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Pretty Okay Company (Military/Fantasy) (OOC, semi-open)

For all of your non-NationStates related roleplaying needs!
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Ayreonia
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Founded: Jan 21, 2010
Ex-Nation

Pretty Okay Company (Military/Fantasy) (OOC, semi-open)

Postby Ayreonia » Mon Dec 01, 2014 4:30 am

Note: POC is now semi-closed due to the flood of apps for certain positions that have been filled. If interested, inquire via telegram and I'll check what's open. If we get enough requests for different roles, we'll found a new squad. So don't be shy to ask!
PRETTY OKAY COMPANY
An Ayreonia Roleplay
In-Character Thread | Antediluvian Worldbuilding Thread
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Welcome to the front, soldier!


Whether by the guidance of Fate's gentle hand, or by choosing of your own, you're here: the Fourth Armored Division of the Royal Antediluvian Army. In either case, congratulations are in order. You've probably read all the official documents that the postman tried to drown you in. Confusing, weren't they? That's why we, actual soldiers of the 4th, have lovingly prepared this small primer for you. We hope it will answer any and all questions you have. If not, don't be afraid to ask your new brothers in arms. We don't bite. Just steer clear of Major Edrich, he's a jackass.

Let's start by telling you that this introduction will be honest. We won't try to make ourselves look better than we are (you'd find out the truth for yourself anyway, then be angry at us for lying). We're grunts. That's our job. If you joined us for fame or glory, you'd better look elsewhere, and turn back now.

Just kidding! Once you sign up, there's no escape. If you're fond of having a head on your shoulders, that is. And if you want to die, be a sport and do so while catching a bullet for another Fourther, will you?

There, we said it. We're not 1st Para, nor Air Cavalry, nor UNMETA commandos. We're 4th Armored. The Fucking Fourth, they call us, and it's a name we carry with pride. The story behind it has nothing to do with fornication, sadly: legend has it that when our division was first formed as the Royal 4th Infantry, it was thrown into combat without proper training or supplies in an attempt to slow down a major Precambrian assault. When they against all odds not only succeeded, but actually beat the aggressors back, word was sent to HQ, where General Sensus belched out his now-famous line:

"The fucking Fourth!? Those people couldn't hold off my grandma's rotting corpse, may she rest in peace."

Just so. We do have a reputation for doing shitjobs. If it's boring, dirty or just plain suicidal, our motto comes to life: Bring Forth The Fourth! And the Fourth bitches and moans, curses its superiors to nine hells and back, then gathers its crap and does it.

We do these things because that's who we are.

We might complain, but when the sky splits, when the Soil erupts in flames, and when mammoth shit hits the proverbial fan, it's the Fucking Fourth who stand and fight. We might whine about our officers, but we'd follow them to the end of the world and back. We do these things because we understand that glory isn't a title, or a rank, or a medal. Glory isn't prestige or perfect conduct or empty words. In the end, none of that matters. What matters is that one does their job and survives to reap the results. The optimal result would, of course, be victory for Antediluvia, but we'll make do with securing our country for the next generation or so. We're not that ambitious.

So without further ado... welcome to the front, soldier. Welcome home.

Feel your blood rise? Your stomach tingling with excitement? Do you want to sing the Anthem, cry out patriotic slogans or shoot a Precambrian right now? If yes, that was enough pathos, if not, you're a lost case. Either way, on to practical matters.


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You probably know these from basic training, but let's go over them anyway. Wouldn't want to misidentify an officer and do pushups until the stupid goes away, would you?
Privates:
Levy -- drafted with no or minimal training. Only deployed in emergencies. If this is you, you're fucked, sorry.
Recruit -- a soldier in service for six months or less. Pretty rare on the front, but we see them from time to time.
Private -- the most common enlisted rank. You're probably this. If not, congratulations or condolences.
Lance Corporal -- granted to long-serving enlisted personnel, often held by vehicle crews and other specialists. Only good for bragging rights, to be honest.

Non-commissioned officers:
Corporal -- lowest NCO rank, usually junior squad leaders and decorated non-commanding enlisted.
Sergeant -- promoted squad leaders, vehicle tactical commanders and the like.
Staff Sergeant -- Holy shit, who brought the Drill Instructor to the front? Well, this is your chance to see if they're as tough as they appeared in Basic. For realsies, a SSgt is probably a Platoon sergeant.
Master Sergeant Shooter Sergeant Person -- Seriously, there's like a dozen senior enlisted ranks with "sergeant" in them, and even the Ssgt. is old as fuck. If you see one of these, call a geriatrician. In all seriousness, they're badasses who've seen it all, but rare out here.

Commissioned officers:
Lieutenant -- most junior officer rank. If you're a Knight in civilian life, you're this. Lieutenants usually command platoons.
Senior Lieutenant -- if a Ltn does well, they might get field promoted to SLtn. Like Lance Corporal, it's mostly an honorific.
Captain -- company commanders, mostly. Most Captains are Barons in real life.
Major -- executive officers at battalion level. Mostly seen as a springboard to battalion command.
Lieutenant Colonel -- usually battalion commanders. Viscounts and Counts.
Colonel -- commanders of brigades. Counts and Margraves.
General officers -- hold commands of divisions and higher. We won't make fun of these, because we don't dare. Might even be Dukes.
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Model 174 assault rifle
-- An idiot-proof 7.62mm assault rifle issued to troops fighting in the Great Forest. Good penetration, almost never jams, easy to clean and fix (if you manage to break it in the first place). Also highly modular. Downsides include weight and overall size. It does have a folding stock, though -- which just happens to be its only part that doesn't really work. Not to be used as a crutch or a spade.

Can be fired in full automatic mode, but is the most efficient with well-placed semi-auto fire.
Six (6) magazines -- Thirty bullets each. Don't squander them. Return empty magazines to your logistics officer for refill. Don't lose empty magazines.
Rifle cleaning and maintenance set -- A small waterproof plastic pouch with all the tools you need to keep your rifle working! Includes cleaning rod, sight adjusting tool, small oil bottle (don't loan this to your friends, you'll regret it) and cloth. Comes with a paper tag to write your name and rifle S/N on, which is pretty neat.
Model 166 knife/bayonet -- Used mostly as a general purpose cutting tool. Great for carving one's initials into trees. Can also be used to stab enemies, but you should probably not let them that close.
Model 166 fragmentation grenades -- The amount issued varies, usually from zero to two. The classic device every recruit shat their pants practicing with.

Composite helmet -- Standard protective headwear. Stops most shrapnel and the odd bits of wood and rock flying about. Will not stop bullets. Comes with a net that lets you attach a small bush's worth of vegetation to it.
Ballistic combat vest -- For too many years, soldiers had to wear both a ballistic and a combat vest. No longer! The M188 BCV will stop most shrapnel while having those PALS links for attaching pouches and the like. The flap at the bottom is not for protecting your genitals, but the veins down there.
Knee/elbow pads -- Hard plastic pads to protect your joints. While they do look like the pads your mom made you wear when you practiced skateboarding, don't be ashamed to wear them.
Standard woodland camo coat and pants -- Great for making one blend into the surroundings and slightly worse at keeping water out. Still, fairly comfortable and breathe well.
Combat boots -- Black leather. Durable and comfortable even on long marches. Treat them well, and they'll thank you by keeping mud and water away from your socks.
Raincoat -- If it pours like hell, this knee-long hooded raincoat will keep even the worst monsoon out. Kind of hot when it doesn't, so wearing it all the time is not recommended.
Gloves -- Waterproof!
Underwear, socks, t-shirts, etc. -- Assorted pieces of fashionable military clothing. Comes in various sizes and colors like green and darker green.

