the otherwise lawless town. It remained lawless, of course, but disputes could now be settled in an official manner, preventing long-lasting blood feuds between the differing captains.

    He also brought with him a new sense of purpose, something that the various captains before him had lacked. Silesias the Mariner was, and still is, after one of the most treasured artefacts of the Old World: the Net Eternal, the Three W's. It is said that this artefacts allowed for instant communications all over the world, and made it possible to aquire anything you could wish for. It was also a powerful weapon, which allowed one to tumble one's enemies into darkness and turn their riches to ash. Silesias the Mariner seeks this artefact for himself, for it will allow him to lay the whole world at his feet. To become the greatest captain the world has ever seen. And in his enthousiasm, he has put a fire in the hearts of the other pirates of the Bay. Though, whether they will follow him in this single obession, only time will tell.
    Culture: The Riders of the Net Eternal do not form a distinct, homogenous culture. Rather, their home of Enrutador Bay is a pirate haven, where all manner of different individuals come together, of all different faiths and persuasions. The only hard and fast rule in the Bay is that everyone keeps to themselves, and doesn't try to forbid anyone from doing something that does not hurt others. This has led not only to a melting pot of incredible diversity, but also new cultures that sprung up from the combination of the old. It is often said that the inhabitants of the Bay go out to raid, but they come back because the food is so good. Or, rather, that they only go out raiding to pay for the delicious food.
    Theme: https://www.youtube.com/watch?v=rQcAN0RiueA

    ID TAG 1997 (DO NOT REMOVE)

    Accepted.
    Awards:
    Tie Winner: Most Involved in P2TM, 2016
    Winner: Best Crime RP, 2016

    An Intro to Anowa

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    Tayner
    Powerbroker
     
    Posts: 7913
    Founded: Oct 09, 2014
    Ex-Nation

    Postby Tayner » Fri Jul 16, 2021 12:35 am

    Nationstates Name: Tayner

    Faction Name: The Realm of New Texas
    Faction Type: Kingdom
    Flag (Optional): Visual Aid
    Governing Ideology: Royalist
    Leader(s): King Blake Brownel
    Territorial Claims:
    Image

    Population: 6,000
    Armed Population: 1,000 Total
    100 Knights
    100 Guards (Standing Military)
    100 Light Cavalry
    300 Archers (Levy)
    400 Levy
    Technology Level: Metal Age

    History: In Southern Texas there were a few families of Aristocratic standing that rose to power through holding land once the apocolypse became apparent. After decades, their technology failed, and after centuries they adapted into a metal age society with agrearian roots. A hundred years ago, the Brownel family rose to power through cleverly marrying into the leading family and exploiting the line of succession. This marks the rise of the Realm of New Texas as we know it now.

    Henry Brownel would raise an army of 500 men, and conquer the neibhoring badlands, home to brigands who often raised trouble for the Realm. After annexing the lands after breaking the raider presence, Henry would focus on securing his family's future by having many children. However, when he would die, this would backfire as each of his children would want to become the head of the Realm. Following this, a brief fight would break out between each of the children and their allies, however one would survive, the youngest, Blake.

    Blake secured the loyalty of the Knights of the Realm, and while under their protection, would detain and exicute each of his relatives for betraying him. Blake would consolidate his power within the Realm, securing loyalties where he could and destroying those who he would suspect would betray him. He would raise a large military, and prepare to expand his kingdom much like his father did before, wanting to continue on the family legacy of bringing honor to the Realm and expanding it.

    Culture: New Texas's real draws much of it's culture from the southern culture of old. Their flag draws homage to their home state, however the new color pallet shows how something new was born out of the collapse. They also hold a sense of rugged individualism despite the fact they usually depend on their community when struggling.

    Their socal structure is hierarchical, with the Royal Family on top, followed by affluent nobles and then common citizens. There is no slave caste, as slavery is outlawed and seen as a barbaric practice reserved for raiders and bandits. Common citizens who are active military are held in higher social standing than common citizens, and Nobles often serve as officers, with active soldiers filling in the NCO roles.

