NATION

PASSWORD

Vapor: A Steampunk RP Region (OOC v.4.0 -- INVITE ONLY)

A staging-point for declarations of war and other major diplomatic events. [In character]
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Fanaglia
Senator
 
Posts: 4096
Founded: Nov 09, 2009
Ex-Nation

Vapor: A Steampunk RP Region (OOC v.4.0 -- INVITE ONLY)

Postby Fanaglia » Wed Jan 22, 2014 4:14 pm

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Greetings, I am Fanaglia, OP and Map Mistress of Vapor. Vapor is a steampunk RP group, as well as a region. The world we have created for ourselves is semi-realistic, though some fantasy tech is allowed.

Our story begins with an international conference on a continental railway system, hosted in Ticciano, Fanaglia, in 1885. Of course, as you should all know, time is not a strict progression of cause to effect, but actually, from a non-linear, non-subjective viewpoint, it's more like a big ball of wibbly wobbly, timey wimey...stuff. Therefore, our narrative at any given time may be taking place in 1885, 1910, 1935, 1795, or whenever happens to suit our fancy (list of active and past RPs below). We have also agreed on a natural progression from steampunk to diesel/decopunk or even atompunk, depending on what year we're RPing in at that time.

If you need to check the old threads for reference purposes, here are the links: 1.0, 2.0, 3.0.

UPDATE: As of 1/31/14, the Vapor RP Group is accepting applications from nations who were invited to join. If you were invited, lease follow the instructions below.



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Latest map
Map with superimposed RL map for
size and latitude comparison

(Updated 4/24/16)
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This map is for reference purposes only and is not kept updated

(Updated 3/16/14)

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Updated 1/22/14
All population figures are based on an 1885 census, unless otherwise noted.

Nation NameGovernment TypeName/Title of LeaderLanguage(s)Land Area/Pop.
Tsardom of
Ardkonia
AutocracyTsar Sadkosius IIIde jure: Ardkon (a mix of all Slavic languages into one)
de facto: Ukrainian, English, Russian, German, Polish
2,236,387 km2
55 million
The Kingdom of
Cygnar
MonarchyKing Leto Raelthornede jure: Cygnaran
de facto: Cygnaran, German, English
7,252,000 km2
77 million
The Utilitarian State of
Cyprum Xecuii
People's DictatorshipAutarchess Nozumu Xecusde jure: Xecui
de facto: English, Japanese
8,500,000 km2
279 million
The Holy Kingdom of
Dalruanazkal
Constitutional Monarchy
Council republic
Theocracy
King Maruduk-izkur IVde jure: Dalruanazkalian
de facto: English, French
3,313,155.5 km2
173 million
The Kingdom of
Fanaglia
Absolute MonarchyQueen Autumnde jure: French, English
de facto: Italian, German, Polish
2,587,324 km2
268.4 million
Gratia InfinitaTheocratic OligarchyVocator Peter Agelastusde jure: Latin
de facto: Latin, English
??? km2
20 million
Aristocratic States of
Inesea
Socialist RepublicHigh Aristocra Formbide jure: Inesean
de facto: Aristo, English, Cyrillic
6,900,000 km2
80 million
(1905 census)
Kingdom of
Inoroth
MonarchyKing (Il Re) Victor Emanuel Vincherode jure:Italian, English
de facto: Italian, English, French, German
3,692,927 km2
214.7 million
The Kingdom of
Averi
(Italian Mafias)
Limited MonarchyHis Royal Majesty, King Shamus Septim IIde jure: Rhurdin
de facto: Rhurdin, Vaelshi (Low lands, common rabble), Ielthi (highly educated)
??? km2
59.9 million
The Dominion of
Mishmahig
Theocratic-dominated democracyArchpriest Ferdinand Mezade jure: English
de facto: English, German, Italian
??? km2
25 million
The Union of
Mishmite Territories,
a.k.a. "Mishmite Union"
(Inesea)
Theocratic RepublicPresident of the Union Xian, Patriarch of the Union Harkande jure: Mishmite(Local dialect Inesean), Pavlostani(Russian), English
de facto: Mishmite(Local dialect Inesean), Pavlostani(Russian), English, German, French
1,400,000 km2
35 million
(1907 census)
Empire of
Novairia
Democratic EmpireEl'ad Nossral, Lord Chairmande jure:Novairian Dialect 27-Ver.C
de facto: Novairian Dialect 23 through 27-C, Trade Common Dialect Ver.8 (English)
??? km2
72 million
(1908 census)
(NuSheba)
Nyuesiwa
"The Black Isles"
Anarcho-FeudalismN/A
General Darrius Graza
Grand Duchess Kho-Fe Weusi
de jure: none
de facto: English, Ahi-Krio, Ake-Krio, Swahi
1,246,700 km2
17.4 million
Socialist State of
Khamul
(Pavlostani)
SocialistBenign Dictator Pavelde jure: English, Russian
de facto: Russian
886,000 km2
40 million
The Greater Federal Empire of
Servoth
Federal-Imperial MonarchyKaiser Krauss IXde jure: German
de facto: German, English, French, Italian
2,052,061 km2
91.8 million
The Socialist Kingdom of
Sri Tschow
Absolute Monarchical Federal-MinistryHis Serene Highness, King of Kings, and Regent by God, King Kisuki Amanode jure: Japanese, Chinese, Thai, English
de facto: Khemr, German, Xecuiian, Sanskrit
505,992 km2
14.3 million
Kingdom of
Vitzenburg
Absolute MonarchyKaiser Felix IVde jure: German, English
de facto: English, French, German, Danish
2,040,000 km2
116.7 million
The Rightful Queendom of
Vjiay
Constitutional MonarchyQueen Olivia IIde jure: Vjiayan, English
de facto: Vjiayan, English
1,842,802 km2
41 million
The Holy Empire of
Wirbel
Absolute Monarchy
Empire
Emperor Otto von Adifikumde jure: German
de facto: Yiddish, English, Hebrew, German
2,028,216 km2
73.8 million





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Courtesy of Fanaglia and Inoroth

  • Step 1: Fill out an application.
  • Step 2: As a part of your application, include a land claim on our most current map, which should be featured near the top of this post. Just copy the picture into your preferred photo editing software. Photoshop, GIMP, and MS Paint will all do the trick.It doesn't have to be pretty; Fanaglia, the "Map Mistress" will work some compy magic and work the nice, clean borders of your nation into the official map. Here is a version with a map of the United States superimposed and to scale over the map to give you an idea of the relative sizes of our landmasses -- this map might be slightly outdated by the time you read this (last updated on 11/30/13), but it's just a demonstration and will not be updated as frequently as the official map.
  • TIPS:
    • Where to Place Your Nation. When choosing where to place your nation, consider your nation’s culture/climate and try to choose the landmass that would be most comparable. The following is a list of brief summaries of the climates and cultures of all the major landmasses in Vapor.
      • Amplector: Pretty much directly analogous to Europe, both in culture and in climate, except maybe a bit warmer, especially in the south.
      • Zhao: Pretty much directly analogous to East Asia.
      • Western Desaltonia: Pretty much directly analogous to North Africa. A mountain range (not pictured in the world map -- an intentional vagary designed to give more freedom to future Desaltonian nations) separates the West from the warm, moist air from the Chenla Ocean, producing hot deserts in the north and warm savannahs in the south.
      • Eastern Desaltonia: Pretty much directly analogous to Sub-Saharan Africa. A mountain range (not pictured in the world map -- an intentional vagary designed to give more freedom to future Desaltonian nations) traps warm, moist air blowing from the Chenla Ocean to the east, producing dense rainforests in the interior and more temperate climates around the edges.
      • Oulen: Based heavily on the New World, though contact with the “West” came much later (“discovery” was by lost Cycuiian sailors in 1692). As such, their relationship with the outside world is less like the Native Americans with the U.S. government at the turn of the 20th century and rather more like the relationship between the First Nations and the English/French/Spanish in the last half of the 17th century. Maps of the existing indigenous peoples and nations of Oulen and of the real-life nations on which they’re based have already been made. Some tribes are more established in our canon than others, which means some are more expendable for the sake of your new nation than others. Just ask first.
      • Northwestern Promethia: North of Averi and northwest of Gratia Infinita is much like Scandinavia/northern Europe.
      • Western Promethia: West of the Gratian Mountains and down to northern Mishmahig is a sort of mishmash of the Middle East and eastern Europe, both in culture and in climate. The only really certain thing is that a hot desert exists somewhere between Averi and Mishmahig and that the culture there is mostly Arab or Arab-inspired. The size and placement of this area is flexible.
      • Southeastern Promethia: To the northeast of Cygnar is generally agreed to be comparable to South Asia (think India, Sri Lanka, and the like).
      • Northeastern Promethia: This region is similar to northern Asia. Think of a range of people spanning from Mongolia to Russia east of the Urals.
    • Try not to choose too large of a landmass. When Vapor first began, most applicants didn’t realize just how big their claims were (probably because most of us are ‘Murican). While some of us consciously chose large nations, others were surprised to learn, much later, that all of our nations were lolhuge. While the damage is done for us, the senior members of Vapor would prefer that our new applicants learned from our mistakes. Please try not to be any larger than, say, half the size of our largest nations.
    • Avoid racial stereotypes. I would have thought this would be obvious, but I have seen a lot of attitudes, even amongst our senior members, that reflect a complete ignorance of particular RL cultures, which has resulted in frankly offensive portrayals of certain peoples in Vapor. Please, if you plan to RP as or interact with any cultures that are in any way based on RL cultures that you’re in any way unfamiliar with, do your research first.
    • There is no such thing as “unclaimed" or "unoccupied" territory. Just because no player nation has claimed a particular tract of land does not mean it is not occupied. There are people living there; they’re just NPCs. They might be tribal or they might be as civilized or advanced as anyone else. Keep this in mind if you ever have colonial ambitions.
    • Consider the cultural influences already present. It's been pointed out many times that there are certain RL influences that just aren't present in Vapor, at least not yet. Some are represented by vague, token NPC groups, while others are simply absent. Some of these are the Spanish, Portuguese, Indians, Muslims, Arabs, other Middle Eastern cultures, African cultures, or Native American cultures. You don't have to choose to represent any of these cultures, but it might be something to consider if you're not totally set on a particular national culture as of yet.
  • Step 3: Come up with an origin story. Your nation didn’t just fall out of the sky. Below are a few suggestions (but feel free to try one of your own).
    • “Coming Out of Isolation.” This has become a rather irritating cliché after several nations parroted this excuse. There’s nothing wrong with it, but, while it might seem like a logical thing to happen once or twice in a century or two, it’s more than a bit odd when it happens several times in a decade or two.
    • Suddenly Start Being Relevant. Sort of a new spin on the “Coming out” strategy mentioned previously, except that we have seen it a lot more often in RL history. One easy example is Greece -- for decades, Greece has been largely irrelevant on the international scale. Then, in 2010, their debt crisis hurled them back onto the international stage and everyone started paying attention to them when they started dragging the whole EU down with them. Is this an oversimplification of RL world politics? A massive understatement? Absolutely, but it’s just an example. Perhaps some crisis has caused you to need to reach out to other nations, explaining your sudden relevance.
    • Take Over an NPC. We have a number of NPC nations on the map (The Black Isles and Gratia Infinita) whom you could simply reboot, but you would have to do a bit of research through pages and pages of our (at times) poorly-kept records to learn their cultures, governments, economies, and other nuances. There are also many NPC aboriginal/native nations mapped out in Oulen whose characteristics are already defined by being loosely (or directly) based on RL Native American Nations. Check here for a chart comparing Oulish nations to RL nations.
    • Declare Independence. You could declare independence from any of the above-mentioned NPCs -- just ask about the particulars (some are more complicated than others). You may even succeed in getting permission from one of our senior members to declare independence from them, especially from one of our larger nations. Or you could declare independence from an unpictured NPC nation of your own invention, and your declaration of independence could itself be a way to Suddenly Start Being Relevant.
    • Organize a Federation, Confederation, or Something. Many of you will be arriving on the international scene just as many of the senior members’ nations (who are, in essence, the “superpowers” of this time period, if only by nature of their seniority) are beginning a period of aggressive expansion and colonization, which we have agreed will definitely lead to a major World War in one way or another (coming around 1910, give or take two or three years). In face of the threat of imperialism, it is easily conceivable that several like-minded tribes, emirates, principalities, or other small nations could band together to form a single nation for “strength in numbers.”
    • Terrorist Attack. Similar to Suddenly Start Becoming Relevant and related to Organize a Federation. IRL, how many people in the "western world" knew or cared much about Afghanistan? Very few. Then 9/11 happened and Afghanistan suddenly became relevant. This might not be the most...peaceful or diplomatic route to go, but there are motives aplently with the beginning of the Age of Imperialism, as mentioned before. Just retaliate against some imperial power who's coming in to oppress your people. Just make sure you have OOC permission from that nation first -- cooperation is an important key for this one.
  • Step 4: Choose a time for your origin story. As mentioned above, time in Vapor is non-linear. The easiest and most convenient option is to come into existence by one of the above means sometime between 1905 and 1915, during a period of aggressive imperialism and eventually a world war, but you are by no means limited to this time period. You could place your "beginning" in 1895, 1795, or 55 B.C., but you would have to find a way to explain why you have not been relevant during the period of time we have RP'd, which, at the time of this writing, is about 1885-1905.