Canteen -- A handy one-liter plastic bottle. You don't want to get dehydrated, so keep it filled at all times.
Field tin -- For carrying and eating food.
Spork -- Is it a spoon? Is it a fork? It's both! Eating has never been easier.
Entrenching tool -- Basically a small foldable spade, carried in a pouch attached to the tactical vest. Can also be used to hit people.

Assault pack -- A small backpack for storing the most important items. Left in the IFV when dismounted for combat.
Rucksack -- Sleeping bags, spare clothes and other camping gear goes here. Usually rides in a truck behind the main force. Remember to put a name tag on it, lest someone else take it.

Specialist Gear

Vehicle crewmen:
Model 180 Pistol -- A 9 millimeter pistol issued to mounted troops, worn on a thigh holster. Good for self-defense if dismounted, since it can be a hassle to get your rifle out of storage while being shot at.
Pistol magazines -- Six spares.
Intercom headset -- To be attached to the regular helmet.

IFV and tank crews wear the same ballistic/tactical vest, but stripped of most pouches, since the vehicle can be a bit cramped.

Other:
Portable radio -- For keeping in touch with other squads and vehicles.
Model 181 'Slammer' light recoilless gun -- Anti-tank weapon. Lightweight and easy to use, usually carried in pairs by AT troops. Very effective against Precambrian light vehicles, and can even disable infantry fighting vehicles and tanks with a well-placed shot.
Model 174/s light machine gun -- a belt-fed, faster-firing variant of the M174 rifle issued to support gunners. Weighs a ton. You regret wanting to be the machine gunner now, don't you?
Model 174/m marksman rifle -- a long-ranged, 7,62x51mm, semi-automatic battle rifle variant. Wielded by marksmen.
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In the military, you've got to do something. The Second Mechanized Company, of which you're a part of, has been founded with an experimental roster emphasizing light supply elements, high mobility and independence, with jobs that emphasize this. Here's a handy list detailing available roles, sorted by rank.

Privates
Rifleman -- In the end, every soldier is a rifleman, but while their skill set is a common one, it's very diverse. Designated riflemen hold ground, assault, provide direct fire support and other missions that are too many to list here. A rifleman is characterized by their flexibility and ability to adapt to any and all combat situations.
AT gunner --Soldiers carrying two Slammer recoilless guns. They work closely with riflemen to hunt down enemy vehicles. Usually fight in pairs.
Support gunner -- A formidable fighter armed with the M174/s machine gun. The support gunner's job is to suppress enemy troops and positions, allowing friendlies to maneuver freely.
Medic -- While actual medical personnel serve in their own units, there's a handful of troops in each company who have had more advanced training in first aid. They won't perform miracles, but can give you those precious minutes that can mean the difference between life and death.
Marksman -- Fancy yourself a crack shot? Sign up for designated marksman duty and start disrupting the foe with your M174/m. These guys are the reason why you don't salute in the field.
Driver -- No matter how elite, a unit without drivers won't go anywhere. They operate all manners of vehicles, from humble jeeps to the mighty main battle tank. Sounds easy, but not for the faint of heart. If applying, remember to specify the kind of ride you want, or you'll be assigned to whatever's free.
Vehicle gunner -- The dealers of the company's main punch. If you think an assault rifle is a cute BB gun, this might be the job for you. From twenty to one hundred and twenty millimeters, the selection is huge.
Loader -- A tank's cannon won't load itself, and a skilled and strong loader plays a huge role in maintaining a steady rate of fire. They also act as assistant commanders of their vehicles. Just a hint: a pretty good position for quick promotion.
Mortar operator -- Hardly heavy artillery, but even light mortars provide essential indirect fire support for a company. They swear there's nothing more satisfying than the thunk of an outgoing shell.

NCOs
Squad leader -- These troops lead their fellow squadmates into battle. Their position is backed by combat experience and/or prior leadership training.
Mortar squad leader -- Same as above, but for mortar teams.
Fire controller -- Since mortar crews can't see their targets, they need someone to designate it for them. Fire controllers fight as riflemen, but are burdened by the responsibility to direct fire support. Most say the feeling that comes from bringing death from the skies makes it well worth the extra studying.
Vehicle commander -- Spotter, rearview mirror, boss. An experienced tanker who's been given the duty to direct a mean machine of death. Driving might be more fun, but these guys are in charge.
Platoon sergeant -- A senior NCO and the platoon leader's right hand man. A link between the boss and his men. An experienced warrior and people person who both advises and commands. It might sound like a rank, but it's not.
Company sergeant major -- Holy shit, how do they do it? The CSM does everything: getting food and water, taking care of salaries, bolstering morale and spirit, refilling ammo, organizing leave, etcetera. Usually an older NCO who's too ancient to fight, but uses their considerable experience to make the company's bureaucracy as smooth as possible. A good CSM is worth their weight in gold and is highly respected by both grunt and brass.

Officers
Platoon leader -- Leads a platoon. Did you really need an explanation?
Executive officer -- The CO's best buddy. Their word is the commander's word, which makes it law. The prince to the CO's king.
Company commander -- Squad and platoon leaders may have their turf, but in the end, it's the company commander who runs the place. They're the one who makes the big tactical decisions, and answers directly to battalion level. At the moment of writing this, all positions for company commander (one) are filled. If you want to become one, become an XO and hope for an accident!
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14T 'Crawler' armored personnel carrier

As unlikely it sounds now, the Crawler started its journey as a humble off-road truck, designed for increased mobility over broken terrain. A wheeled, a half-tracked and a fully tracked variant later, the 14T was fielded in its modern incarnation, a tracked multipurpose APC that can cross any terrain safely and quickly. It's fully amphibious and its light armor can withstand infantry weapons up to a machine gun, but any larger and it's toast - then again, it's not meant to be a frontline combat vehicle.

The Crawler is crewed by two soldiers, a commander and a driver, although both are cross-trained to take over the other's duties if need be. It can carry up to eight passengers, but usually transports three to six plus specialist equipment. In mechanized units, it's usually attached to mortar sections (it can easily hold two teams) and that's exactly what it does in Werebear company. The mortars themselves are easily towed in a wagon - the Crawler can pull a six-ton load with zero difficulty.

The commander's cupola carries a 14,5mm M174/h_14.5 machine gun, the vehicle's only piece of armament. The troop compartment has firing ports beside every seat and in the back hatch. Although these are measures meant for self-defense, the Crawler has been used in foolhardy attacks, so-called "Crawler rushes," where a large number of these vehicles surprise the enemy with their speed and quite formidable machine guns, then dismount their troops right on top of the stunned enemy. Needless to say, these attacks are highly discouraged.

TLT-15 light tank

The LT-15 was designed originally to be a light assault vehicle made to carry out raids on enemy supply lines. But due to failing design options and a lack of significant power plan to make it fast enough to keep up with a mission. Due to the medium depth of the armor it was resigned to an infantry support role, it was essentially used to run alongside infantry and keep enemy infantry from overrunning certain positions.