    ID TAG 1997 (DO NOT REMOVE)
    Last edited by Tayner on Fri Jul 16, 2021 12:49 am, edited 1 time in total.
    If anyone askes where we were Saturday at 14:30, we were at The Pub, understand?

    -If it's stupid, but it works, it ain't stupid.
    -No Combat Ready unit has ever passed inspection.
    -No Inspection Ready unit has ever passed combat.
    -There is nothing more satisfying to you then having the enemy shoot at you, and miss.
    -Remember, your weapon was made by the lowest bidder.
    Disclaimer: The sig is out of date and I probably won't update it

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    Anowa
    Post Marshal
     
    Posts: 17633
    Founded: Jul 29, 2014
    Scandinavian Liberal Paradise

    Postby Anowa » Fri Jul 16, 2021 7:16 am

    Map has been updated.
    Awards:
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    Winner: Best Crime RP, 2016

    An Intro to Anowa

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    Wasi State
    Diplomat
     
    Posts: 843
    Founded: Mar 25, 2019
    Moralistic Democracy

    Postby Wasi State » Fri Jul 16, 2021 7:32 am

    Tempted to app as a bandit clan in Guantanamo Bay claiming to be the remnants of the United States, or the "Atlantik Fleet."
    Chedastan Puppet

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    Barapam
    Minister
     
    Posts: 2239
    Founded: Aug 04, 2014
    Iron Fist Consumerists

    Postby Barapam » Fri Jul 16, 2021 10:03 am

    I'm thinking of a cargo cult of sorts. I suppose a bandit group would be the most appropriate.
    "nah man the path to true freedom is tsarist national bolshevik posadist monarchism with Japanese influence as is practised in Barapam." - Vladilan

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    Mandicoria
    Senator
     
    Posts: 4055
    Founded: Sep 10, 2011
    Father Knows Best State

    Postby Mandicoria » Fri Jul 16, 2021 11:50 am

    Barapam wrote:I'm thinking of a cargo cult of sorts. I suppose a bandit group would be the most appropriate.

    death stranding mules
    silly little creature, she/they
    apologies if im like, really aloof. this site has an affect on me.
    What if Humanity was as Important as it thought it was... But it turned out to not be a very good thing.
    also i rip off warhammer, DOOM, and halo unapologetically
    Highly suggest listening to this when reading anything I post about this nation.
    A [1.18] civilization, according to this index.

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    Vacif
    Senator
     
    Posts: 4817
    Founded: Mar 22, 2015
    Ex-Nation

    Postby Vacif » Fri Jul 16, 2021 12:29 pm

    Should I reuse my old app, revamp it into an actual government or something new?
    Looking for help on Pub-lishing your RP? Come check us out!
    Member of Task Force Atlas
    Nation name pronounced Vuh-sea-f, sometimes shortened to Vac, or 'Cif.

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    Barapam
    Minister
     
    Posts: 2239
    Founded: Aug 04, 2014
    Iron Fist Consumerists

    Postby Barapam » Fri Jul 16, 2021 1:18 pm

    Mandicoria wrote:
    Barapam wrote:I'm thinking of a cargo cult of sorts. I suppose a bandit group would be the most appropriate.

    death stranding mules

    Not exactly. My idea was that their understanding of American and world history is cobbled together from what they, and their recent ancestors (possibly memers), found as junk, and stories that's been misunderstood, mixed, and turned into myth along the way. So it's Texaco and Heineken stuff (etc.) but used as socialist symbolism.
    "nah man the path to true freedom is tsarist national bolshevik posadist monarchism with Japanese influence as is practised in Barapam." - Vladilan

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    Olthenia
    Senator
     
    Posts: 4504
    Founded: Oct 03, 2009
    Left-Leaning College State

    Postby Olthenia » Fri Jul 16, 2021 2:29 pm

    Well, shucks. I remember this.