  • The Vapor universe is semi-relistic steampunk. What does this mean? There’s been a lot of debate about this in the past and a lot of accusations that we’re not “real” steampunk and are instead more like an alternate history. Just because we don’t have stuff like this flying around does not mean we are not steampunk. Like with any fantasy, there is “high” fantasy, full of magic and mystical creatures, and “low” fantasy, which might have the odd legendary creature or some very light magic use (and/or only by a very select few people), there is also “high” and “low” steampunk -- the former featuring completely impossible technology bordering on magic and the latter featuring whimsical designs inspired by actual history (or period conceptions) and limited (for the most part -- some “cheating” is permitted, provided your technobabble sounds legit enough) by physics. We have often described it as “PMT from a PT perspective.” In other words, if someone living in that time period could not have been able to even fathom whatever it is you’re trying to do, chances are that you are making an example of the “Yeah Right Factor,” which brings us to our next bullet point:
  • The Yeah Right Factor: This is the concept that some technology or maneuver or logistics scenario or anything else that causes one or more of the other players say “Yeah, right!” In an effort to keep things semi-realistic (which, as we found out the hard way is necessary for group coherence and longevity), we all need to be playing by the same rules, particularly when it comes to technology and our conceptions of physics. If one player takes issue with another’s technology or actions, discuss it OOC, either here or, if it’s something of great importance and relevance to everyone, in the Board Room of our off-site forum. Discuss it politely and maturely, or things will have to be addressed in…
  • The Conflict Resolution thread. This is a thread on our off-site forum. Hopefully, we won’t need it, but we have needed it twice in the past. For more information regarding conflict resolution procedures, please refer to the Dispute Resolution page on the off-site wiki (links available on request).
  • The Great Airplane Compromise of 2013: This was the result of an ongoing dispute between several Vapor members about the development of new technologies, proprietary rights, rate of advancement, etc., involving everything from automatic weapons to nukes, but focused most heavily and argued most bitterly over heavier-than-air aircraft (airplanes). The GAC states that
    • (Nation) can develop his/her (tech). No one else can develop their own without direct IC help/cooperation or OOC permission from (Nation) for at least two years.
    • After no less than two years, you may develop prototype (tech) on-par with his/her original one if you wish.
    • Following the production of your first (Tech), your progress in development may proceed at approximately 200% the speed of (Nation’s) and his/her allies due to engineers' observations and/or spies' acts of espionage until you are caught up. From that point on, (tech) research may proceed at approximately the speed it did IRL, albeit the appropriate amount of time ahead or behind schedule.
  • The Manhattan Compromise: This compromise came as the result of a related dispute that followed shortly after the GAC over the practice of "calling dibs." Calling "dibs" is normally frowned upon. For most technology, it doesn't much matter if Nation A develops Tech C one year earlier than Nation B, and to argue over it leads to an endless, frustrating cycle of oneupmanship. However, certain technologies have a major impact on the course of world events, such as heavier-than-air flight, nuclear weapons, radar, and computers. Sometimes, it is necessary for us to decide who will get there first because whoever does so will be given a major advantage, at least in the beginning. The Manhattan Compromise states that
    • When deciding to call "dibs" on a future technology, make a case for why your nation should be the first to develop it (sometimes, no one else being interested OOC is sufficient reason).
    • Nations are not allowed to call "dibs" on technology more than five years in advance without first making a strong case for an exception.
      • The notable exception from which this compromise takes its name is the co-development of nuclear weapons by the nations of Mishmahig and Inoroth. After making a case to validate their IC reasons, the case for an "early-dibs exception" was made by pointing out that the nuclear weapons research arc is, at minimum, 20-25 years, necessitating an early claim on the technology.
    • Nations may make a case for extended monopoly times. In the case of nuclear weapons, the fact that it took the Soviets four years to catch up to American nuclear weapons technology was used to justify a four-year Mishmahigan-Inorothian monopoly on nuclear weapons technology instead of the standard two.
    • Any sort of future tech plans that involve a temporary monopoly, no matter how logical and justified (such as the nuclear plans voiced by Mishmahig and Inoroth), should be considered tentative plans at best. Everything might seem hunky dory right now, but two decades from now, one or all parties involved may or may not be in the social, economic, or political situation to even attempt it. Nations with early dibs have the yellow light -- proceed with caution, but be prepared to stop.
  • Avoid Superlatives: There's always a bigger fish. It may be easy to keep straight who is "best" while we're still small, but, then again, which is "best" may not be for certain and likely will not stay that way. Add to that an expanding family of nations and confusion and bickering will almost certainly ensue.
  • Godmodding and Continuity: Don't godmod and try to avoid doing things that will muck with others' continuity. Our senior members remember the headache that followed the great death camp mistake of 1903.
  • Inactivity: We here at Vapor understand that real life can be a pain and that your life does not necessarily revolve around NS or Vapor (though, if it did, we wouldn't judge you). However, if you disappear for an extended period of time without notice, that can leave the rest of us in a tight spot. If you are inactive long enough to become an ex-nation, or if you tell us you'd like to quit, we will discuss amongst ourselves how important your nation was to the Vapor canon. If it is decided that you never really contributed anything noteworthy or important, we will most likely simply remove your nation from the map and retcon you from history (we have already had to do this to several nations). If you were decided to have been too important to simply erase, we reserve the right to do what we have to with your nation to keep our story intact, whether that is to simply have you largely withdraw from major diplomatic associations, have your people start a revolution, or even invade you -- it will be up to us. This is what happened to the nations of Voerdeland and Gratia Infinita.
  • Return from Inactivity: After Vapor had existed for some time, we began encountering an issue we hadn't anticipated, which was former members (lost to either inactivity or an expressed desire to quit) wishing to return to the group. At first, we handled things on a case-by-case basis, but this quickly proved to be inefficient, confusing, and at times unfair; we decided we needed a more explicit set of rules concerning this issue.
    • Things done changed. While a nation has been absent, the dynamics of the surrounding region in Vapor have likely changed, regardless of whether the nation was retconned or not. Some of these changes may be very detailed and may have taken a lot of effort on behalf of those involved. These changes may have involved tweaking history to compensate for the inactive nation's absence (in the case of a retcon) or destruction (if a retcon was considered to be unfeasible). Upon your return, any nation must be willing to accept any and all changes made in their absence, no matter how big or how small. In some cases, it may even be necessary to move the returning nation to a different part of the world or start a new nation altogether (for example, if a new nation claimed all or most of the returning nation's territory during its absence).
    • Land and Population Penalty. Most of the time, if a retcon was deemed unfeasible, the inactive nation will have had its population and land area drastically reduced. This reduction penalty is considered one of the changes the returning nation will have to accept. Even if the nation was not retconned, the nation will still suffer a reduction both in land area and population, by no less than 50% on each, or possibly more, if circumstances exist that make it necessary. The returning nation must accept that it was always this size and population unless the returning nation should provide a good, solid reason to explain (preferably by means of a well-crafted role-play) this change at a particular point in history.
    • Give Notice. A nation can avoid these penalties and inconveniences by simply giving notice of an extended absence; accommodations can be more easily made if the rest of the nations in Vapor know the inactive nation will be returning. If the nation does not return on the stated date, the standard 28 days will be given past that date before the nation is considered "dead and not coming back." The above two rules will then apply.
  • Off-Topic Chatter: This is something that has been a major problem for our group in the past and something that I would like to put an end to right now. There is too much relevant information getting lost amongst off-topic chatter and spam already and, now that we are opening up again, new nation applications, questions, and discussions are going to add to that. Let's keep it neat and clutter-free. We have an entire off-site forum dedicated to Vapor, which has a whole subforum dedicated to largely-unmoderated, off-topic chatter. Remember, spam is not allowed on NS, but the off-site forum has an entire thread dedicated to it. Let's start using that and keep this reserved to strictly on-topic discussion, mm'kay?


1.) Go to the Opening Post (made by Fanaglia) and peruse the "Active RPs." Don't read all the posts, just kinda get the gist of how we roll.

2.) While you're at it, check out the sections in the second post (first after the OP) with the gray "Spoiler" icons. These give you a general idea of senior members' nation's people, geography, relationships, armed forces, rulers, and so on.

3.) Ask Questions in the OOC. If there is something you don't get (especially abbreviations like V-land, Fan, Dal, RR Conference, EC, etc...We use abbreviations a lot). You might also ask for a brief synopsis of what has happened so far.

4.) Start or join a 'Meet and Greet' Thread. There are all sorts of events that merit an international attendance, like your leader's... Funeral, Wedding, Coronation, Birth, Birthday, etc. You could also have things like Technological Expos, Conferences, etc. You can be as creative as you want about it

5.) Post on one of our active, open threads. There are plenty of threads that could use another active RPer. I would recommend asking first though, because sometimes threads are too full and/or too far along to merit an new arrival.

6.) Get connected! Even the most powerful Nation needs friends, and you are more likely to find your groove (and to be noticed by everyone else) if you have friends. I would recommend allying with nations who are powerful, who are at least moderately active, and are friendly to your cause or share similar goals. TIP: Keep in mind that (most) people don't ally for nothing...they expect something in return. Make sure you are both clear on what the other is expecting, preferably in writing, so as to avoid confusion, suspicion, and accusations of lying later on. Some types of alliances might include Trade Agreements, Mutual Support Treaties, Arms Deals, Joint Research Projects, BFF Alliances, and so on.

7.) If you post something you think you will need to reference later, our reference tag is PANDA. Just put it in red capital letters somewhere in your post, to make it easier to search for important info later. When posting specifically battle plans or colonial aspirations, use the tag ALBATROSS.

8.) NS roleplay is not really about your guns, is it? It's about your RP skills. The guns you are using really shouldn't matter that much 90% of the time. If you're ever reading a novel, I doubt you'll ever see the author go "So-and-so was glad to have brought along an M1911 instead of a more modern Beretta M1 because the extra weight came in handy when he had to pistol whip a guy when he ran out of ammo in his mag." No, 90% of the time, unless the type of gun turns out to be some sort of plot point or in some way says a lot about the character (like someone who prefers an AK-47 over an M-16), the gun(s) remain anonymous. Nine times out of ten, it will read "The bad guy dropped his gun," instead of "The bad guy dropped his AK-74u with extended mags and a red dot sight and collapsible stock." The latter, which is quite common on NS, especially these days, is just bad roleplaying. The point of writing weapons pages for our purposes here in this RP group is only 10% archiving what weapons you have and their specs and 90% writing about something you want to write about, for the sake of writing about it. It should never be a way of calling "dibs" on RL stuff you want.