At 15 tons, 7.7m hull and a 5.5m long 50mm gun; it is mainly stocked with high explosive ammunition but has a very low amount of armor piercing. Using the LT-15 to counter anything other than IFVs is discouraged if not plain stupid. It is crewed by a loader who doubles as the gunner, a driver, and a commander. Their is a coaxial 7.62mm gun, and in the commanders cupola mounts the M175/H the heavy barreled version of the M174/s, it is adapted to fire from a box.

The Commanders cupola sits high up in the turret where his hatch has small observation slits armored with high density glass. Lower and to the left the loader sits where he can reach shells from the magazine to the rear of the crew compartment. This area is not armored well, so avoid getting hit in the rear middle. A fast and capable tank, avoid getting hit at all, there is no emergency hatch all crew have to scramble out the top hatch or driver door. The compartment is fairly small as well, large tankers not recommended.

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1. You are a conscript, but be proud of your service. It is a right.
2. Obey your superiors, respect your peers, counsel your subordinates. Work towards an accepting and warm atmosphere.
3. You're not only allowed, but encouraged to have more than one character. We have no idea what this means, but we were told to put this here.
4. If you have a wish to be assigned to a particular squad and/or platoon, it will be taken into consideration. Please note that it is not always possible to realize this wish.
5. Non-standard issue weapons and gear are allowed, but discouraged. Under no circumstances are you allowed to discard standard issue equipment.
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Delete everything in (brackets).

Code: Select all
[b]Name:[/b]
        [b]Age:[/b]
        [b]Sex/gender:[/b] (M or F will suffice. Elaborate if needed.)

        [b]Rank:[/b]
        [b]Years of service:[/b] (If first tour, leave empty.)
        [b]Civilian occupation:[/b]
        [b]Nobility:[/b] (Also state rank. If not applicable, leave empty.)

        [b]Preferred role:[/b] (List up to three in order of preference.)
        [b]Preferred squad/platoon:[/b] (If none, leave empty.)

        [b]Appearance:[/b] (Description or photo, optional.)
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Alright, pilgrim. We all know you're no wizard. If you were, you'd either wouldn't be serving, or you'd be UNMETA... sorry, just repeating nasty, baseless rumors. Bottom line is, we don't like magic users here. The brass say the Precambrians don't have them, either, but sometimes you see things here in the Forest that make you wonder. If you encounter them, the higher-ups will dismiss it as PTSD, shellshock, or just plain old crazy talk. We've compiled a list of these things, just in case. Oh, and if anybody asks, Sergeant Helenski, Corporal Dupont and Private Arts know nothing of this pamphlet. Arts has tin foil.

"Madness"

Imagine you're on patrol, sentry duty or any such situation. Boring, right? Well, imagine your teammate getting silent all of a sudden, their movements jerky and awkward, then shooting you. Or the other way around. Or maybe your totally happy and well-adjusted squaddie goes into the woods to take a leak and is found an hour later with a smashed-in face and a bloody shovel in his hand. Weird, right? Some people can really spin a scary tale!

"Lag"

One recurring story among Great Forest deployees is about the so-called lag, proven to be a particular symptom of combat fatigue. The ones who experience it and survive always tell the same tale, with minor variations: they're in a firefight, when suddenly they experience a strange sense of tiredness, like they can't move their bodies. They look around, only to see their nearby squadmates moving at a crawl, while the rest of the world is completely normal. If they get a glimpse of enemy soldiers in this state, they seem to be moving much faster than what should be possible.

"Spontaneous combustion"

The Precambrians seem to have fielded some sort of incendiary weapon that can set people and objects on fire without any sort of contact. Troops with an unhealthy interest in old legends claim that Antediluvian mages of old could do that with their minds.

"Ghosts"

Enemies appearing from thin air. Is it just us, or is this the oldest excuse of a sentry who's fallen asleep, like, ever?

"Super armor"


This is probably a quality control problem with our mass-produced weapons, or a case of bad marksmanship. Enemy tanks have been reported to sustain hits from anti-tank weaponry without even a scratch. These kinds of stories are usually dismissed as crazy talk, but there was one case with several eyewitnesses. A Precambrian Triarius main battle tank had been flanked and fired upon with several confirmed hits... but no damage, no explosions and no sound from the impacts. It had taken a dozen hits from AT weapons of various calibers before the thing finally burned out. The best part? The four-man crew was taken alive and unharmed. During interrogation, the loader burst into flame and burned to death.
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Some backstory

The nations of Antediluvia and Precambria had been at each other's throats for as long as anybody could remember. What had started the conflict, nobody knew or really cared. It was almost like an annual sports event. The winters on the continent of Supercentennaria were brutally cold and long, which forced all military operations to halt. It was an unwritten rule that nobody fought in the winter. There were tales of a Precambrian general who had ordered his division to attack after the snows fell, and as a result he was murdered by his own men. True or not, it wasn't far-fetched. But as soon as the snows melted and you could take a piss outside without your dick freezing off, the Antediluvians hopped onto their IFVs and half-tracks, and the Precambrians rode out on theirs to meet them. The frontlines had not changed significantly for thirty years.

You are a soldier of the Antediluvian Armed Forces, Central Army Group, 2nd Army, 4th "the fucking Fourth" Armored Division, 1st Brigade, Mechanized Battalion, 2nd Mech. Infantry Company, callsign "Werebear". You were conscripted one to four years ago, some of your unit you know from wintertime (during which you have a regular civilian job. Or not. Depends on you), while others are new faces. You might have seen some combat, but the Fucking Fourth aren't yet considered to be a crack unit.

The 4th Armored in its current state has been deployed for seven months now, which is an unusually long time. Autumn is in full swing, which in the Great Forest means lots of rain, warm and humid days and freezing nights. There has been talk of the division spending the winter on the front or even advancing, since they have made an unusually successful push deep into Precambrian territory. This has resulted in mixed feelings from the troops: some are upset that they won't be pulled back and will freeze to death in the woods, while some are hopeful that their success means that Antediluvia is winning the war.
Last edited by Ayreonia on Sun Dec 07, 2014 4:15 am, edited 4 times in total.
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Ayreonia
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Posts: 6157
Founded: Jan 21, 2010
Ex-Nation

Postby Ayreonia » Mon Dec 01, 2014 4:31 am

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Personnel of 2nd Mechanized "Werebear" company

HQ -- Werebear
Commander: Captain Dickwit
Executive officer: Senior Lieutenant Fuckstick
Company sergeant major: First Sergeant Gregor Gideon Guy (Bone Fort)
Driver: Private Wymond Dalca (Nature-Spirits)

1st Platoon -- Werebear One Actual

Commander: Lieutenant Vester J. Rialto (Ayreonia)
Platoon sergeant: Staff Sergeant Joseph Mulder (Cylarn)
Fire controller: Sergeant Hans Schmidt (Old Craet)

Altaflor squad -- Werebear One Altaflor

Leader: Corporal James Hersko (Hornesia)
Rifleman 1: Private Elizabeth Wellington (Old Craet)
Rifleman 2: Private Fenix Feulicid (Pimps Inc)
AT gunner 1: Lance Corporal Jon Grey (Baelya)
AT gunner 2: Lance Corporal Alexander McGanigan (The Almighty Bob)
Support gunner: Corporal Farley Baelton (Palonitr and Howland)
Marksman: Private Artyom Barrisivo (Pan Asian Amercian Coalition)
Medic: Recruit Adelaide Orchidia Meadows (Toishima)