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    Cybernetic Socialist Republics
    Minister
     
    Posts: 2201
    Founded: May 17, 2019
    New York Times Democracy

    Postby Cybernetic Socialist Republics » Fri Jul 16, 2021 2:57 pm

    Nationstates Name: Cybernetic Socialist Republics

    Faction Name: Neo-Spartacist Army
    Faction Type: Bandit Clan
    Flag (Optional):
    Image
    The Dried Blood Flag

    Governing Ideology: Spartan Neo-Spartacism
    Leader(s): Strategos Xiomara Zavala
    Territorial Claims:
    Image

    Population: 1,000
    Armed Population: 500


    Technology Level: Post-Collapse Weaponry Mixed with Metal Age Equipment.

    History:

    26 Years ago, at the age of 20, Felipe 'Spartacus' Zavala fled across the Rio Grande, with dozens of other slaves, using a moment of political turmoil. For slaves and serfs along the Rio grenade, merely hearing of a collection of free slaves has enough to encourage dozens, then hundreds more to escape and revolt, the only thing preventing them from doing so before being an uncertainty of what who come next and who to follow, but in Felipe, they now had someone. The slavers also had someone to despise and target. If they could defeat the group of slave nomads, they could crush the hopes and growing resistance of slaves all along the Rio Grande. But it was here that Felipe's tactical brilliance as a military commander became plain, slave patrol after slave patrol were defeated.

    Through this, Felipe's legend only increased and so did the willingness others to flock to his banner. It wasn't long before Felipe, recognizing what he had to work with, converted this clan of nomads to a settled tribe to form a settled Spartacist Republic. Originally only containing a dozens slaves and liberated serfs up and down the Rio Grande, the slavery free, collectivist republic soon attracted hundred, leading to a population of thousands. There was even a separation of military and civilian leadership that Felipe, an indispensable military commander, respected, as he still commanded armies that did more than fight slave patrols, but organized attacks. This era, however was not to last. The civilian leadership, their freedom won, would not heed Felipe's calls to deal with the slaver threat once and for all in offensive campaigns, fearing the consequences of defeat and worrying about the costs of war. They instead pursued a policy of peaceful overtures to their slaver neighbors and a weakening of the military. While the invasions stopped, their neighbors still in directly and in directly funded efforts to opportunistically kidnap citizens of the Spartacist Republic.

    Due to spite against this and guilt about not actively liberating their slaved and enserfed kin, the Republic still accepted escaped slaves into it's domain. By coincidence or design of the slavers, however, the slaves that escaped to them tended to be disproportionately be the weak, disabled, women and children, which only further decrease the army that Felipe had to work with. Until one faithful day, where a proper invaded army descended upon their lands. They were forced to flee and again became nomads, only compound their problem of demographic balance. One faithful day, Felipe, in response to civilian leadership of the Spartaicist republic deciding to settle with rebuilding on unfavorable land Felipe came to a conclusion. Before they could have a free republic, they needed a liberating army. Before they could have liberty, they needed domination. Before they were to defend the utterly weak, they to be overwhelmingly strong. Before they could be Spartaicist, they had to be Spartan. He would launch himself on a mission to create an army that could first destroy or bring to heel any and all local forces. Then and only then, could they live in peace and equality. But first needed an army an army who's foundation was as strong as it could possible be.


    So first, he launched a coup, killing the civilian leadership of his free, though fleeing people people and demanding the rest of the now defunct 'republic' respect him as their absolute ruler. Over the next few years, things changed. They remained nomadic, the disabled of the population were left behind and died up, unable to keep up with the movements of the clan, which constantly had to migrate as it grew increasingly only capable of surviving from looting. Eventually they set up more permanent camps, then came the next stage. From that point forward, all men, women and children were expected to under go harsh, physical tests against their peers, not always, but often involving brutal single combat. It was not enough for him that the men be strong, but those they called their partners and children had to be of the best possible stock. young women, in fact, would be required to prove themselves in combat, serving on horse back, or with ranged weaponry. Then and only then could they gain the 'privilege' of producing the next generation of the Neo-Spartaicist Army. While he cared little for one's 'recreational' inclinations were, he was intent on building an army of the best of the best and refused to allow the 'best' to abdicate the 'duty' of reproduction.