9) If you've spent much time on the internet, you'll have noticed that people have a tendency to abbreviate a lot. People on NationStates, while they generally write better than the majority of people on the rest of the internet, also have a tendency to use a lot of abbreviations specific to NationStates. Vaporites have developed a culture of even-more-specific abbreviations that can be confusing to new players. Below is a short list of some of the more common ones you may encounter:
  • NS - NationStates
  • RP - Roleplay
  • RL - Real Life
  • IRL - In Real Life
  • IC - In-character
  • OOC - Out-of-character
  • IIRC - If I recall correctly
  • IMO/IMHO - In my opinion/In my honest opinon
  • RR - Railroad. For some reason, Fanaglia at times appears to be the only one capable of spelling out the whole word. She considers it to be somewhere between comical and annoying.
  • IRR - International Railroad (see V-Land)
  • V-Land - Voerdeland. A once-backwoods nation in northeastern Promethia/northern Zhao connected to Amplector via a thin land bridge, over which was built the International Railroad (sometimes referred to as the Intercontinental Railroad). It was the focus of a major war involving several nations from three different continents, the conflict helping to sow the seeds of the Great War, which is coming soon at the time of the compiling of this list.
  • RCC - Rothian Catholic Church. Based in Inoroth, it has no major differences from the RL Roman Catholic Church.
  • MC - Mishmahigan Christian(s). Sect of Christianity based out of Mishmahig that believes that the Second Coming has already come and gone. Has a history of oppression by other sects. Often gets compared (whether justly or unjustly) to the RL Mormons/Church of Latter-Day Saints.
  • AMEN - Alliance of Middle-Eastern Nations. A Short-lived alliance between several Middle-Eastern (western/southern Promethian) nations, later dissolved due to conflicts of interests between vastly different nations compounded by the departure of several nations from the RP group and/or NS.
  • SAW - Sri-AMEN War. A brief but culturally- and politically-significant war involving the nation Sri Tschow, the nations of AMEN, and a few others. One of the results of the war was the dissolution of AMEN.
  • AC - Amplectorian Conference. A major RP taking place in 1903 in which the nation of Servoth attempts (unsuccessfully) to establish a UN-style organization to help "keep the peace" in an increasingly unstable world.

10.) Have fun, and stay active! If being in Vapor ain't fun, don't even bother joining!

That's about it. Hope you enjoy your time here with us in Vapor!






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Apparently, individual posts may not exceed 60,000 characters. Pat yourselves on the back, guys -- we did it! Therefore, this entire section has had to be moved out of the OP and into a regular old post, which is just below.

Note to new players: Due to the difficulty in maintaining the personnel dossiers section below, and thanks to the wiki making them largely obsolete, the old dossiers are reserved for senior members only, are presently maintained for archival purposes only, and are no longer updated. The other sections will continue to be maintained.
Last edited by Fanaglia on Sun Apr 24, 2016 4:28 pm, edited 33 times in total.
Map Mistress of Vapor
Factbook
OOC: Fanaglia is a steampunk nation; whenever I post IC, I'm posting from 1886. That, or from some sort of weird time rift in which my characters don't realize they are in fact 127 years in the future.
Barringtonia wrote:Only dirty hippies ride bicycles, white supremacists don't ride bicycles EVER, although the Nazis did steal a lot of bicycles from the Dutch, but that was to use the steel to make TANKS!

Dumb Ideologies wrote:Jesus H. Christ on a jelly pogo stick of justice.

Dumb Ideologies wrote:NS forums are SUPERGOOGLE.

The power of dozens of ordinary humans simultaneously interrogating a search engine with slightly different keywords. I'm getting all teared up just thinking of the power.

User avatar
Fanaglia
Senator
 
Posts: 4096
Founded: Nov 09, 2009
Ex-Nation

Postby Fanaglia » Wed Jan 22, 2014 4:14 pm

Miscellaneous Reference Section (Re-Indexed)

Apparently, individual posts may not exceed 60,000 characters. Pat yourselves on the back, guys -- we did it! Therefore, this entire section has had to be moved out of the OP and into a regular old post, here.

Combat Reference Threads (Courtesy of Vitzenburg):
Guide to Overlooked Aspects of Warfare
Building Your Military

(Updated 12/19/12)
Nation NameEthnic GroupsReligionsCulture
(RL Basis, in order of prevalence or importance)
Cygnar68% german
12% french
10% Italian
5% Inorothian
3% Servothian
2% Vitzenburgians
72% Catholic
8% Mishmahigan Christian
7% Protestant
6% Burgian Protestants
5% Jewish
2% other
Germany (1871-1920), France and Britain (1900-1930)
Cyprum XecuiiPrimarily Xecuiian (Japanese)
(Specific data unavailable)
No state religion
(Specific data unavailable)
A mix of East Asian and South East Asian/Sub-Soviet/Socialist culture
Svealand
(Conscentia)
89% Svealish
5% Dalruanazkali
2% Jewish
2% Wirbelese
1% Voerdish
1% Other
86% Svealish Heathenry
4% Kazamekism
2% Jewish
2% Buddhism
2% Irreligious
2% Christian
2% Other
Nordic Countries (Norway, Sweden, Denmark, Iceland, Greenland, Finland), England, Germany, Russia, Estonia, USA
Dalruanazkal85% Dalruanazkali (a.k.a. Alkurdi)
8% South Promethian
3% Svealandish
3% Inorothian
2% German
2% Other
87% Kazamekism
(93% mainstream Kazamekism, 5% Uni-Kazamekism, 2% Other accepted sects)
4% Rothan Catholic
4% Islam
2% Svealish Pagan
1% Mishmahig Christian
2% Other
Babylonian, Ottoman/Turkish
Fanaglia88% Caucasian/White
5% North African
3% Hispanic
2% Sub-Saharan African
2% Other
41% Rothan Catholic
15% Eastern Orthodox
12% Other Christian
10% Muslim
9% Agnostic/Atheist
8% Jewish
5% Other
United Kingdom, France, Italy, United States, Kingdom of Bavaria
Inesea68% Mongoloid(Inesean)
12% Turkish
10% Nippon
8% Khamulan
1% Xecuiian
1% Tschowan
75% Inesean Catholics
15% Mishmahigan Christians
9% Buddhists
1% Other
South East Asia, South Korea, Articles of Confederation America
Inoroth60% Italian
20% German
10% Daruananazkaian
5% French
2% English
1% Jewish
1% Promethian Tribes
1% Other
55% Catholic
30% Protestant
10% Jewish
1% Pagan
1% Mishmahig
1% Buddhist
1% Atheist
1% Other
Italy (Piedmontese), Bavaria, Normandy, England, 19th cent. USA
Khamul
(Pavlovstani)
%75 Pavlostani Tribal
%10 Inesean
%8 Tschowan
%5 Cyprumese
1% Rothian
1% Other
89% None
5% Mishmahigan Christian
2% Rothian Catholic
2% Khamlite Christian (Most living in Brandburg)
1% Muslim/Jewish/Other
PRC, Sovietesque
Rosswood80% Caucasian
15% African
5% Other
45% Christianity
50% Paganism (Nordic, Hellenic)
5% Other (Atheism not included)
United States
Servoth74% German
10% Inorothian
6% Svealish
5% Jewish
3% Fanaglian
2% Promethian Tribe
50% Protestant Christianity
20% Rothian Catholicism
10% Mishmahig Christianity
9% Svealish Paganism
6% Atheism/ Agnostic
5% Judaism
Germany (1870s - 1940s), USA (1900s -1950s), Austria (1890s - 1930s), Britain (1900s - 1950s)
Sri Tschow80% Chinese
20% Japanese
5% Thai
3% Vietnamese
2% Slavic
Buddhism
Eastern Orthodox Christianity
Islam
Hinduism
China, Japan, Thailand, Vietnam, Korea, Gorbachev's USSR, Indonesia, Philippines
Vitzenberg67% German
33% Scottish
91% Burgian Protestantism
5% Mishmahgian Christian
4% Rothian Catholic
German, Scottish
Voerdeland region
(Fmr. Voerdish Free State)
65% Metis
20% Aboriginal
14% Caucasian/White
1% Other
40% Christian (Protestant)
18% Rothan Catholic
19% Christian (Mishmahigan)
9% Buddhist
4% Shinto
4% Agnostic/Atheist
3% Jewish
2% Muslim
1% Other
United Kingdom, France, Russia (culture), United States (government)




"BFF Alliance" -- Fanaglia, Inoroth
Trade agreement (airships, military supplies) -- Fanaglia and Inesea
Shady...thing -- Nova Voerda, Black Shield, Mishmahig
Asians doing stuff -- Cyprum Xecuii and Sri Tschow
1890 Easternization Invasion Force -- Cyprum Xecuii and Inesea

Cygnar - Mishmahig - Military Alliance & Trading Alliance

Cygnar - Inoroth - Military Alliance & Trading Alliance

Alliance of Middle Eastern Nations (AMEN) -- Inesea, Miteria, Mishmahig, Khamul(Pavlostani)
Voerdeland Peacemaking Coalition -- Vitzenberg, Inoroth, Gratia Infinita

Triumvirate- Cygnar, Vitzenburg, Servoth
North Vitus Alliance- Inesea, Khamul
Inesea-Dal Mutual Defense Treaty


Ardkonia

Military Tactics Overview

Eastern Ardkonia is a mountainous region, and thus the Eastern Infantry are used for reinforcing fortresses, patrolling the mountains for enemies, defending key points, helping the miners make tunnels through mountains for the troop carriers, and all the stationary defense jazz. The tanks are used as an infantry-supporting unit bringing destruction to foxholes and tearing apart the enemy trenches. The western Ardkonia has a door to the ocean, and thus the coast is full of artillery. Western Infantry is all about maneuvering and flanking, bringing supplies to the Artillery crews and ambushing the enemies. The aircraft is thought to be having more use in the civil affairs however is still used for reconnaisance and bombing the trenches, but dogfights are not what they want so if they're chased about, they rely on anti-aircraft artillery (which is nicely equipped and ready to kill). One Tsar poured millions into air forces but faced a costly war after which in many places you can still see debris from destroyed aircraft.
Navy is mainly used to patrol the surrounding sea, and intercept ones with supplies and troops in order to sink them before they get to the beach. East is about defending, West is about ambushing, South is for guerilla, North is for urban. This is the info about my ARdkon Military (ARM).




Cyprum Xecuii

Military Tactics Overview

Xecuiian infantry are exceptional...at being decent at everything but never excelling at everything either...For example, we can fight well in urban areas, not to the extent of troops such as northern Vitz soldiers which are trained mainly to do that particular field, but much better than their southern troops which are used to fighting open areas and such (which is even more excellent thanks to tank support). Our tactics in any given situation is to simply flank and keep flanking, to keep moving, take cover but then move forward quickly. With this, it simply puts pressure upon the enemy, you know we're coming but from which direction? An infantryman could be in a room facing a single doorway without any windows when all of a sudden, Xecuiians broke the wall behind him and gunned that soldier down. Our infantry weapons such as rifles and whatnot are practically on par with western armaments, however infantry support weapons could be different. As I've shown my arsenal a few times you may have remembered a 100mm mortar that we use and so that one weapon displays our ability to be versatile. We don't have superbly large mortars that are mounted on static emplacements and can do massive destruction (we do have direct fire & semi indirect fire assault guns though) but use mortars which are capable of being moved by only two people, or one (light mini mortars) for a large amount of flexible but merely adequate firepower. I'll say more on my ground forces later.

Air capabilities are low, we understand that others have airships but the point of our air force is not to bomb others, but to either take down other enemy aircraft, observe, or deliver supplies.