Boy squad -- Werebear One Boy

Leader: Corporal Maximilian Julian Oorburg (The Carlisle)
Rifleman 1: Recruit Julia Cenric (Transoxthraxia)
Rifleman 2: Private Alrick zu Heltzer (Mincaldenteans)
AT gunner 1: Recruit Benedikt Eckstein (Kriegers)
AT gunner 2: Private Dominik Bosch (New Austzeland)
Support gunner: Private Lillian Skarbeck (The Carlisle)
Marksman: Lance Corporal Mithras Cenric (Transoxthraxia)
Medic: Lance Corporal Evardin Drael (Reverend Norv)

Cravis squad -- Werebear One Cravis

Leader: Corporal Mia Jager (Kisinger)
Rifleman 1: Private Marta Kobor (Rupudska)
Rifleman 2: Private Stefanija Novotna (Gvozdevsk)
AT gunner 1: Levy Emily Rastirrik (Lolloh)
Marksman: Lance Corporal Vergil Lynton (Republic of Hasgriu)
Support gunner: Private Solana Vionde (Grenartia)
Medic: Lance Corporal Markus Rialto-Mensch (Rephesus)

Mortar section -- Werebear One Duke

Mortar 1 leader: Sergeant Carl Hickin (Galter Gulcher)
Operator 1: Recruit Poppy Blossom (Agritum)
Operator 2: Private Miko Bjali (Glorious Republic of Alevstan)

Mortar 2 leader: Sergeant Halfdane Cenricing (Transoxthraxia)
Operator 1: Recruit Gabrielle Collins (Esconelle)
Operator 2: Private Amalia Smed (The Carlisle)

Infantry fighting vehicle #1 -- Werebear One Eleanor (attached to Altaflor squad)

Commander: Sergeant Deryn Price (Rupudska)
Driver: Lance Corporal Derrick Warren (Toishima)
Gunner: Private Charlotte Schilling (Galdius)

Infantry fighting vehicle #2 -- Werebear One Flower (attached to Boy squad)

Commander: Sergeant Lou Heitzski (The Kingdom of Rhamos)
Driver: Private Sam Patrick (The GAmetopians)
Gunner: Lance Corporal Adam Strangle (Altito Asmoro)

Infantry fighting vehicle #3 -- Werebear One Godfrey (attached to Cravis squad)

Commander: Staff Sergeant Gurt McGundry (New Zepuha)
Driver: Private Richard Stanislav Mikuláš Dvorak (Republic of Hasgriu)
Gunner: Private Dayle Page (Republic of Hasgriu)

Mortar section carrier -- Werebear One Honora (attached to Duke squad)

Commander: Private John Tusta (Kisinger)
Driver: Private Alessia Ricce (Ayreonia)

Additional free-form biographies
Last edited by Ayreonia on Sun Dec 07, 2014 3:54 am, edited 2 times in total.
Images likely to cause widespread offense, such as the swastika, are not permitted as national flags. Please see the One-Stop Rules Shop ("Acceptable Flag Policy").

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User avatar
Ayreonia
Negotiator
 
Posts: 6157
Founded: Jan 21, 2010
Ex-Nation

Postby Ayreonia » Mon Dec 01, 2014 4:32 am

The Theater of Operations

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Higher-res of the operational map above
The warring states and their neighbors
The world

Map credit to Grenartia. Ain't they awesome?

Notable locations of Supercentennaria

by Pan Asian Amercian Coalition

Revaalsbandt is the southernmost habitable area on the main continent, and is even divided in half between Antediluvian and Precambrian troops, each vying for control of the massive rhenium and tungsten mines. The population hovers at about 3,400 ,not including the occupying troops.

It is said to be the polar opposite of Altaflor, with temperatures rarely going above freezing, hurricane strength blizzards, two months of sun a year and endless tracks of enormous Ice Cedar trees. The main exports are Cedar Bear meat, winter-proof soldiers, general misery for the stationed troops, and neigh invincible Ice Cedar lumber.

The area used to be ruled by a elected chieftain, each voted for by the representatives of each of the twelve native tribes, each differentiated by a worshipped deity in their 12 god pantheon. They are extremely friendly between each tribe and are united against the invading troops, who used their armored support and superior numbers to grab the region 3 generations ago.

Recruits from this region wear a light purple-red scarf tied around their helmet so they can identify each other. There is an unwritten rule that they don't shoot each other people from Revaalsbandt, even in the face of court martial.
by Agritum

Altaflor is a renowned summer vacation spot in Antediluvia. Located near the northwestern coasts of the country, it usually counts about 127.000 inhabitants, but the number usually increases on holiday season.

It is renowned for having a gentle sun, calm breezes and, most famously, the High Gardens, a series of public botanical gardens maintained on top of the highest rowers of the ancient castle of Cair Floral.

Along tourism, floristry is one of the main businesses in Altaflor. More than half an hundred florist business daily duel for the monopoly of the city's floral market. Altaflor bouquets are famous for their complexity and floral variety.

The town is ruled by the young Baroness Margareth de Floral from its ancestral seat of Cair Floral. Recruits raised from Altaflor often have the daisy symbol of the Barony emblazoned on their uniform or engraved in their helmets.
The major city tucked away in the bowl shaped valley under the legend. I would like that to be the city. It's name is Oorburg, after house Oorburg which ruled over the territory for centuries. The city is a major mining and smelting city. Rich in coal and metals, the city is an important area both economically and militarily. A large munitions factory calls its home there, supplying the military a large chunk of its munitions.

It's position makes it difficult to capture from the East, even in modern warfare. The only navigable route to the East is a small mountain pass call Deadman's run. Sheer cliffs on both sides going up and down, and areas that are only wide for a person, the area is naturally defensive. It was made economically viable 200 years ago, when House Oorburg invested in building sturdy metal ledges to allow the building of roads on top of them. But to keep the defensiveness up, they also had the ledges rigged with explosives to collapse the metal ledges, making it impossible to navigate with anything bigger than a man. The ledges have been blown many times, which can be seen by black marks and collapsed cliffs. But they are only really blown when Precambrians invade through that corridor.
by Ayreonia

Rialtum, home to the influential House Rialto, is located at the northernmost point of Antediluvia. It is a thriving port city and duchy that sees vessels from all ports of the country, from Erathemon, even Reioni and the mysterious outer islands.

Rialtum is a place of historical significance: it is where conflict first broke out during the Technological Revolution between local whaling facility personnel and the city's Mages' Guild. Unrest continued all through this civil war, only ending when the government officially took the side of the Industrials. As a result, Rialtum has both a large industrial sector and a culture of borderline-heretical mysticism.

The defining feature and main tourist attraction of Rialtum are its massive docks and wharves with their huge cranes, silos and warehouses. Other than that, there's not much to see in the totally utilitarian city, although some enjoy its red brick-and-brass architectural style.

Rialtum's arms depict a sail emblazoned with three gears, and troops raised there bear either the full arms or simply a single brass-colored gear.
by Mincaldenteans

Linvale is home to Alrick zu Heltzer and the rest of House zu Heltzer. House zu Heltzer established itself in Linvale after the success defense of the (then) village from destruction. Linvale has seen it's share of conflicts and prosperity that has left its citizens to look at life with a healthy sardonic and cynical view, a view still shared in current times. Growing steadily through the centuries from village to a burgeoning city, the House is known throughout the lands for its medical and pharmaceutical products.