    His draconian methods whittled down the population bit by bit due to deaths and abandonment, but knowing full well that the alternative was probably enslavement, or being a victim of the Neo-Spartacist Army's raiding, former slaves and serfs took their chances. While the shine of Felipe and his Spartaicists faded, the fear of slave holders remained largely the same, if not increased. 6 years after he first escaped slavery, he had his first child Xiomara. She'd grow up to be a well-built woman, taking after her mother's exceptional height and her father's average height but more than considerable heft. Around 20 years later, the Neo-Spartacist Army had how fallen to 1000 men, women and children, with 500 under arms. Felipe would die and some what surprisingly, his daughter would end up taking over his role as Strategos. Xiomara, before her father's death, had come to conclusion, that the scum had already be skimmed off the top of the milk. Now was the time use the Neo-Spartacist Army to clear the stage enough for it to be more than a clan of bandits, but allow for the creation of a Neo-Spartacist realm. Though while the commanders that acclaimed her imagined a Neo-Spartacist Republic which would would return to it's old ambitions, of being a free hold of equals, allied to other such holdings, it remained to be seen if Xiomara's intentions were the same, or if she wished to accomplish something greater.



    Culture: Neo-Spartacist, A mixed culture containing a trace amounts of the left overs of old American and Mexican cultures to the agree they existed within the cultures of the former slaves that make up the Neo-Spartacist Army. After over a fifth of a century spent being brutalized into a warrior/bandit culture however, it largely revolves around the glorification of violence and youth, along with dark, sarcastic and sardonic humor.
    Theme: https://www.youtube.com/watch?v=IyunIrGxfD8

    ID TAG 1997 (DO NOT REMOVE)


    Character Name: Xiomara Zavala
    Gender: Female
    Birthdate/Age: 20
    Faction Alleigance: Neospartacist Army
    Physical Description/Image:
    Image

    Occupation: Strategos of the Neospartacist Army
    Birthplace: Somewhere in the Southeast of old Arizona.
    Biography: Xiomara Zavala was born to Strategos Felipe 'Spartacus' Zavala and his wife while on raiding campaign in Southeast of old Arizona. Being practically born in battle and on a horse, Xiomara learned both how to fight and ride as near second nature. Her mom also being an excellent shot with bow, even while on a horse, was able to teach her those skills, almost as soon as she was old enough to hold one. When it came to the 'tests' that Felipe required for men, women and children of all ages, she made no special exceptions for his daughter. Worse yet, being the daughter of the Strategos made her a valuable target. Many a parent trained their children a specifically in her strengths and weaknesses for the purpose of taking her down, to undermine Felipe by killing her or forcing him to exile her from the Army. As such, from a young age, she became even more adept at violence and the taking of lives than others to her, which it's self drew still more to come after her for vengeance.

    In addition to being an excellent combatant, she's also consistently proven to be a capable and clever leader. In her father's last months, she'd recently been put in charge of a unit of bomb flinging crossbows of her own design, that have proven reasonably effective in sieges, in addition to her regular cavalry duties. When her father died in mysterious circumstances, rather than fight amongst themselves, her father's top commanders instead compromised and acclaimed her elevation to Strategos. For the most part, they assume that they can maintain their influence over her, though they know better than to cross her directly, with her being more than capable of convincing other commanders against them.

    Equipment: War Horse, Cavalry Boots, Compound Bow, Cavalry Helmet with flag colored removeable plume, Two Bagh Nakhs, Two Folding Knuckle Knives, Latchet Crossbow, Post-Collapse Light Armor, Longsword.

    Theme: https://www.youtube.com/watch?v=uVp4RGCHa8Y

    ID TAG 1997 (DO NOT REMOVE)
    Last edited by Cybernetic Socialist Republics on Sun Jul 18, 2021 10:56 am, edited 2 times in total.

    User avatar
    Anowa
    Post Marshal
     
    Posts: 17633
    Founded: Jul 29, 2014
    Scandinavian Liberal Paradise

    Postby Anowa » Fri Jul 16, 2021 6:37 pm

    Vacif wrote:Should I reuse my old app, revamp it into an actual government or something new?