Bombing for us is pointless as our large but weak force of almost purely air balloons can't really carry the weight of a bomb (or bombs) capable of doing devastating damage such as zeppelins. Ironically, 80% of the air force is not committed to air, but to work in conjunction with the ground forces to mass a large amount of anti aircraft weapons mounted on self propelled platforms (AA tanks or so). However as all air force personnel are to at least have knowledge of ranging, calculating distance and so forth in the air, they can be quite a formidable anti aircraft threat on the ground with their skills being used to deadly effect. As of now, the armament on the air balloons is a modified full grade Xecuiian version of the 25mm anti aircraft gun shown on the type 1 export tanks. While the recoil makes it difficult to fire rapidly in a small (easily wind affected) light weight balloon, it's still accurate and experienced gunners can get a good 13 rounds on a single target if the balloon isn't swaying too much. Mind you that the 25mm gun is supposed to be able to be loaded by any Xecuiian soldier regardless of being in the naval force, ground force, or air force at about 20 rounds a minute (when no variables affecting both gunner and weapon are in play) so 13 out of 20 isn't bad when your swaying in the air.

Our Naval force is mediocre, consisting of mainly ironclads (similar to the design of the US monitor) which have most of their hull beneath the sea level with either 1 or 2 turrets consisting of 2 (or 1) 200mm heavy direct fire howitzers. They are strong, but the reloading time is agonizing (especially when the ships move around a bit too much at sea) and the hull is vulnerable to many things they may harm it underneath and so forth. On another note, these vehicles are to say, not in large number, aka we don't have many of them. There are around 123 of these, 80 stationed at the Island prefectures, and the other 53 making their patrols around Xecuiian Coastlines where they can receive assistance from coastal artillery and long range mobile assault guns. Even more ironically (in relation to the ground forces), the ground force/naval force co-operation has created around 1-2 thousand amphibious gun-tractors, more than the naval vessels themselves. The gun-tractors however can only get so far out into the sea before they are either washed away due to low weight or the turtle-like speed in which the small propellers move them not as fast as the weight / horse power ratio is low and they must conserve fuel for land movement.



Overall: Large and versatile.
Ground: Wondrous.
Air: Definitely could do better.
Sea: Our ground-sea joint project has more sea-land vehicles than the actual navy...




Dalruanazkal

Military Tactics Overview

The army sucks in short. Dalruanazkal spends a lot on the military and not for the some returns that other nations do since my country is technologically behind. Dalruanazkal maintains large standing army with unpopular draft laws. However arms and equipment are not on the same standard as other nations. Artillery is mixed; some batteries are modern howitzers and guns, but others are are post-Napoleonic era cannons. Artillery is mainly used to support infantry. There are no tanks or other motorized units. The officer mindset is stuck in the past. Armies engage other armies in a Napoleonic fashion, and centers of industry since they are of no real importance to un-industrial armies. This will shift, and trench warfare (which will seem like a bad idea quick soon with airships and tanks) and civilians and industry will became targets. Tactics will take longer to evolve.

The air force hardly exists. By 1885, there were no airships, but there is one by the Voerdeland conflict and five by the colonization thread (when ever that is). There will be more by the 1910 war but severally less than other Amplectorian nations, expect maybe Vitzenburg, but with a larger industry who knows. The main function of the airforce will first to assault land targets and units and later develop a anti-air focus.

The navy is the diamond in the rough. The navy underwent an expensive upgrade via retrofitting or commissioning entirely new ship models. The result is a small, powerful, modern navy fitted with modern cruisers, upgraded ironclads, and pre-dreadnoughts, that is tasked to mainly defend the shores and secure open passage through the straits controlled by Vjiay connecting the Caeruleus and Levidius seas. The navy is an international model, with Dalruanazkal helping modernize the Inesean navy and schools.

Later now, I thinking at looking at new weird steampunk weapon systems to use for Dalruanazkal. The focus on new advanced weapons will cause domestic shortcomings and later result in unrest during the 1910 war.




Fanaglia

Military Tactics Overview

As far as Fanaglian military strategy and strength goes, the Fanaglian Army, Royal Air Service, and Royal Navy were all once a powerful, feared, and respected force in the Imogen Ocean and across Amplector. Over the years, though, the need for a large standing army waned and economic concerns forced a scaling back of the Royal Navy to a size only large enough to adequately secure the shores of mainland Fanaglia, as well as Dehui and Lague. The increasing cost-effectiveness of airships in relation to seafaring ships also caused a shift of emphasis from the latter to the former.

There has not been a full-scale war since the Great Coup, so the current military has had no practical test of its offensive might. Despite this, Fanaglia is quite confident of her defensive capabilities, with her borders and coasts dotted with a few hundred forts, military bases, and airfields.

In the event of having to go on the offensive, they would use my old Starcraft strategy, which was, playing as the Terrans, dig in defensively as I amass a rather sizable squadron of Battlecruisers (huge bomber airships, possibly supplemented with mobile artillery, in this case), then move in and start flattening shit or torching it with incendiary bombs, but only for a little while before retreating, hit-and-run style. I would return shortly after with my partially-repaired fleet (before the target could have a chance to fully recover) and start eliminating the reinforcements while a wave of Marines and Firebats (light infantry in this case) would flank their frantic troops. Dropships would follow closely behind to drop off a whole bunch of SCVs (combat engineers in this case) into their midst to build bunkers and turrets to fortify the area.

Imagine a couple of rowdy teenage troublemakers. They tear around town in a big Ford F-250, smashing mailboxes and trashcans, breaking bottles all over shit, shooting out street lights, throwing Molotov cocktails, doing donuts in peoples' front lawns, frightening the elderly, and causing random chaos. Then, as soon as they came, they're gone. Just as you think they're gone and you've gone out to clean the toilet paper out of your tree, you hear their tires squeal as they fly around the corner for another go around your block. While you're either hiding or trying in vain to drive them off, their little brothers show up with slingshots and BB guns, move into your house, and hold that shit down for when the cops show up.

Kind of like that, except less random and less malicious.





Gratia Infinita

Military Tactics Overview

As far as I've developed it, Gratian tactics revolve around using the drafted, levee infantry (generally good marksmen. with basic training and organization) as a relatively stationary force to hold ground (via trenches or line of battle) and engage their opposite numbers, supported, of course, by artillery, while air forces and highly mobile bands of Knights attack and destroy key emplacements, command structure, etc.

Knights generally function as cavalry, although, as my posts have shown, they also are qualified to command airships and function alongside Marines and sailors. They are moving away from the 'shock troop' role and into the 'commando' role as developments such as machine guns and repeating rifles make cavalry charges less practical. At the time of the 'Fire' thread, they are in transition from traditional cavalry to a dragoon role. By the fall of Voerdeland, they have thoroughly transitioned into their role as dragoons.




Inesea

Military Tactics Overview

Inesea has a small, highly trained army of soldiers. The army is based around mobile rapid fire artillery and is now integrating RR based heavy Artillery. We possess no "Tanks" but use Gun Carriers. The Air Force is based around 25 modified Fanalglian Airships. Inesea's pride is her navy. Constantly upgrading and modernizing, it is a force to be reckoned with. Army fights in a search in destroy style and hit and run, lacking the man power of Amplectorial Armies

Military Structure

The Inesean Army is organized as follows:
Fireteam- 4 Soldiers
Squads- 4 Fireteams
Platoon- 4 Squads
Company- 4 Platoons
Battalion- 4 Companies
Brigade- 4 Battalions
Division- 4 Brigades
Army- 4 Divisions
A Division contains 65,536 Combat Soldiers plus 64 Command Staff

There are 3 types of Units in the Inesean Army

  • Armored- Each company in the Unit has 25 Stryker Gun Carriers, and 10 Gargarian Infantry Fighting Vehicles. So a Division contains 1,600 Stryker Gun Carriers and 640 Gargarian Infantry Fighting Vehicles.
  • Mechanized- Each company contains 20 Gargarian Infantry Fighting Vehicles and 15 Aristocra Armored Personnel Carriers. So a Division contains 1280 Gargarian Infantry Fighting Vehicles and 960 Aristocra Armored Personnel Carriers.
  • Artillery- Each Company contains 2 Batteries of 6 Modal 75 Field Guns. So a Division contains 128 Batteries, 768 Modal 75 Field Guns.

There are also Independent Battalions. There are 3 types of Independent Battalions

  • Reconnaissance- Each Company has 20 Yuri Scout Vehicles. So a Battalion has 80. They are lightly armed and possess no Armor or Artillery. They are the first units sent in, to assess the enemy’s strengths.
  • Mountain- Each company contains 20 Modal 75 Field Carbines, so a Battalion has 80. They are sent into mountainous areas.
  • Rail Road Artillery- Composed of 4 “Trains”. Each train has 3 Paris Guns, 6 Ammo cars, and 2 Supply Cars. They are composed of only 400 men.
Inesea has 2 Armored Divisions, 4 Mechanized Divisions, and 6 Artillery Divisions, as well as 2 of each type Independent Battalion.
Total Men-792,096
Total Strykers-3,200
Total Gargarians-6,400
Total Aristocras-3,840
Total Yuris-160
Total Modal 75s-4,608
Total Modal 75s (Carbine)-160
Total Trains-8

Combat Inventory

Inesea’s Fleet isn’t all that organized in 1890. The fleet contains a multitude of vessels, as naval construction has been the focus of Inesea for 10ish years.
Drekkar-class Frigates (DE) (Troop Transports)
Four 4"/50 caliber guns
Four 18" twin torpedo tubes
Tre'Dekkar-class Heavy Frigate (HDE)
2 × 5 in (127 mm) guns
6 × 3 in (76.2 mm) guns
2 × 21 in (533 mm) torpedo
Perrier-class Destroyer (DD)
2 x 8 inch/50 caliber guns
4 × 4 inch/50 caliber guns
1 × 3 inch/23 caliber guns
12 × 21 inch torpedo tubes (4×3)

Walker-class Protected Cruiser (PC)
4 x 8-inch guns
10 x5-inch guns
14 x 6 pounder guns
4 x Gatling’s
Tzun Xu-class Armored Cruiser (AC)
4 × 10 in (254 mm)/40 guns in twin turrets
14 × 6 in (152 mm)/50 Mk.8 guns in single casemates
26 × 3 in (76 mm)/50 guns in single mountings
4 × 21 in (533 mm) torpedo tubes

Olympia-class Armored Cruiser (AC)


4 × 10 in (254 mm)/40 guns in twin turrets
18 × 6 in (152 mm)/50 Mk.8 guns in single casemates
20 × 3 in (76 mm)/50 guns in single mountings
4 × 21 in (533 mm) torpedo tubes
Quinecticut-class Battle Cruiser (BC)

Four 12"/45 guns in two twin turrets
twenty 8"/45 guns in four twin turrets (four guns per side)
Secondary Battery:
Twenty 3"/50 guns in single mountings
Aristocra-class Battleship (BB)
21 × 5 inch/51 caliber guns
10 × 14 inch/45 caliber guns
16 x 12 inch/50 caliber guns
4 x 21 inch torpedos

There are about 250 Drekkars, 250 Tre’Drekkars, 75 Perriers, 50 Walkers, 30 Tzun-Xus, 30 Olympias, 25 Quinecticuts, and 10 Aristocras.




Mishmahig

Military Tactics Overview

Mishmahig hasn't fought any major wars since the formation of the Dominion of Mishmahig, with the exception of a few minor scuffles with barbarian tribes on the frontier. As such, the army sucks a lot, and is mostly relegated to peacekeeping status in various forts along the frontier. The major strengths of Mishmahig are the navy and the air force. The navy consists mostly of fast and moderately armed/armored ships which range pretty much anywhere, while the heavier capital ships are kept in the bay/along the coastline. Airships are used for scouting, messaging, long range bombing, and for harassing supply routes.