House zu Heltzer is a pious one (at least on the surface): to them everything is a sign, a warning, a portent of things to come. In the old days it was not uncommon for members of zu Heltzer to confide in priests and 'oracles', so much so that the house built a grand cathedral in the city that has since become synonymous with the city itself. Today however, they look upon their religion as one to uphold spiritually... and politically. The cathedral is something of a misnomer itself as it stands as the seat of power of House zu Heltzer and main stage where most of its internal and external court politicking take place.
by The Carlisle

Encompasses the high mountains and the bowl shaped Verstact (Hidden) Valley. Capital and largest city is Oorburg, which is one of the largest cities in Antedeluvia and the largest city in the Northern Ranges. Ruled over by the Family Oorburg. For centuries the realm had been independent, Ruled over by the Hidden King. Back then, the realm could fight of Ezeric incursions by using its large population and defensive positions. It wasn't until when gunpowder was invented that they fell to Ezeric rule. Because of it's isolation and fiercely stubborn culture, the Thornorgisil language spoken there is still alive and well, although there is a lot of loanword from the modern Nahumic language. In saying this, most denizens speak modern nahumic fluently as a second language, though there are pockets in the fringes that speak solely Thornorgisil. The main trade in the duchy is the mining and smelting industry. The rivers are too shallow for boat travel, but this is made up by a well connected rail and road system. It's also a burgeoning cultural center, as many famous artists were born and/or raised there. Beauty is a secondary export, as many lesser and noblemen vacation in the beautiful mountain valleys of Verstact.

Soldiers from this area would have the insignia of a farming valley with a large city in the distance tucked between two mountain peaks, with a mine on the left and a cabin on the right.
Oorburg is an ancient and largest city in the Duchy of Verstact, largest city in the Northern Ranges, and one of the largest cities in Antediluvia. The name means Ear-town in Thorn. This name comes from the loud, fast winds that blow throughout the town since ancient times, which makes it hard to hear. A more modern version is the smelteries make it difficult to hear anything, though not the origin still holds true. Locals joke that one needs good ears to hear anything in Oorburg.

Oorburg since ancient times was mostly a farming settlement. Situated in the fertile lower valley of Verstact, it became a center for agricultural goods. After the adoption of feudalism, rulers of Oorburg have been exceptionally wealthy because of the agricultural output of the lands surrounding the town. When the Ezerics finally conquered the region, it became the capital of the new duchy of Verstact. From then on, Oorburg became a trade capital, from where the goods of Verstact culminated to be bought by traders from outside the valley.

When the technological revolution came to Verstact, Oorburg exploded with growth. It shot up from its sizable population to one of the largest cities in the kingdom within fifty years. Oorburg experienced a golden age, where wealth, science, and culture grew exponentially. Dozens of mines opened up in the mountains, whose ore went down new roads to the new smelteries on Oorburg. People from inside and outside the valley moved to Oorburg to fill in jobs in the smelteries, turning Oorburg into a multicultural metropolis.

To this day, Oorburg is still growing. While still heavily smelting based, there is also a number of universities, services, and manufacturing industries within the city that also supplements the economy. There is also a healthy tourism industry, where people come all over to see the cathedrals, buildings and museums.
by Mincaldenteans

Grün Himmel, the ancient home of House zu Heltzer. This dense forrest can be seen at the outskirts of Linvale, a vast and thick forrest of magnificent trees with leaves so thick that it blocks the sun, giving its meaning to "Green Sky". It was once the ancient home of the House; the zu Heltzers have since reclaimed their ancient Forrest through the centuries, restoring the delicate ecosystem from the ever expanding and callous disregard of House Oosburg whose mining industry has compromised many areas, not to mention the delicate peace zu Heltzer had negotiated long ago.

Grün Himmel has also seen a fair share of zu Heltzers repopulate the forrest. Along with the zu Heltzers, minor houses owing allegiance to House zu Heltzer have also made homes built into the trees, incorporating natural rocks and earth as foundation and support. The forrest is heavily patrolled, maintained, and guarded by the zu Heltzers and its minor house affiliates, all of whom are weary of House Oosburg's encroachment.
by The Carlisle

A temperate climate dominated by rolling hills and plains. The area used to be moorish all over, but land clearance and new technology gave way to clearing of many of the marshes, turning it into a large agricultural area.

The place is unique because it has a high amount of names, surnames, and words related to the long dead Vyoroney culture. While the people are very Hengistic, there is a noticeable difference in accent, wording, and names between other Hengistic people. There are even different festivals and cultural interpretation between the people here and other Hengistics. The locals even call the county by a different name, Slatina, and go a different name called Slatina-lide. Because of this, archaeologists and anthropologists flock to this area to study the people and dig out older villages.

Despite the differences, the people are heavily mixed. In the north, its more Hengistic, in the center its more pure with the purity better as you go to the center, and more Ezeric in the south.

The people, despite there differences, are very united. A Hengistic speaking Slatina-lide and an Ezeric Slatina-lide feel more connected to each other than with the hengistic or Ezeric in the next county, even if the distance is so minimal.
Image
by Agritum

There's hard, rock hard, Highlands rock hard, and Blakrocke hard.

Coal. The highlands were full of it. But Blakrocke? Blakroke swims in coal. They mine it, they burn it, they make it into steel, cement or feckin' energy. Sitting atop of the central Highland Mountains, Blakrocke proudly claims the title of Highest place in all of the Highlands. While that may not be actually true, you better not dispute these claims, lest you want to have your face pummeled by the nearest Blakrocker and be called a Lowlander in front of everyone else.

Though, truth be told, every other person in Antidiluvia is a Lowlander for Blakrockers.

This pride was actually born as a way for Blakrocke to redeem its face and prestige after places of being considered a smog-filled cold hellhole inhabited only by blackened coal-lovers and strange small rodent-things called Haggows, which said coal-lovers consider a local delicatesse. That said, even if considered to be an agglomerate of boastful fuckers who can only find delight in eating haggow meat, Blakrocke remains one of the most competitive mining cities in Antediluvia, supplying a considerable number of coal, energy and levy troops to the country. Blakrockers are considered to be rowdy, vulgar and generally uncultured, probably having a mining/criminal background and sometimes possessing an horrific scar on their face called the "Blakrocke Smile". In most cases, this is only a stereotype, but as you know, some stereotypes may have some truth behind them.

Other than deploying them all accross the Royal Army, Antediluvia also incorporates Blakrocke levymen into the Blakwatch Royal Infantry Regiment, a Blackrocke-only unit commonly nicknamed "Haggowslayers" or "Coalfukkers" by the rest of the Army. There's still doubt about Blakwatch's function: some think that the "elite regiment" stuff is just a cover and that Blakwatch is really a penal battalion used to dispose of particularly rowdy Blakrockers.

Blakrocke troops can be identified by their characteristic coal-black bonnets, which they usually wear instead of helmets (there's a saying that Blakrockers are dumb enough to survive getting shot in the head by virtue of having an exceptionally small brain and an absurdly thick skull), the family woolen cloth called tyretaine, usually carried in the form of a scarf or other clothing apparel (skirts are quite popular among Blakrockers. Men included), and sometimes the stench of alcohol and haggow meat.

Blakrockers are likely to get into fights with Revaalsbandt personnel, due to reasons apparently connected to "Perkele".
Images likely to cause widespread offense, such as the swastika, are not permitted as national flags. Please see the One-Stop Rules Shop ("Acceptable Flag Policy").

Photoshopped birds flipping the bird not acceptable.