    Up to you
    We've got a few people working on legit gov'ts at the moment,, so it's just the lesser countries rn. We also didn't have a whole lot of traders last time. So it's up to you really.
    Awards:
    Tie Winner: Most Involved in P2TM, 2016
    Winner: Best Crime RP, 2016

    An Intro to Anowa

    User avatar
    Anowa
    Post Marshal
     
    Posts: 17633
    Founded: Jul 29, 2014
    Scandinavian Liberal Paradise

    Postby Anowa » Fri Jul 16, 2021 8:45 pm

    Cybernetic Socialist Republics wrote:
    Nationstates Name: Cybernetic Socialist Republics

    Faction Name: Neo-Spartacist Army
    Faction Type: Bandit Clan
    Flag (Optional):
    (Image)
    The Dried Blood Flag

    Governing Ideology: Spartan Neo-Spartacism
    Leader(s): Strategos Xiomara Zavala
    Territorial Claims:
    Population: 1,000
    Armed Population: 500
    Technology Level: Post-Collapse Weaponry Mixed with Metal Age Equipment.

    History:

    26 Years ago, at the age of 20, Felipe 'Spartacus' Zavala fled across the Rio Grande, with dozens of other slaves, using a moment of political turmoil. For slaves and serfs along the Rio grenade, merely hearing of a collection of free slaves has enough to encourage dozens, then hundreds more to escape and revolt, the only thing preventing them from doing so before being an uncertainty of what who come next and who to follow, but in Felipe, they now had someone. The slavers also had someone to despise and target. If they could defeat the group of slave nomads, they could crush the hopes and growing resistance of slaves all along the Rio Grande. But it was here that Felipe's tactical brilliance as a military commander became plain, slave patrol after slave patrol were defeated.

    Through this, Felipe's legend only increased and so did the willingness others to flock to his banner. It wasn't long before Felipe, recognizing what he had to work with, converted this clan of nomads to a settled tribe to form a settled Spartacist Republic. Originally only containing a dozens slaves and liberated serfs up and down the Rio Grande, the slavery free, collectivist republic soon attracted hundred, leading to a population of thousands. There was even a separation of military and civilian leadership that Felipe, an indispensable military commander, respected, as he still commanded armies that did more than fight slave patrols, but organized attacks. This era, however was not to last. The civilian leadership, their freedom won, would not heed Felipe's calls to deal with the slaver threat once and for all in offensive campaigns, fearing the consequences of defeat and worrying about the costs of war. They instead pursued a policy of peaceful overtures to their slaver neighbors and a weakening of the military. While the invasions stopped, their neighbors still in directly and in directly funded efforts to opportunistically kidnap citizens of the Spartacist Republic.

    Due to spite against this and guilt about not actively liberating their slaved and enserfed kin, the Republic still accepted escaped slaves into it's domain. By coincidence or design of the slavers, however, the slaves that escaped to them tended to be disproportionately be the weak, disabled, women and children, which only further decrease the army that Felipe had to work with. Until one faithful day, where a proper invaded army descended upon their lands. They were forced to flee and again became nomads, only compound their problem of demographic balance. One faithful day, Felipe, in response to civilian leadership of the Spartaicist republic deciding to settle with rebuilding on unfavorable land Felipe came to a conclusion. Before they could have a free republic, they needed a liberating army. Before they could have liberty, they needed domination. Before they were to defend the utterly weak, they to be overwhelmingly strong. Before they could be Spartaicist, they had to be Spartan. He would launch himself on a mission to create an army that could first destroy or bring to heel any and all local forces. Then and only then, could they live in peace and equality. But first needed an army an army who's foundation was as strong as it could possible be.


    So first, he launched a coup, killing the civilian leadership of his free, though fleeing people people and demanding the rest of the now defunct 'republic' respect him as their absolute ruler. Over the next few years, things changed. They remained nomadic, the disabled of the population were left behind and died up, unable to keep up with the movements of the clan, which constantly had to migrate as it grew increasingly only capable of surviving from looting. Eventually they set up more permanent camps, then came the next stage. From that point forward, all men, women and children were expected to under go harsh, physical tests against their peers, not always, but often involving brutal single combat. It was not enough for him that the men be strong, but those they called their partners and children had to be of the best possible stock. young women, in fact, would be required to prove themselves in combat, serving on horse back, or with ranged weaponry. Then and only then could they gain the 'privilege' of producing the next generation of the Neo-Spartaicist Army. While he cared little for one's 'recreational' inclinations were, he was intent on building an army of the best of the best and refused to allow the 'best' to abdicate the 'duty' of reproduction.