In a war, the army would go for trench warfare, or retreat to some fortified encampment, as they don't particularly have tanks yet (mobile artillery is a plus, though). Since the army can't really stand up to anyone for long periods of time (due to population constraints), they rely on hit-and-run attacks, fighting only when there's an objective of paramount importance (fort, city, etc). While they do that, airships harass the supply lines of the enemy, and the navy breaks supplies/bombards/transports as it needs to.




Khamul (Pavlovstani)

Military Tactics Overview

As for fighting style, we're heavy on navy, normally using frigates, cruisers, battleships. We have plans for the Bismark Class Dreadnought, which has a prototype in service during the Voerdeland Crisis. Our airforce is weak, but we have the Ascendance Class Airship. Our land forces consist of Squads (4 men) Companies (10 Squads) Regiments (10 companies) Divisions (5 regiments) Legions (10 Divisions).


  • Army
    We rely heavily on bolt action and stationary machine guns.
    6 soldiers=1 team
    4 teams=1 platoon
    4 platoons=1 company
    4 companies= 1 regiment
    4 regiments-1 division
    4 divisions=1 battalion
    4 battalions=1 army

  • Navy
    Jackal Class Frigates: Light guns, with a rotating heavy cannon on top. Lightly armored.
    Bear Class LSTs: For landing troops.
    Motivator Class Cruisers: Heavy cruiser, even mix of light and heavy weapons. Moderately armed. Contains anti-air weapons.
    Flyswatter Class Flak Ship: Anti air only. This contains more anti-air weapons than the Motivator, but sacrifices anti ship weapons for anti air. Peacekeeper Class Battleship: Heavily armed, heavily armored. It contains anti-air weapons. They are slow, and not often seen in combat.
    Bismark Class Dreadnought: My most advanced ship, it is very heavily armed and armored. The Bismark is not yet in service, although a prototype is active. Requires a shit ton of metal to construct. Even when I have a finished product (I'll put the first in service in 1900), it will rarely be seen.
    2 ships=1 patrol
    2 patrols=1 Class B Flotilla
    2 Class B flotillas=1 Patrol Force
    2 Patrol Forces=1 Flotilla
    2 Flotillas= 1 Task force
    2 Task forces= 1 fleet

  • Air
    Ascendance Class Airship: A lightly armed troop carrier.
    Pavelic Class Airship: An anti-land airship.
    Haynes Class Airship: An anti-air airship.
    2 airships=1 Patrol
    2 Patrols=1 Air wing
    2 Air wings= 1 Air Battle Force
    2 ABFs= 1 Air fleet


Post-1903 Air Force:
Ascendance Class Airship: Troop carrier.
Pavelic Class Airship: Gunship
Nova Class Airship: Air Superiority Airship
Carrack Class Harasser: Light attack vessel
Exterminator Class Ravager: Heavy assault vessel
Brandburg Class Airship: Medical Vessel
Baka Class Flying Bombs: Suicide vessel
Protector Class Airship: Recon ship




Servoth

National Organizations and Operations

Spezielle Operationen Soldaten

<>The Schwarze Sonne (Black Sun, or SS), is a secretive national organization of the Servothian Imperial Military. Charged with the creation and operation of secret and new weapons to used as national defense. The Schwarze Sonne have an authority above all other military, government, and civilian operations in the State of Servoth. The SS, as some have come to call it, is loyal only to the upper most power in Servoth, the crown royal family.

The SS were completely black uniforms, save for their helmet which are not pickelhaubes like the rest of Servothian groups such as the military or police, they were brodie helmet in gray which bear the groups symbol, a black sun. The inner workings of the SS and their ventures are unknown to anyone that is not a part of the Krauss Royal Family. The Schwarze Sonne was originally former in 1895 after several smaller iterations starting in 1891, they only became completely operational in 1902 after necessary resources and planning were collected.

The Schwarze Sonne do not operation outside the boarders of the State unless a threat to national security requires movement outside of Servoth.

<>Elektrische/ Blitz-Soldat (Electric/ "Lightning" Soldiers)-

Primary Weapon: Electric Shock device, consisting of a transformer and battery device backpacked to the back of user, and a discharging rod attached near the right arm of user. Capable of dealing electrical damage and burns at a range of 15 feet (4.57 Meters).
Secondary Weapon: Standard Lischer-85.
Armour/Uniform: Armourment consists of a ceramic chestplate, shoulder plates, and arm plating for only the right; soldiers operating as this have standard Servothian pickelhaubes. Uniform consists of a standard pickelhaube, black rubber jackboots, grey trousers, and a navy blue and gold Nehru jackets.
Purpose: Area of Effect close range fighting
Disadvantages: Should avoid wet and/or rainy conditions; not to be used on airships or boats


<>Sprengstoff-Spezialisten (Explosives Specialist)-

Primary Weapon: Explosives of both timed and manual detonation
Secondary Weapon: Standard Lischer-85, grenades
Armour/Uniform: Armourment consists of a multitude of steel plates covering the entire body, a special brody helmet with a face cover is worn on the head. Uniform consists of a simple heavy burlap suit to pad the body against concussions.
Purpose: Demolition, ranged/close explosive attacks
Disadvantages: Should avoid airships and flammable materials when not in combat, possible premature detonation




Sri Tschow

RESTRICTED
SRI TSCHOW - GENERAL DEFENSE CONTINGENCY
PLAN A - REVISED EDITION


Battle Plans




Vitzenberg

Military Tactics Overview

Well I'd say that Vitzenburg trains with advanced infantry tactics for combating the vehicular machinations of other countries and other defensive tactics. They also train to stick together and not to take rash, suicidal actions. Squads are standard 7 men with 3 riflemen, 2 designated marksmen, 1 engineer and 1 demolitions.

Most recruits from the northern part of the country are trained for urban warfare while southern troops are trained for open areas and forests due to the nature of the terrain of southern Vitzenburg. Like I've said before, Vitzenburg doesn't utilize many tanks or APC's so they move slow, but due to their defensive strategies, they dig in exceptionally well. Also due to their lack of vehicular development, breakthrough's in sizing down weapons for single man use has been a priority among the Royal Vitzburgian Arms Company, the main supplier for the army. So far, an experimental assault rifle similar to the Mondragón rifle is in the final stages of development, with extended tests being performed at the Kaiserness' request for the safety of the troops. Right now they used a combination of normal rifles and lewis guns with maxim guns for static defense. And of course, who can forget the Super Heavy infantry...

Artillery is used by Vitzenburg, it's mostly reverse engineered from the designs from Wirbel. They utilize rail mounted artillery in-country for defense, the national railroad allowing for rapid deployment.

Air force is non-existent in Vitzenburg, as the last declaration by the sickly Kaiser Felix IV Airships were outlawed. This is one of the main contributors to the collapsing economic state of Vitzenburg and is also a likely hamper to military operations. Anti-Aircraft guns have been developed, but consist mainly of pom-pom auto cannons, maxim guns and QF 3 inch 20 cwt pointed at the sky. The first flak cannon design failed catastrophically, killing the creator and several engineers tending it in a live fire test. The failure was a set back but the research continues nonetheless.

The Navy of Vitzenburg was once a fine one, a hundred years ago Vitzburgian ships could be found patrolling the Imogen sea for pirates, keeping the trade lanes safe. However, in recent years, the navy has degraded in parallel with the state of the economy. With no need of the large fleet it still maintained, Kaiserness Morgen I decreed the fleets start scrapping their larger ironclad's and dreadnoughts to help pay the national debt. The fleets consist of only a few dreadnoughts, cruisers, destroyers, torpedo rams and patrol boats.




List of active applications
Last edited by Fanaglia on Sun Apr 24, 2016 4:27 pm, edited 4 times in total.
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Fanaglia
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Posts: 4096
Founded: Nov 09, 2009
Ex-Nation

Postby Fanaglia » Wed Jan 22, 2014 4:15 pm

Miscellaneous Reference Section (Re-Indexed, Continued)
NOTE: The Personnel Dossiers section is no longer updated or maintained, as it has been made obsolete by the off-site wiki. It remains here only as reference material once compiled by the senior members of Vapor.

Cyprum Xecuii

Kureha Saiyamori.

Name: Kureha Saiyamori.
Birth date: August 4th, 1909
Birthplace / hometown: Town of Ushio, Kanayin Prefecture.
Gender (and orientation): Female, Heterosexual.
Nationality: Xecuiian.
Occupation: Flute corporal , 5th Cultural Expedition corps.
Education: Unknown
Political Stance: Utilitarian Socialist
Demeanor: Unknown

Autarchess Nozumu

Name: Nozumu
Birth date: Unknown
Birthplace / hometown: Unknown
Gender (and orientation): Female, Ambiguous
Nationality: Fiendish Xecuiian
Occupation: Figurehead of Cyprum Xecuii
Education: Unknown
Military Achievements: Unknown
Political Stance: Unknown
Demeanor: Unknown

Sumiya Kuno

Name: Sumiya Kuno.
Birth date: August 4th, 1858
Birthplace / hometown: Town of Imuha, Naguki Prefecture.
Gender (and orientation): Female, Heterosexual.
Nationality: Xecuiian.
Occupation: Front-class Kommandant of the Xecuiian 2nd homeland guard, Spokesperson for Xecuiian 16th Expeditionary forces.
Education: Karuyon Primary School, Imuha State Intermediary School, Imuha State Military Academy & Secondary Education Campus, Naguki Military Graduate Institute, Ministry of Defense Officer's Academy - Yamushen Campus.
Academic Degrees (Capability -> Associates, Understanding -> Bachelors, Leader -> Masters, Kommandant -> Doctorate): Capability of global Arts, Leader of Cultural anthropology, leader of Military Logistics, Understanding of Technical Engineering, Kommandant of Military Leadership, Understanding of Arithmetic (Calculus branch), Capability of Societal and Cultural understanding, Capability of Arithmetic (Statistics branch), Certification for Post Graduate Education.
Military Achievements: Rising Moon award for cultural guidance of natives around the homeland and teaching them the benefits of Xecuiian Socialism (not communism).
Political Stance: Utilitarian Socialist
Demeanor: While strong willed and ambitious to lead the military towards becoming a stronger force, she isn't such a harsh person at all when one gets to understand her. In being quite the explorer, she wants to leave her duties as a Kommandant of the home guard to become an officer in the Expeditionary forces, hoping to learn more about the world and it's different societies and cultures for the benefit of simply going around to meet and try new things. Despite that she isn't harsh, she is still loyal to the nation, heavily loathing cowardice for being a treason to not merely the state, but to the people and nation.




Dalruanazkal

Alam Kir-Shamash
Name:Alam Kir-Shamash
Born: Feb. 28, 1857
Religion: Kamazekism

Alam Kir-Shamash is one of the smartest and open-minded high-ranking government official who attended a Dalruanazkali university. His family was considered nobility about hundred years ago before they lost their title in a small civil war with another landed family. His family kept some land and became simple farmers, bedsides the fact they still live in a large country manor and still own a large amount of land. He was born in the northern countryside to coca and coffee farmers. Attending primary school, he showed great potential and received a scholarship to the University of Atrahasis-kal-ammi, with some help from his family's connections. Upon graduation, his family's connections landed him a job within the Ministry of Foreign Relations. Through his merit he soon became the head of the Ministry and a close adviser and friend to King Maruduk-izkur IV. He is married and has one kid and sired one other.



King Maruduk-izkur IV
Name: King Maruduk-izkur IV
Born: March 12, 1819
Died: January 17, 1886 (67 years)
Reign: June 27 1847 - January 17, 1886 (39 years)
Religion: Kamazekism

Maruduk-izkur Sharokeen lived a life almost entirely in the public view. Despite the constant stress, he handled it well and put his people before him on many occasions. As a young man, he helped his father reorganize the government and continued the policy of social liberalization and democratization started by his grandfather. He and his father are credited with having saved Dalruanazkal from social collapse and civil war as its empire shrunk and debts piled up. Maruduk-izkur married a noblewoman in 1847, with whom he had two sons and two daughters. She died in childbirth in 1859. Maruduk-izkur passed laws that reduced the number and increased the rights of serfs along with expanding the voting base.