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Ayreonia
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Founded: Jan 21, 2010
Ex-Nation

Postby Ayreonia » Mon Dec 01, 2014 4:32 am

Worldbuilding, OOC contributions and such

Soldier drawing, by Alevstan

Another soldier, by Toishima

The T-93

A 5.56mm assault rifle, stripped down to almost just the bare essentials with little in the way of furniture to ease the manufacturing process. Think a stripped-down M14 EBR in general appearance and shape. It is light and comes with a collapsible stock, and some variants have a solid stock. Using smaller and weaker ammunition, it is also known to occasionally jam. Still highly durable, but difficult to disassemble. However, it is not modular at all and modification between one variant and the other requires long hours in a factory. This means the Precambrians have to rely on different weapons for different soldier roles, such as dedicated light machine guns and sniper rifles. Best fired in full auto or burst mode, there is no semi-automatic function... Which is stupid, since only 15-round and 20-round magazines are available for the weapon.

Transoxthraxia wrote:The beginnings of something great. (Note that a language with a red box means that it is extinct, a language with a yellow box is in danger of being extinct, and a black box meaning that it still has quite a few speakers.) So, after a bit of deliberation with Nature Spirits, we've decided that the continent will be split into two major language groups (One being Ezeric, and the other having yet to be named. These two would be the equivalent of, say, Indo-European and Dravidian, or the Asiatic Languages.), though to cause less confusion most of the relevant languages in the RP will belong to one group, the Ezeric Group. Now, the Ezeric Group has a long and varied history, but can trace its beginnings back to a group of Horse-herders on the westernmost point of the Western Island. The Proto-Ezeric people led a rather nomadic lifestyle that revolved around horses, including sacrificing them, eating them, being buried with them, and, most importantly, domesticating them. The Ezeric people were the first to successfully domesticate the horse, and many linguists and historians theorize that this was the cause of the rapid Ezeric expansion across most of the Continent.

Around the 3,000 B.C mark (Or whatever this universes' equivalent is), the Ezeric People began to rapidly expand their culture and their language influence to most of the Western Island. This is shown through the increase of pottery and other decorative material culture that is adorned with horses, as well as burial mounds with multiple horse skeletons within them. In about three and a half centuries, most of the Western island had come under the cultural influence of the Ezeric Peoples. Whether this was done via conquest or trade, there is no evidence either way. Soon enough, however, they departed their island for the mainland, through the adaptation of non-Ezeric seafaring. Ezeric language and culture seems to have arrived on the Western Shores of the mainland around (the equivalent of) 1800 B.C, most likely through trade, rather than conquest. By then, the cultural and linguistic influence of the Ezeric speakers exerted enough pressure upon the small coastal trading settlements on the western coast that within two generations, these towns, too, had adopted Ezeric culture, especially the domestication of horses.

This is where we see the beginning of the split of the Ezeric languages. Those that remained on the Western Island would eventually develop the Haggaic Languages, and those on the mainland would develop the Nahumic and Reuelic languages. From here, there is a rapid expansion of Ezeric languages within a time frame of two centuries, when they would expand to almost every corner of the mainland. The prior inhabitants of the mainland continent, who are the ancestors of the Thornorgisil Family, (which will be coming/explained in a bit) were either rapidly displaced or assimilated into the Ezeric Culture. The notable difference between the Thornorgisil and Ezeric cultures was the domestication of the Horse. The Thornorgisil cultures, which had long adopted a sedentary lifestyle, as well as an (undeciphered) alphabet, fielded armies that had never ridden a horse, or faced an adversary who rode horses, putting them at a massive disadvantage. The Thornorgisil languages and culture survived only in remote areas, though somewhat admirably, managed to do so for over three millennia.

Adopting the sedentary lifestyle of their political predecessors, the Ezeric languages quickly split between Nahumic and Reuelic between the 15th and 14th centuries B.C (Or their equivalent.). The boundary between the two languages was the large mountain range near the center of the continent. From then on, Nahumic survived on its own as a rather plain language on the western half of the continent, eventually naturally evolving into Old (or Lower) Nahumic with the fall of the Nahumian Empire (Ironically, the Nahumian Empire wasn't ruled by any ethnic Nahumic, at least, not at the end. They were ruled by a Haggaic Dynasty out of the city of Nahumia, which was burnt to the ground following the fall of their empire.) Old Nahumic remained dominant in the western half of the continent during the interregnum period (Think the Dark Ages/Low Middle Age) due to its heavy use by the political leaders of the time. It eventually evolved into Middle Nahumic, which was slightly influenced by the dying Benaihic Language that was spoken primarily on the Eastern Coast of the West Island, due to the heavy presence of trade between the two cultures. Many loan words, place names, and a few surnames can be attributed to Benaihic. Eventually, during the Rebirth Period (Think renaissance/enlightenment) Middle Nahumic evolved into High Nahumic, which was quickly adopted as a language of the nobility and clergy of not only those on the western part of the mainland, but on the western island as well. The dying Benaihic language (Which was in decline due to the depopulation of the Western Island and the cultural domination by the Nahumic branch due to political and trading advantages) began to be supplanted by a language that combined High Nahumic and Benaihic known as Achavic.

However, as the world entered the modern age, High Nahumic itself was in decline. It was a complex languages with almost no regular grammar and difficult spelling. For those who had not the time nor the money to pay for education, a simpler alternative began to present itself: Bastardized Nahumic. A simplified Creole of High Nahumic, it was quite a bit more grammatically regular, but still somewhat mutually intelligible with High Nahumic. While High Nahumic was kept as a diplomatic and religious language, most adopted Bastardized (otherwise known as Modern) Nahumic as an everyday language. Modern Nahumic is what most people in the Fourth Speak, with most having a remedial knowledge of High Nahumic. Officers and Nobility would be able to speak High Nahumic fluently as well as Modern Nahumic.

In regards to the Reuelic Tree, my hands hurt a shit ton from typing this up, but I'll explain briefly. Caiaphic was the Westernmost dialect of the Reuelic languages, and as the Eastern part of the Continent was mostly dominated by political forces originating from the western part of the east (odd I know.), it became the lingua franca of the entire sector, eventually evolving into Modern Symean. Symean is about as mutually intelligible to Modern Nahumic as Albanian is to Spanish, so keep that in mind. Symean is spoken by the majority of our adversaries, but due to Nahumic being the lingua franca of the world today, most would have at least remedial knowledge of both Modern and High Nahumic. Diomedic is an Eastern dialect of the Reuelic languages, and is in danger of going extinct with native speakers numbering in the low hundreds.


Transoxthraxia wrote:Round Two, baby. The Thornorgisil language tree is an ancient one, that dates back to prehistory. Those who originally spoke the language were the first to become sedentary in the hinterland of the westernmost reaches of the mainland. There they founded the Mosaic Culture, which was marked by the immense amount of pottery that employed ornate mosaic designs, which seem not to have any operational purpose other than to mark wealth. The Thornorgisil Culture was also the first to create an alphabet within the region, which originated as a way to help administer the countless tiny kingdoms and cities that had sprung up in the middle of the western part of the continent. This is the first example of the Proto-Thornorgisil language, which was written using a syllabary. This culture, most likely through trade rather than conquest, subsumed the declining Vyorony Culture.