    His draconian methods whittled down the population bit by bit due to deaths and abandonment, but knowing full well that the alternative was probably enslavement, or being a victim of the Neo-Spartacist Army's raiding, former slaves and serfs took their chances. While the shine of Felipe and his Spartaicists faded, the fear of slave holders remained largely the same, if not increased. 6 years after he first escaped slavery, he had his first child Xiomara. She'd grow up to be a well-built woman, taking after her mother's exceptional height and her father's average height but more than considerable heft. Around 20 years later, the Neo-Spartacist Army had how fallen to 1000 men, women and children, with 500 under arms. Felipe would die and some what surprisingly, his daughter would end up taking over his role as Strategos. Xiomara, before her father's death, had come to conclusion, that the scum had already be skimmed off the top of the milk. Now was the time use the Neo-Spartacist Army to clear the stage enough for it to be more than a clan of bandits, but allow for the creation of a Neo-Spartacist realm. Though while the commanders that acclaimed her imagined a Neo-Spartacist Republic which would would return to it's old ambitions, of being a free hold of equals, allied to other such holdings, it remained to be seen if Xiomara's intentions were the same, or if she wished to accomplish something greater.



    Culture: Neo-Spartacist, A mixed culture containing a trace amounts of the left overs of old American and Mexican cultures to the agree they existed within the cultures of the former slaves that make up the Neo-Spartacist Army. After over a fifth of a century spent being brutalized into a warrior/bandit culture however, it largely revolves around the glorification of violence and youth, along with dark, sarcastic and sardonic humor.
    Theme: https://www.youtube.com/watch?v=IyunIrGxfD8

    ID TAG 1997 (DO NOT REMOVE)


    Character Name: Xiomara Zavala
    Gender: Female
    Birthdate/Age: 20
    Faction Alleigance: Neospartacist Army
    Physical Description/Image:
    Occupation: Strategos of the Neospartacist Army
    Birthplace: Somewhere in the Southeast of old Arizona.
    Biography: Xiomara Zavala was born to Strategos Felipe 'Spartacus' Zavala and his wife while on raiding campaign in Southeast of old Arizona. Being practically born in battle and on a horse, Xiomara learned both how to fight and ride as near second nature. Her mom also being an excellent shot with a crossbow, even while on a horse, was able to teach her those skills, almost as soon as she was old enough to hold one. When it came to the 'tests' that Felipe required for men, women and children of all ages, she made no special exceptions for his daughter. Worse yet, being the daughter of the Strategos made her a valuable target. Many a parent trained their children a specifically in her strengths and weaknesses for the purpose of taking her down, to undermine Felipe by killing her or forcing him to exile her from the Army. As such, from a young age, she became even more adept at violence and the taking of lives than others to her, which it's self drew still more to come after her for vengeance.

    In addition to being an excellent combatant, she's also consistently proven to be a capable and clever leader. In her father's last months, she'd recently been put in charge of a unit of bomb flinging crossbows of her own design, that have proven reasonably effective in sieges, in addition to her regular cavalry duties. When her father died in mysterious circumstances, rather than fight amongst themselves, her father's top commanders instead compromised and acclaimed her elevation to Strategos. For the most part, they assume that they can maintain their influence over her, though they know better than to cross her directly, with her being more than capable of convincing other commanders against them.