In 1857, Maruduk-izkur started an affair with his future wife without his first wife's consent, though it is not public knowledge. They married in 1861 and had no children. After the marriage Maruduk-izkur passed no landmark legislation and deferred to the Duma and Elder's Council for most matters. It appeared that Maruduk-izkur lost interest in politics and focused on the woman he loved. Her death shook him very deeply and was one of the contributing factors to his death.



King Vul-Hassimir VII
Name: King Vul-Hassimir VII
Born: November 1, 1853
Reign: Feb. 4 1886 - now
Religion: Kamazekism

Vul-Hassimir avoided the public spotlight for most of his life, instead devoted himself to his studies. Vul-Hassimir had a suffered a seizure in church when he was five years old. He went into a coma and awoke eight days later. Having told no one, he believed he experienced some sort of divine revelation while he was in his coma. Since then, he has felt a sense of divine destiny to lead his people back to the glory gained by the Prophet Ahuni Zicu. He felt assured of his destiny as his father lacked the vision to modernize the country and after he survived a terrible fever.
He studied abroad and learned politics, philosophy, physics, math, military history, and so on. He has appeared to be a man of few words in Dalruanazkal, saying hardly a word on state visits with his father, yet college friends testify that he was out-going and a womanizer when not studying long hours. Some sources with very little credibility even claim he was bisexual and had secret gay lovers in college.
As King he pursued massive industrial investment and military modernization by producing airships and began pursuing colonial ambitions.




Fanaglia

Queen Autumn

Young and brash. Led a violent military coup against her father in 1874. Loved by most of her people, though there is some dissent from the more conservative populations in the north. Prefers to speak what's on her mind, sometimes without first thinking it through. Often depends on Miss Alans, her closest friend and most trusted adviser, to keep her mouth from getting her in trouble. Drink of choice: Johnny Walker Black Label.

Reign: Since 8 November, 1874
Coronation: 6 September, 1876
Predecessor: DiMarco
Heir Apparent: None
Father: DiMarco
Mother: Anita DiTicciano
Born: 22 October, 1854
Religion: Rothan Catholic



Miss Lucy Alans

Chief of the Fanaglian Department of Agriculture, though her position nowadays has more to do with diplomatic relations than agriculture. Childhood friend of Queen Autumn, whom she still considers to be almost like a little sister to her, feeling a sort of duty to keep the young queen out of trouble. Often quiet, she is very calm and calculating, possessing an almost encyclopedic mind with regards to foreign nations, their leaders, their economics, and their cultures.

Born: 5 May, 1851
Religion: Rothan Catholic



Captain Peter Gonzalo

Served under Captain Prospero in the Great Coup and led his crew to the end of the war following his death. Promoted to Captain of the Queen's Guard following the end of the war. Has grown to become close friends with her over the years and his instincts are well-trusted by the queen. Once rather shy in the company of foreign dignitaries, Queen Autumn's insistence on including him, as well as a romantic relationship with Analise Verouche, the empress of Patisserie-Goulash, has forced him to become more comfortable with time. His position these days is now more one of diplomacy than security, though his loyalty and sense of duty remains powerful. He would gladly die if it meant saving Her Majesty.

Born: 20 March, 1849
Years of Service: Royal Air Service (1868-1870), Fanaglian Revolutionary Alliance (1870-1873), Queen's Guard (1873-present)
Religion: Rothan Catholic



The Ghost of Christmas Future

Little is known of this shadowy figure, other than that he controls the enigmatic Black Shield organization, of which equally little is known. Is always seen wearing a mask. There is some conjecture that he may not exist at all, or that he is actually several people working together. Whoever he is, he is a man of great wealth and influence, with much of the most state-of-the-art technology in the world at his disposal, as well as what amounts to a small, private army.

Born: Unknown



Jacqueline Beaumont

She was born the daughter of a wealthy Cadwal merchant in 1852. When the war broke out in 1872, she left against her parents' wishes to join the resistance in Pisiano led by Princess Autumn. Shortly after arriving in Pisiano, she received word that her parents had fled to Dehui, wanted by King DiMarco's Secret du Roi. Rushing to the then-obscure island colony, she discovered her father's dirigible moored in Quesani, but no trace of her family. After the war ended, she remained in Dehui, searching out any former members of DiMarco's Secret du Roi, to make them pay. Her search led her to the dark underbelly of Dehui's criminal world, where she made her way as a mercenary and pirate. Her growing reputation as a feared pirate of the skies together with her wealthy background left her in a position to bargain with Governor Allan, which in turn gave her a great amount of power, which she used to declare herself the "Pirate Queen of Dehui."

In 1883, Governor Allan was found murdered by Beaumont and her pirates for refusing to play by her rules. She proceeded to then assert legal authority over the island and independence from the Kingdom. Queen Autumn responded by dispatching an RAS fleet to deal with her band of brigands. Beaumont and her pirates were defeated, she was captured, and was sentenced to death. Unbeknownst to Queen Autumn, her execution order was not carried out and Jacqueline Beaumont was instead secretly locked up in Kraftenberg Maximum Security Prison until her covert release in the winter of 1889 by Black Shield agents.

Born: 29 August, 1852
Religion: Agnostic




Gratia Infinita

Ioannus Agelastus

Youngest son of Vocator Peter Agelastus, Ioannus Agelastus Iunii is a Knights-Commander of the Order of the Red Cross. He served with distinction in the Frontier Wars with Promethian tribes, and is a direct descendant of Iulus, the fabled savior of Gratia Infinita. He is 24 years old, single, fit, classically educated, deadly in the combat arts, and, if there were a single man who represented the hopes of his country, it would be him.

Father Achilleus Artaxus Fabii
Age: 35
Height: 6'2"
Weight: 165
Bio: Born in rural Gratia, Achilleus was recommended to the priesthood by the priest who catechized him into the faith. He attended religious studies in Mariana, but his eye for details, photographic memory, and incredible intelligence caught the eye of the Magisterium of the Eye. He has played a role in some the most crucial and dangerous missions undertaken by Gratian intelligence. He is a relentless, careful agent, and in a fight is a lethally quick adversary. His speciality is breaking into hostile intelligence organizations. Fluent in multiple languages.




Inoroth

Victor Emanuel Vinchero I

Name: Victor Emanuel Vinchero I
Born: July 17th, 1862 Anno Domini
Died: TBD
Religion: Rothian Catholic (though some suspect he secretly was a Protestant)
Title(s):

Prince of Roth - Heir Apparent to the Rothian Throne (1862-1879)
King of all Inoroth and all Accompanying Titles (1880-???)

Reign: January 2nd, 1880 - TBD ???? (??? years)
Coronation: February 18th, 1880
Father: King Umberto IV
Mother: Queen Lucilla Luciana
Preceded by: Umberto IV - King of Inoroth
Succeeded by: TBD ???
Children: TBD ???

Calini Calino

Name: Calini Calino
Born: September 23rd, 1847 Anno Domini
Died: TBD
Religion: (Loosely) Rothian Catholic
Titles and Positions:

-Station Orderly (1864-1867)
-Assistant Stationmaster (1867-1869)
-Stationmaster (1869-1874)
-Regional Manager of Southern Cabral RR, a division the Royal Rothian Railroad (1874-1879)
-Royal Rail Road Minister (1879-???)

Father: Pietro Calini (Stationmaster in Polente Station, Calabria)
Mother: Raffaella DiCaldri Calini (Loving wife and mother)
Siblings: None
Preceded by: TBD ???
Succeeded by: TBD ???

Giuseppe Gordano

Name: Giuseppe Gordano
Born: September 23rd, 1843 Anno Domini
Died: TBD
Religion: Devout Rothian Catholic
Titles and Positions:

- Apprentice to father at a royal palace's blacksmith's shop (1854-1860)
- Royal Blacksmith (1860-1869)
- Chief Royal Blacksmith (1869 - ???)
- Royal Inventor (1873 - ???)

Father: Dominico Lanchia (Royal Blacksmith in "Palezzio Emralda Palace" in Piedmont )
Mother: Celestina Orcacella Lanchia (Loving wife and mother)
Siblings: 5 (Marco, Matteo, Enrico, Giorgio, Lucca)
Children: TBD

Larenco Nuotaro

Name: Larenco Nuotaro

(Image)

Born: February 9th, 1878 Anno Domini
Died: TBD
Religion: Devout Rothian Protestant (Methodist)
Titles and Positions:

- Apprentice to father at King's Bank of Lecce, Puglia (1889-1893)
- Bank Teller at King's Bank of Lecce (1893-1897)
- Branch Manager of King's Bank of Lecce, Puglia (After Father's Tragic Death) (1897 - 1899)
- Royal Regional Manager (1899 - 1902)
- Royal Minister of the Treasury (After finding and reporting a way to drastically increase Bank Profits by limiting Bureaucracy (1902 - ???)

Father: Dominico Nuotaro (Wealthy Branch Manager of King's Bank of Lecce, Puglia in Puglia)
Mother: Celestina Iradeli Nuotaro (Socialite and Distracted Mother)
Siblings: 1 (Florentia)
Children: TBD

Nicola Pergolesi Di Torino, Duchess of Piedmonte

Name: Nicola Pergolesi Di Basilia
Born: June 9th, 1880 Anno Domini
Died: TBD
Religion: Protestant (Lutheran)
Titles and Positions:

Lady Nicola of Piedmonte (1880 - 1894)
Duchess of Piedmonte (1894 - ???)

Father: Duke Wiltone Pergolesi (1845 - ???)
Mother: Duchess Franca Pergolesi Di Rosa (1854 - 1894)
Siblings: None
Children: TBD




Mishmahig

Ferdinand Meza

Name: Ferdinand Meza
Born: January 3rd, 1808
Died: TBD
Religion: Mishmahigian Christian
Title:
Priest: 1837-1843
Personal Prelate of the Frontier: 1843-1847
Diocesan Bishop of the Frontier: 1847-1858
Abbot Superior: 1858-1868
Bishop of Evenstead: 1868-1874
Archpriest: 1874--?

All Titles: Archpriest of the Dominion of Mishmahig, Servant of the Lost Children, Archdeacon of Evenstead, the Teacher of the People, Supreme Representative of the Almighty God, Vicar of Henri and Jesus Christ, Guide and Defender of the Church and Faith.

Reign: October 25th, 1874--???
Coronation: October 25th, 1874
Father: Alexander Meza
Mother: Elizabeth Meza
Preceded by: Archpriest Willem Russell
Succeeded by: ???
Wife: Anne Meza
Children: Caroline Meza, George Meza



Tylor Baumann

Name: Tylor Baumann
Born: May 17th, 1820
Title: Head of the Foreign Ministry, Ambassador to the Matriarchy of Praevelyia




Servoth

Name: Heinz Sigmandus Holf Krauss IX
Born: April 2nd, 1846
Died: TBA, 1910
Religious Affiliation: Deist
Title(s): His Highness, Kaiser of Servoth, King of Zentrum, Lord of Imperia, Protector of Lux, Master of the Nord; to be addressed as Sire.

Name: Anton Loftel Krauss
Born: March 18th, 1867
Died: TBA
Religious Affiliation: Deist
Title(s): His young Highness, Heir appearent to the Throne of the Grand State of Servoth, His young royal nephew of the Crown; to be addressed as Young Sire.


Name: Heidi Stofl
Born: Janaury 9th, 1879
Died: TBA
Religious Affiliation: Unknown
Title(s): Aliased as "Ms. Thinker", mistakenly as "Mr."