The Vyorony culture was one that we know little about, other than a few place names and surnames that were absorbed into Thornorgisil. What little we know about them is the location they occupied, as there is a rapid expansion of the Mosaic Culture around the years 2200 B.C (Or the equivalent.) to encompass most of the mainland continent west of the central mountains. Prior to this expansion, the Vyorony culture seems to have been at least semi-nomadic; they practiced no form of agriculture (As the earliest trace of sedentary agriculture was found around 2100 B.C), and seem to have domesticated the dog and the sheep, both of which featured prominently in their palettes and their mysterious burial ceremonies. Nevertheless, the Thornorgisil occupied most of the mainland west of the large central mountain range until the arrival of the Ezeric culture from the neighbouring Western Isle. By the time of the arrival, Thornorgisil had been divided into two branches, Old Northern, and Old Western. Old Western Thorn was spoken in the West, where the older Thornorgisil cities in the hinterland of the west (Reguzian) thrived with trading with the coastal Thornorgisil (Odarian). Odarian became extinct with the invasion of the West Coast of the mainland by the Ezeric peoples in the early parts of the 2nd century B.C (Or the equivalent)

Soon enough, the Reguzians made war with the Ezeric peoples (As attested to in both Old Northern Thorn and surviving Reguzian manuscripts), but were slaughtered at the hands of their horse troops. From then on, Old Reguzian disappears from records, and all written Reguzian disappears as well, as the Reguzian Alphabet was synonymous with the Syllabary that was used in the Proto-Thornorgisil form as well. It was clear that Reguzian was still spoken during this time, most likely in rural areas, because during the Interregnum Period Late Reguzian resurfaces using the Ezeric Alphabet, a much different language than its ancient predecessor. Linguists have proposed a "missing link" which they've entitled Middle Reguzian, though this is the subject of much debate, if Middle Reguzian was in fact a language, or simply a false historical grouping of a number of different languages that had no written evidence of existence. However, Late Reguzian disappears from any Ezeric records by the Rebirth Era, signalling the end of the Western Thorn language group.

In the Northern Thorn group, there are two still-surviving distinct languages, one that is descended from the Northern Thorn who migrated into the Central Mountain Range as the Ezeric Invasions caused them to become homeless, and one that is descended from the Thornorgisil that remained subjugated, mainly on the North-Central peninsula just northwest of the central mountain range. The former is known as Highlands Thorn, and the latter is known as Hengistic, but more often simply as Lowlands Thorn. (Because there are a number of different German surnames that are in use here that vary from micro-culture to micro-culture, I've decided to make Lowlands Thorn akin to actual German, and Highlands Thorn akin to what Saxons and Anglo-Saxons would have spoken. It should be important to note that Hengistic, or Lowlands Thorn, features Slavic namesets much more prominently than Highlands Thorn.)

I'll type more on this tomorrow, but honestly, my fingers hurt.

House Von Oorburg is a major noble house who rule over the Duchy of Verstact. An ancient and prestigious house, whose roots extend back to over a millenium. It has ruled over the Duchy of Verstact for over 700 years, when the Ezeric King finally conquered and thrown down the Verstact King. Instead of appointing an Ezeric, they appointed a local Thorn branch that was loyal. And that is how house Von Oorburg was promoted from being barons of a wealthy castle to duke of Verstact, which is equivalent to the old kingdom.

Von Oorburg's title is not only prestigious, but also extremely wealthy. They own several steel smelteries and the entire rail system in the duchy rail system. They even hold the oldest aluminum smeltery in the entire world, which still operates to this day. The wealth of Von Oorburg equates to about $25,000,000,000. Of course, they reinvest a good amount of their gains back into the public sector, making the Von Oorburg family well loved among the populous.

Von Oorburg rule has been a lot more independent than other dukes. This is mostly due to the fiercely stubborn culture of the Thorn people in the Verstact Valley. For one, language laws are different in Verstact than other duchies due to Von Oorburg influence. This helped preserve the Thorn language and culture in Verstact. Another is special zones, often villages and towns on the fringes, where pure Thorn is spoken only, preserving the local culture. Another is the different tax Von Oorburg pays to the king, which is less than other dukes. This is mainly due to Von Oorburg unbroken dedication to reinvesting their wealth back into their duchy.

Von Oorburg has married into several noble branches throughout the years, mostly in the Central Mountains. But they have married several times into the King's dynasty, the most recent on being a generation ago. They have claims throughout the entire mountain ranges, even in Precambrian territory. Some Thornophobes state that they can go independent with the entire mountains and no one can contest it, though this is just a propagandist story with no real feasibility.

Von Oorburg family, while still mostly Thorn, is also Ezericized a bit. For one, the first names of the children are always Ezeric. This is because of an ancient pact between the first duke of Verstact and the Ezeric king where the king allowed him to rule as long as he proved his loyalty by naming his children with the names of his kingdom. Von Oorburg dynasty members all speak High Nahumic and Modern Nahumic alongside their original tongue of Highland Thorn.

House Oorburg holds great influence throughout the realm. Their prestige, dynastic ties, and wealth allows them to influence many organizations. The most recent, but hidden, act of influence was the prevention of corporal Maximilian Von Oorburg's promotion to to the rank of sergeant and his moving to squad leader into the Fourth. This was headed by the Dynastic head and ruler of the duchy of Verstact, Julian Apollonian Von Oorburg.

The Von Oorburg Coat of Arms is a man with a horn sticking into his ear, listening to the wind which carries words and music from all across the valley.

Gammar Gammura is one of the dozens of religions that are practiced throughout this world. It is important to note, however, that Gammar Gammura is the most prevalent and popular, by far, of any set of religious beliefs that still exist on the continent today. This religion, which is practised throughout both the Ezeric and Thornorgisilic Worlds, is followed by millions, though in the modern times, less so than in previous ages, and has influenced countless hundreds of literary, cultural, and artistic movements, as well has having been the motivation for a large amount of inward and outward conflicts and wars throughout the history of the continent. So, without further ado, I present to you Gammar Gammura: The Religion of the Antediluvians, Precambrians, and most other Ezeric and Thornorgisil people of the continent. First, I will delve into a brief history of the religion, mostly concerning the founding of the religion, before going into the beliefs that those who follow the religion.

Gammar Gammura has its roots in the Easternmost part of the world, past the limits of the Ezeric world. Here, an independent, unrelated group of languages and cultures holds serious cultural sway, and have done so ever since their records can permit. No culture, Ezeric or otherwise, has been able to supplant the Easternmost Culture, ever since they emerged from whichever primordial crack in the world they came from. From here, the original ideals of Evil and Good are said to have originated. Not, however, evil and good themselves, but the terms and definitions of them. From this eastern corner of the continent came the first organized religion: Priya Rukmeni. This religion was really just a codified version of the beliefs of a single tribe that had been the first to write down their myths, legends, and beliefs so they spread far and wide among the Eastern Tribes. Priya Rukmeni was a religion that focused mostly on a codified pantheon of shamanistic Gods and Goddesses, essentially having a God or Goddess for every single thing on this Earth, believing that they were simply manifestations of the Gods' divine power. Now, this religion survived and thrived among the Eastern People, but it failed to catch on to their Ezeric and Thorn neighbours, who preferred their own Pantheons,some Thorn going so far as to burn any Priya Rukmeni believer who transgressed into their borders. After the Fall of the Nahumian Empire, however, something strange happened.