    Equipment:

    Theme: https://www.youtube.com/watch?v=uVp4RGCHa8Y

    ID TAG 1997 (DO NOT REMOVE)

    Accepted.
    Awards:
    Tie Winner: Most Involved in P2TM, 2016
    Winner: Best Crime RP, 2016

    An Intro to Anowa

    User avatar
    Tayner
    Powerbroker
     
    Posts: 7913
    Founded: Oct 09, 2014
    Ex-Nation

    Postby Tayner » Fri Jul 16, 2021 8:47 pm

    Nationstates Name: Tayner

    Faction Name: Mississippi River Trading Co.
    Faction Type: Trading Company
    Flag (Optional): N/A
    Governing Ideology: Profit
    Leader(s): Johnathan McBryde
    Territorial Claims: Brown
    Population: 2,000
    Armed Population: Trading Company
    Technology Level: Post Collapse

    History: Founded fifty years ago around 2170, by Henry McDowell, simply known then as an independent traveling merchant, it was McDowell's idea of utilizing the Mississippi River as a trading route. At first he operated a raft, bringing goods from connections in the north and selling it all along the river, but eventually he had enough money to establish a small trading network and outpost where the current hub of the company is now. By 2190, his operation was branded the Mississippi Trading Company, and Johnathan, Henry's oldest business partner and second in charge, would take over when Henry would perish. Johnathan would establish a formal trading relationship with the neighboring hold, and open up a few ferries across the river, controlling a vital river dedicated river crossing point across the river that was lacking across other areas.

    In 2210, Johnathan would open the first riverboat casino, and it became a staple of their services, people from all around coming to strike it rich in the cards. With a new influx of profit, Jonathan was able to buy some leaders in the nearby hold and secure a contract where they were given free passage and protection in the surrounding territory by them. Over the course of 50 years, a trading company went from one boat to a small fleet of trading ships and caravans across the region.

    Culture: Profit based, the Mississippi River Trading Co., commonly known as the River Traders, will deal with anyone who isn’t shooting at them and has goods to trade. They deal everything, but their main money makers are food and water rations, and two riverboat casinos. While using a barter system, a lot of values are based on the .38 bullet and what it’s worth related to other goods, and ammunition is often used as a main currency. However, most ammunition is post-collapse reloads and steel case, not high quality.
    Theme: N/A

    ID TAG 1997 (DO NOT REMOVE)


    Character Name: Jack
    Gender: Male
    Birthdate/Age: 18 years old
    Faction Alleigance: Independent
    Physical Description/Image: Shorter and lean, Jack stands at 5'9", has a scar on his cheek from being cut, and burn marks on his arm, as well as a brand mark on his upper right shoulder.
    Occupation: STALKER
    Birthplace: Wyoming
    Biography: Born in some small village in Wyoming, Jack would lose his mother during childbirth. His father was an odd man, but raised him up normal enough. He taught Jack how to shoot, hunt, and track from an early age. When he was 16, however, everything would change. A roving band of slavers would travel through his home, and raid it. Jack would be surprised when his father pulled out a pre-collapse weapon and joined in the defense of his home, but ultimately his village was overrun, but Jack was able to escape to the badlands. He would never see his father again, but he was told to find a stash from his father’s past before being separated.

    A lockbox, buried in the middle of nowhere contained a bag with a prior collapse weapon, gas mask, and some food. It was then Jack realized his father was a retired Stalker, who made a fortune before retiring to a quiet life in the middle of nowhere. With this in mind, and his equipment, Jack would travel the wastes, looking for hazard zones so he could become an experienced Stalker, and hopefully make it rich by looting the treasures of corrupted zones that were protected by the hazardous conditions.
    Equipment:
    • .45 Revolver, 24 rounds
    • Gas Mask
    • Three Days food rations
    • Week’s worth of water
    • Rucksack
    • Zippo
    Theme: N/A

    ID TAG 1997 (DO NOT REMOVE)
    Last edited by Tayner on Fri Jul 16, 2021 9:48 pm, edited 1 time in total.
    If anyone askes where we were Saturday at 14:30, we were at The Pub, understand?

    -If it's stupid, but it works, it ain't stupid.
    -No Combat Ready unit has ever passed inspection.
    -No Inspection Ready unit has ever passed combat.
    -There is nothing more satisfying to you then having the enemy shoot at you, and miss.
    -Remember, your weapon was made by the lowest bidder.
    Disclaimer: The sig is out of date and I probably won't update it

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