Sri Tschow

Name: Amano, Kisuki Lii
Date of Birth 18 July 1871
Age: 31
Title: His Serene Highness, King of Kings and Regent by God
Biography: Born in the cultural center of Ban Phai, Amano was from a young age entrancement with his native culture. At age 15, he was sent to Sen Lii Senior Primary School, where he met Mutsu Fujikama and Satomi Kanno. During the 1890 Lao massacres which killed Satomi's parents, they became enraged, and gathered a group of people who were displeased with Socialist rule, and fled into the jungles of Phi Sinh.



Name: Chang, Seoul Ming IV
Date of Birth: 24 September 1815
Age: 70
Occupation: Consul of Sri Tschow
Bio: Born to rice farmers in Sukhothai, Chang proved adept at basic politics, maneuvering higher prices for less amounts of rice. In 1825, he was inducted into the Ho Minh School for Politics, one of the prime colleges in the nation. After graduating, he ran for Minister of Foreign Affairs, and won. He served a four year term, before being ousted in 1836. Undaunted, Chang ran for Consul, and won. Today, he leads the country with a strong resolve and respect for the people, whom he regularly consults.



Name: Lu, Peng Qin
Date of Birth: 15 July 1825
Age: 60
Occupation: Minister of Foreign Affairs, Sri Tschow
Bio: The son of a merchant residing in Nakhon Si Thammarat, Lu learned the virtues of diplomacy from his travels abroad with his father. In 1859, he graduated from the Sawan University College of Law. He ran for Minister in 1860, and got the role.



Name: Chang, Sun Fac II
Date of Birth: 6 July 1875
Age: 10
Occupation: Adoptive son of Consul Seoul Chang IV
Bio: N/A




Vitzenburg

Kaiserness Morgen I

The Kaiserness Morgen I was born in 1866 to Kaiser Felix IV and Kaiserin Anna, making her only 24 when the Voerdeland crisis occurred. She had not been expecting to inherit the throne, until her older brother died of pneumonia in 1881. In the years leading up to her inheriting the throne, her father became increasingly ill with Alzheimers and finally taking over after his disastrous decision to ban airships in Vitzenburg.

Morgen is naturally soft spoken and shy, the responsibility of leading a nation thrust upon her, she's had to overcome her shyness. She's a faithful Burgian Protestant, and believes that she can help make the world a better place by using the resources of Vitzenburg.




Voerdeland

President James Wayford

Born to a poor family of cabbage farmers in central Voerdeland, south of the village of Pefalls, poverty became an intimate part of his life. When his mother fell ill, he joined the Voerdish army out of desperation in 1873 to try to raise money for her medical expenses. Despite his efforts, she died in the winter of 1874. While in the service, he witnessed that the poverty he and his family experienced was not unique to them, but a problem nearly universal throughout the nation. When he was discharged from the service, he ran unsuccessfully for a seat in the Voerdish Congress -- his defeats he blamed on corruption in the system. When the Voerdish Revolution began in 1889, he was eager for the chance to "level the playing field," rallying as many friends, family, and strangers as he could to join the cause. He was elected to serve as the interim president of the newly-established Republic of Nova Roma on 24 November, 1890.

Born: 6 January, 1853
Elected: 24 November, 1890
Years of service: Voerdish Army (1873-1879)
Religion: Mishmahigan Christian




Wirbel

Heinrich von Kohlenstoffburg

Name: Heinrich von Kohlenstoffburg
Lived: July 15th, 1869 --
Religion: Lutheran
Title(s): General, Graf
Occupation: Wirbel Military
Spouse: None
Education: Kohlenstoffburg Grand Church (Equivalent of High School Diploma,
with some religious instruction), Central Wirbel University (CWU) Degree in
Economics and Chemistry


Oulish NationRL North American Nation
ChahiksichahiksPawnee
DinéNavajo
Hacha HatakChoctaw
HaudenosauneeIroquois
IndeApache
KathlametChinook
MamachatpamYakama
MoswetusetMassachusett
Muh-he-con-neokMahican
NiitsítapiBlackfoot
NuwuviPaiute
Očhéthi Šakówiŋ (pronounced O-shé-ti Sha-kó-wing)Sioux
PhomaPomo
QuigualtamNatchez
ShaawanwakiShawnee
ShamalaChumash
Sosoni DaigwapeShoshone
SuhtaiCheyenne
TsalagiCherokee
WolastoqiyikMaleseet
Yat'siminoliSeminole
YudahUte
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Factbook
OOC: Fanaglia is a steampunk nation; whenever I post IC, I'm posting from 1886. That, or from some sort of weird time rift in which my characters don't realize they are in fact 127 years in the future.
Barringtonia wrote:Only dirty hippies ride bicycles, white supremacists don't ride bicycles EVER, although the Nazis did steal a lot of bicycles from the Dutch, but that was to use the steel to make TANKS!

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Cygnar
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Posts: 1463
Founded: Oct 27, 2012
Ex-Nation

Postby Cygnar » Wed Jan 22, 2014 4:43 pm

First!
Last edited by Cygnar on Tue Aug 19, 2014 3:57 pm, edited 3 times in total.
Vitzenburg wrote:Cygnar, high on powa! Just try to stop him! He'll sock ya in the mouth as his boys Vitz and Servoth come a knockin!

Cyprum Xecuii wrote:
Servoth wrote:Micro-dick.

Our micro dicks make lots of people. Your 'larger' dicks still create a .000000000000000000000001 % growth rate.
EASTERNERS UNITE!
Servoth wrote:
The Holy Dominion of Inesea wrote:What burns in Life, itself burns in Death. To Hades is smote, thee who defy the Divine.


Divine! Bah! We could build a god from our own foundries.
Unidox wrote:LSD, no thanks. Give me some NSG.


Oh, hell yeah, thats the stuff...
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Servoth
Senator
 
Posts: 3950
Founded: Nov 30, 2010
Democratic Socialists

Postby Servoth » Wed Jan 22, 2014 4:51 pm

Fourth?

Anyway... Does this mean we can start the beginning of the Colonial Thread?
How did I get this gay?

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The Holy Dominion of Inesea
Postmaster-General
 
Posts: 14676
Founded: Jun 08, 2012
Inoffensive Centrist Democracy

Postby The Holy Dominion of Inesea » Wed Jan 22, 2014 4:54 pm

Servoth wrote:Fourth?

Anyway... Does this mean we can start the beginning of the Colonial Thread?

Reclamation Thread for me. And I hope so.
I'm really tired

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Sri Tschow
Minister
 
Posts: 2082
Founded: Jul 23, 2012
Ex-Nation

Postby Sri Tschow » Wed Jan 22, 2014 4:57 pm

Since my post was deleted because I spoke to the troll, I hereby claim my rightful position of first.
"Asking NSG about military strategy is like asking Stephen Hawking about running hurdles."~Blazedtown

"There is no fixing the world. There is just making it suck a little less."~Corsca

"Humans fight to the last. When all hope is lost, when everything stands to be taken? That's when they fight the hardest. I see no reason not to continue that tradition."~The Emerald Legion

"Capitalism is a petrol station with unreasonably priced drinks on the highway to utopia."~Forster Keys
Economic Left|Right: -5.88
Social Libertarian|Authoritarian: -6.87
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Pavlostani
Senator
 
Posts: 4705
Founded: Jun 09, 2012
Ex-Nation

Postby Pavlostani » Wed Jan 22, 2014 5:02 pm

Servoth wrote:Fourth?

Anyway... Does this mean we can start the beginning of the Colonial Thread?


I just got really eager for that.
Last edited by Pavlostani on Wed Feb 14, 2018 8:21 am, edited 2,742,950,128,932 times in total

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Cyprum Xecuii
Senator
 
Posts: 4152
Founded: Jan 02, 2012
Ex-Nation

Postby Cyprum Xecuii » Wed Jan 22, 2014 5:09 pm

Glory to Cycuiia.
Last edited by Cyprum Xecuii on Wed Jan 22, 2014 5:09 pm, edited 1 time in total.

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Sri Tschow
Minister
 
Posts: 2082
Founded: Jul 23, 2012
Ex-Nation

Postby Sri Tschow » Wed Jan 22, 2014 5:19 pm

Cyprum Xecuii wrote:
Famine and Death to Cycuiia.
"Asking NSG about military strategy is like asking Stephen Hawking about running hurdles."~Blazedtown

"There is no fixing the world. There is just making it suck a little less."~Corsca

"Humans fight to the last. When all hope is lost, when everything stands to be taken? That's when they fight the hardest. I see no reason not to continue that tradition."~The Emerald Legion

"Capitalism is a petrol station with unreasonably priced drinks on the highway to utopia."~Forster Keys
Economic Left|Right: -5.88
Social Libertarian|Authoritarian: -6.87
Vapor Political Spectrum
Are found here.

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Mishmahig
Powerbroker
 
Posts: 9032
Founded: Jun 25, 2012
Ex-Nation

Postby Mishmahig » Wed Jan 22, 2014 5:25 pm

Guys...

Fanaglia wrote:So now that we have a new map (finally!), I'm going to go ahead and prepare the new thread. No one post in it until I give the go-ahead, though. First thing's first -- we really need to cut back on the spam and/or off-topic crap. I'm as guilty as some of you. Keep it on the off-site forum. That's what it's there for.
Last edited by Mishmahig on Wed Jan 22, 2014 5:25 pm, edited 1 time in total.

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Cygnar
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Founded: Oct 27, 2012
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Postby Cygnar » Wed Jan 22, 2014 5:27 pm

Mishmahig wrote:Guys...

Fanaglia wrote:So now that we have a new map (finally!), I'm going to go ahead and prepare the new thread. No one post in it until I give the go-ahead, though. First thing's first -- we really need to cut back on the spam and/or off-topic crap. I'm as guilty as some of you. Keep it on the off-site forum. That's what it's there for.

:blush: ok you are right, lets cut the spam lads, but not our classic conversations :p
Vitzenburg wrote:Cygnar, high on powa! Just try to stop him! He'll sock ya in the mouth as his boys Vitz and Servoth come a knockin!

Cyprum Xecuii wrote:
Servoth wrote:Micro-dick.

Our micro dicks make lots of people. Your 'larger' dicks still create a .000000000000000000000001 % growth rate.
EASTERNERS UNITE!
Servoth wrote:
The Holy Dominion of Inesea wrote:What burns in Life, itself burns in Death. To Hades is smote, thee who defy the Divine.


Divine! Bah! We could build a god from our own foundries.
Unidox wrote:LSD, no thanks. Give me some NSG.


Oh, hell yeah, thats the stuff...
♔ ||Cygnaran Königreich|| ♔
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Fanaglia
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Ex-Nation

Postby Fanaglia » Wed Jan 22, 2014 5:34 pm

So I take it you're all ready to open, then?

Servoth wrote:Fourth?

Anyway... Does this mean we can start the beginning of the Colonial Thread?


Didn't we agree that, instead of doing one big colonial thread, to spawn several RPs that just usher in an "era of colonialism that will probably lead to war"? Maybe I'm remembering wrong, but I thought we agreed that it would too easily become a big, hectic clusterfuck like the last one if it was all crammed into one thread, not to mention confusing.

Mishmahig wrote:Guys...

Fanaglia wrote:So now that we have a new map (finally!), I'm going to go ahead and prepare the new thread. No one post in it until I give the go-ahead, though. First thing's first -- we really need to cut back on the spam and/or off-topic crap. I'm as guilty as some of you. Keep it on the off-site forum. That's what it's there for.


Yup. Didn't take long, did it?

Cygnar wrote:
Mishmahig wrote:Guys...


:blush: ok you are right, lets cut the spam lads, but not our classic conversations :p


Cygnar wrote::blush: ok you are right, lets cut the spam lads, but not our classic conversations :p


As long as they're at least loosely related to being on-topic; otherwise, take it to the Watercooler or elsewhere on the wiki forum.
Map Mistress of Vapor
Factbook
OOC: Fanaglia is a steampunk nation; whenever I post IC, I'm posting from 1886. That, or from some sort of weird time rift in which my characters don't realize they are in fact 127 years in the future.
Barringtonia wrote:Only dirty hippies ride bicycles, white supremacists don't ride bicycles EVER, although the Nazis did steal a lot of bicycles from the Dutch, but that was to use the steel to make TANKS!

Dumb Ideologies wrote:Jesus H. Christ on a jelly pogo stick of justice.

Dumb Ideologies wrote:NS forums are SUPERGOOGLE.

The power of dozens of ordinary humans simultaneously interrogating a search engine with slightly different keywords. I'm getting all teared up just thinking of the power.

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Cygnar
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Founded: Oct 27, 2012
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Postby Cygnar » Wed Jan 22, 2014 5:54 pm

Yeah thats what i meant by conversations ;)
Vitzenburg wrote:Cygnar, high on powa! Just try to stop him! He'll sock ya in the mouth as his boys Vitz and Servoth come a knockin!

Cyprum Xecuii wrote:
Servoth wrote:Micro-dick.

Our micro dicks make lots of people. Your 'larger' dicks still create a .000000000000000000000001 % growth rate.
EASTERNERS UNITE!
Servoth wrote:
The Holy Dominion of Inesea wrote:What burns in Life, itself burns in Death. To Hades is smote, thee who defy the Divine.


Divine! Bah! We could build a god from our own foundries.
Unidox wrote:LSD, no thanks. Give me some NSG.


Oh, hell yeah, thats the stuff...
♔ ||Cygnaran Königreich|| ♔
♔ ||Steampunk-Dieselpunk Nation|| ♔

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Fanaglia
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Posts: 4096
Founded: Nov 09, 2009
Ex-Nation

Postby Fanaglia » Wed Jan 22, 2014 5:55 pm

Cygnar wrote:Yeah thats what i meant by conversations ;)


Well, conversations about whether to have one big, confusing Colonization thread are find; conversations about Pav breaking another piece of technology are not.
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OOC: Fanaglia is a steampunk nation; whenever I post IC, I'm posting from 1886. That, or from some sort of weird time rift in which my characters don't realize they are in fact 127 years in the future.
Barringtonia wrote:Only dirty hippies ride bicycles, white supremacists don't ride bicycles EVER, although the Nazis did steal a lot of bicycles from the Dutch, but that was to use the steel to make TANKS!

Dumb Ideologies wrote:Jesus H. Christ on a jelly pogo stick of justice.

Dumb Ideologies wrote:NS forums are SUPERGOOGLE.

The power of dozens of ordinary humans simultaneously interrogating a search engine with slightly different keywords. I'm getting all teared up just thinking of the power.

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Cygnar
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Founded: Oct 27, 2012
Ex-Nation

Postby Cygnar » Wed Jan 22, 2014 6:04 pm

Fanaglia wrote:
Cygnar wrote:Yeah thats what i meant by conversations ;)


Well, conversations about whether to have one big, confusing Colonization thread are find; conversations about Pav breaking another piece of technology are not.

:rofl: rofled at the part about pav breaking a piece of technology, well done :clap:




edit: and regarding the colonial thread, IMO we should do separate threads but maybe have one thread for a summit on whichh we agree on what lands each one can settle, much like a conference of berlin
Last edited by Cygnar on Wed Jan 22, 2014 6:06 pm, edited 2 times in total.
Vitzenburg wrote:Cygnar, high on powa! Just try to stop him! He'll sock ya in the mouth as his boys Vitz and Servoth come a knockin!

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Servoth wrote:Micro-dick.

Our micro dicks make lots of people. Your 'larger' dicks still create a .000000000000000000000001 % growth rate.
EASTERNERS UNITE!
Servoth wrote:
The Holy Dominion of Inesea wrote:What burns in Life, itself burns in Death. To Hades is smote, thee who defy the Divine.


Divine! Bah! We could build a god from our own foundries.
Unidox wrote:LSD, no thanks. Give me some NSG.


Oh, hell yeah, thats the stuff...
♔ ||Cygnaran Königreich|| ♔
♔ ||Steampunk-Dieselpunk Nation|| ♔

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Servoth
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Posts: 3950
Founded: Nov 30, 2010
Democratic Socialists

Postby Servoth » Wed Jan 22, 2014 6:10 pm

Cygnar wrote::rofl: rofled at the part about pav breaking a piece of technology, well done :clap:




edit: and regarding the colonial thread, IMO we should do separate threads but maybe have one thread for a summit on whichh we agree on what lands each one can settle, much like a conference of berlin


That was supposed to be the secondary purpose of the AC...
How did I get this gay?

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The Holy Dominion of Inesea
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Posts: 14676
Founded: Jun 08, 2012
Inoffensive Centrist Democracy

Postby The Holy Dominion of Inesea » Wed Jan 22, 2014 6:12 pm

Servoth wrote:
Cygnar wrote::rofl: rofled at the part about pav breaking a piece of technology, well done :clap:




edit: and regarding the colonial thread, IMO we should do separate threads but maybe have one thread for a summit on whichh we agree on what lands each one can settle, much like a conference of berlin


That was supposed to be the secondary purpose of the AC...

Just, without all the Promethian and Zhaoan nations.
I'm really tired

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Fanaglia
Senator
 
Posts: 4096
Founded: Nov 09, 2009
Ex-Nation

Postby Fanaglia » Wed Jan 22, 2014 6:13 pm

Cygnar wrote:
Fanaglia wrote:
Well, conversations about whether to have one big, confusing Colonization thread are find; conversations about Pav breaking another piece of technology are not.

:rofl: rofled at the part about pav breaking a piece of technology, well done :clap:




edit: and regarding the colonial thread, IMO we should do separate threads but maybe have one thread for a summit on whichh we agree on what lands each one can settle, much like a conference of berlin


I never knew much about the Berlin Conference, honestly. Reading up on it on Wikipedia, though, it sounds like a convenient way to kick off our new era and make it make a bit more sense. Who would call for it? Where would it be hosted? Who would be invited? Or would it be sort of an "everyone's invited!" kind of thing?

In the mean time, while we discuss the potential details, I'll create a poll.
Map Mistress of Vapor
Factbook
OOC: Fanaglia is a steampunk nation; whenever I post IC, I'm posting from 1886. That, or from some sort of weird time rift in which my characters don't realize they are in fact 127 years in the future.
Barringtonia wrote:Only dirty hippies ride bicycles, white supremacists don't ride bicycles EVER, although the Nazis did steal a lot of bicycles from the Dutch, but that was to use the steel to make TANKS!

Dumb Ideologies wrote:Jesus H. Christ on a jelly pogo stick of justice.

Dumb Ideologies wrote:NS forums are SUPERGOOGLE.

The power of dozens of ordinary humans simultaneously interrogating a search engine with slightly different keywords. I'm getting all teared up just thinking of the power.

User avatar
The Holy Dominion of Inesea
Postmaster-General
 
Posts: 14676
Founded: Jun 08, 2012
Inoffensive Centrist Democracy

Postby The Holy Dominion of Inesea » Wed Jan 22, 2014 6:14 pm

Fanaglia wrote:
Cygnar wrote: :rofl: rofled at the part about pav breaking a piece of technology, well done :clap:




edit: and regarding the colonial thread, IMO we should do separate threads but maybe have one thread for a summit on whichh we agree on what lands each one can settle, much like a conference of berlin


I never knew much about the Berlin Conference, honestly. Reading up on it on Wikipedia, though, it sounds like a convenient way to kick off our new era and make it make a bit more sense. Who would call for it? Where would it be hosted? Who would be invited? Or would it be sort of an "everyone's invited!" kind of thing?

In the mean time, while we discuss the potential details, I'll create a poll.

I nominate the Dominion, in the year 1908.
I'm really tired

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Fanaglia
Senator
 
Posts: 4096
Founded: Nov 09, 2009
Ex-Nation

Postby Fanaglia » Wed Jan 22, 2014 6:14 pm

Servoth wrote:
Cygnar wrote::rofl: rofled at the part about pav breaking a piece of technology, well done :clap:




edit: and regarding the colonial thread, IMO we should do separate threads but maybe have one thread for a summit on whichh we agree on what lands each one can settle, much like a conference of berlin


That was supposed to be the secondary purpose of the AC...


But that never really went anywhere. It seemed like I was the only one who took any real interest in it sometimes lol
Map Mistress of Vapor
Factbook
OOC: Fanaglia is a steampunk nation; whenever I post IC, I'm posting from 1886. That, or from some sort of weird time rift in which my characters don't realize they are in fact 127 years in the future.
Barringtonia wrote:Only dirty hippies ride bicycles, white supremacists don't ride bicycles EVER, although the Nazis did steal a lot of bicycles from the Dutch, but that was to use the steel to make TANKS!

Dumb Ideologies wrote:Jesus H. Christ on a jelly pogo stick of justice.

Dumb Ideologies wrote:NS forums are SUPERGOOGLE.

The power of dozens of ordinary humans simultaneously interrogating a search engine with slightly different keywords. I'm getting all teared up just thinking of the power.

User avatar
Mishmahig
Powerbroker
 
Posts: 9032
Founded: Jun 25, 2012
Ex-Nation

Postby Mishmahig » Wed Jan 22, 2014 6:14 pm

The Holy Dominion of Inesea wrote:
Servoth wrote:
That was supposed to be the secondary purpose of the AC...

Just, without all the Promethian and Zhaoan nations.


Actually, Mishmahig attended, albeit with some complaints.

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Servoth
Senator
 
Posts: 3950
Founded: Nov 30, 2010
Democratic Socialists

Postby Servoth » Wed Jan 22, 2014 6:17 pm

Fanaglia wrote:But that never really went anywhere. It seemed like I was the only one who took any real interest in it sometimes lol


I blame Ino.

Mishmahig wrote:Actually, Mishmahig attended, albeit with some complaints.


I still blame Ino.
How did I get this gay?

User avatar
Fanaglia
Senator
 
Posts: 4096
Founded: Nov 09, 2009
Ex-Nation

Postby Fanaglia » Wed Jan 22, 2014 6:18 pm

Poll's up. Expires in 2 days. Go ahead and vote and we'll make our decision Friday.
Map Mistress of Vapor
Factbook
OOC: Fanaglia is a steampunk nation; whenever I post IC, I'm posting from 1886. That, or from some sort of weird time rift in which my characters don't realize they are in fact 127 years in the future.
Barringtonia wrote:Only dirty hippies ride bicycles, white supremacists don't ride bicycles EVER, although the Nazis did steal a lot of bicycles from the Dutch, but that was to use the steel to make TANKS!

Dumb Ideologies wrote:Jesus H. Christ on a jelly pogo stick of justice.

Dumb Ideologies wrote:NS forums are SUPERGOOGLE.

The power of dozens of ordinary humans simultaneously interrogating a search engine with slightly different keywords. I'm getting all teared up just thinking of the power.

User avatar
Cygnar
Ambassador
 
Posts: 1463
Founded: Oct 27, 2012
Ex-Nation

Postby Cygnar » Wed Jan 22, 2014 6:23 pm

I could host it in ceryl if no one else would like to host it as well.. Seeing how ceryl is the capital of the FIN, but maybe it would be better for the conference to be hosted in amplector? Thoughts?
Vitzenburg wrote:Cygnar, high on powa! Just try to stop him! He'll sock ya in the mouth as his boys Vitz and Servoth come a knockin!

Cyprum Xecuii wrote:
Servoth wrote:Micro-dick.

Our micro dicks make lots of people. Your 'larger' dicks still create a .000000000000000000000001 % growth rate.
EASTERNERS UNITE!
Servoth wrote:
The Holy Dominion of Inesea wrote:What burns in Life, itself burns in Death. To Hades is smote, thee who defy the Divine.


Divine! Bah! We could build a god from our own foundries.
Unidox wrote:LSD, no thanks. Give me some NSG.


Oh, hell yeah, thats the stuff...
♔ ||Cygnaran Königreich|| ♔
♔ ||Steampunk-Dieselpunk Nation|| ♔

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