During the Razing of Nahumia, the capital of the former Nahumian Empire (Who, if any of you remember, wasn't even ethnically Nahumic.) there appeared a being from the Market Quarter of the city who seemed to be enveloped by fire, yet failed to be burned. The legend goes that this figure carried out eight hundred people from the city as it was being burned to the ground. When questioned on his identity by those that he had saved, He gave them the name Kama Kumara, which in a dialect of the Eastern Languages translates into "The Saved One who Saves". Kama Kumara and many of those that he saved began preaching at the ruins of Nahumia. Kama preached the existence of a single God, equating it to the Ezeric Pantheon Head Shealta, Deity of the Sun, as well as Obialta, Deity of the Moon. This God was known simply as Uriyah, and had two split personalities, Uri' and Yah', Uri' being the personality of Light, Good, and Order, and Yah' being the personality of Darkness, Evil, and Chaos. Uriyah was a necessary combination of the two, which came together when the universe was formed. When this universe was formed, the two beings merged with such force that millions of shards littered the Earth, which became the seeds of the beings that would eventually become Man. Because of the syncretization of the two so opposite forces, Uriyah is constantly in turmoil with itself. Since all beings on Earth are made up of the Shards that were once a part of Uriyah, Uri' and Yah' are not only fighting one another in the cosmos, but in the souls of Man as well.

However, as the movement gained more and more followers, the more zealous factions of the Ezeric pantheon began to persecute the believers, some to such an extent as to burn them alive. However, it was said that for every believer of Uriyah burnt, Kama Kumara gained an inch in height. The preaching continued, and Kama Kumara set up serious communities in the Western parts of the mainland and the eastern parts of the Western Isle.

Magic has permeated Soil for as long as there has been a Soil. Its exact origins are unknown, but Cambrian philosophy argues that it's residual energy from the forming of Uriyah during the birth of the universe. Its practitioners are known by many names: mages, wizards, magicians, sorcerers, et cetera. To a layman, these terms are synonymous, but to practitioners, each carries a different meaning. More on that later.

Through the ages, magic has always been a tool of the few seemingly random individuals who have simply grasped it naturally. It wasn't until three decades ago that Precambrian scientists discovered a gene that controlled affinity for magic. Further research proved that every single human being had this gene, but it was "dormant" in most. This discovery allowed the development of magical techniques for non-affinites, but the results were underwhelming: people with the dormant gene were, and still are, exceedingly hard to train, and even if they do learn, they cannot hope to reach the power, precision or finesse of affinites.

This is where pseudomages come in: the same Precambrian scientists came up with a way to forcibly mutate the gene through magical therapy. This "wakes" the gene up and makes it absorb some of the therapist mage's energy, resulting in the receiver of the therapy becoming a so-called "pseudomage." Pseudomages are still non-affinites and thus learn much more slowly than natural mages, but they can easily reach and even surpass affinites in pure power, while still lagging behind in precision. For example, while an affinite sorcerer can light a roomful of candles one by one or at the same time, a pseudomage sorcerer can light the entire neighborhood on fire. An affinite wizard can manipulate an enemy scout so that they return with false information without realizing anything is wrong, while a pseudomage wizard simply makes the entire scouting party kill each other.

Wizards? Sorcerers? Allow me to explain. The differences between the various classes of magic users are purely semantic, but professional pride runs high among them and there exists a fierce rivalry between the groups. We've already covered pseudomage. Mage is a catch-all term that includes all affinites who are trained in the arts. A sorcerer is a mage or pseudomage who focuses on direct energy manipulation: temperature, sound, even light and movement. Most beginning magic users receive training in sorcery, since its basics are arguably the easiest to grasp, and many of its teachings are applied in other fields of magic. Wizards practice wizardry, the art of bridging the five basic senses with magical effects, creating and manipulating illusions and emotions. Magician is a portmanteau of "mage" and "technician," and their art is called magicraft. Magicraft is combining the physical with the magical; the "super armor" effect described in the OP is an example of highly developed magicraft.

Aircraft
I love the smell of napalm in the morning. Smells like... Victory.
P-23 Skyclaw

The Skyclaw is a single-engine, all weather supersonic interceptor designed following the Antediluvian equipment doctrine- cheap, modular and numerous. It is one of the more common fighter aircraft in the world. Says something about our manufacturing capabilities, doesn't it?

It has an inlet cone in the air intake, swept-back delta wings and two tailfins. The entire fuselage contains the engine, with the engine thrust nozzle coming out of the rear of the plane. Opinions vary whether the plane is beautiful or hideous, but it gets the job done. It is able to go to a top speed of 2,100 km/h and has a range of 1,200 km on internal fuel, and can accept external fuel tanks as well. The Skyclaw climbs at a rate of 220 m/s to a service ceiling of around 17,800 m.

Armament-wise, the Skyclaw is armed with an internal 20mm cannon, plus four wing pylon hardpoints for air-to-air missiles and an inline underfuselage hardpoint for external drop tanks. The ejection seat is an innovative design, where the seat connects with the canopy and forms a protective shell around the pilot, so those inglorious sons-of-bitches are protected as they come crashing back down.

When you see Skyclaws tearing past and securing the air, rest assured we'll get some CAS or even a LAT run soon.

A-23 Skytalon

The Skytalon is a variant of the Skyclaw, designed for ground-attack purposes. The main difference is the shape of the wings, where the delta wings have been removed in favour of straight wings to maintain a lower airspeed, perfect for strafing or bombing Precambrians back to the stone age. Sacrificing speed and manoeuvrability for carrying capacity and armour, the Skytalon is also heavily armoured and can withstand small-arms fire. I can't verify it, but I've heard of Skytalons returning to base safely with a tailfin and half a wing lost. These are the bastards we need to count on when the big tanks roll in.

Intended to blast ground formations apart, the Skytalon has a 30mm cannon installed, though a variant (A-23b) has two 20mm cannons instead. It also has six wing pylons for bombs or air-to-ground missiles, as well as an inline underfuselage hardpoint for external drop tanks. Some "homebrew" variants exist, particularly those belonging to squadrons stationed at forward airbases, incorporating multiple machine guns strapped to the fuselage or other outlandish ideas like dropping parachuted supplies into battle via fighter. It has one pilot.

The thing may be uglier than the 'Claw, but you hear this thing coming in, just hit the dirt and hope he doesn't miss with those napalm bombs. One second you're facing a wall of Precam mooks, the next you're clear. Might want to savour the smell of barbecuing Precams before you move up.

R-23 Skyraider

Another variant of the Skyclaw, the Skyraider is not so much designed for fighting than it is for reconnaissance. Made for long-range patrols, scouting and information gathering, the Skyraider is completely unarmed. Externally, it appears identical to the Skyclaw, but incorporates powerful radar and cameras within the fuselage and on a deployable pod beneath the fuselage. It can act as an airborne coordinator for ground troops in addition to its scouting duties. The Skyraider also has two crewmembers, the pilot and a communications officer, who sit in an elongated cockpit.

Now this sonofabitch is unarmed, but don't let that fool you. Without this guy, we'll be blind and mute out there. Sure, the tree cover might just be too thick for the 'Raider to see a thing, but there are some things that just can't hide. Like a whole Precam convoy. Wouldn't want that to sneak up behind up, would we?

B-33 Marauder

A heavily-armed bomber aircraft, the B-33 is a supersonic, high-altitude strategic bomber. Its most prominent and destructive use is carpet bombing, which flattens large areas of the Forest and enemies with it, sometimes known as Crawling Thunder. We call it the flying shell due to its elongated shape, similar to a 30mm shell with swept-back wings, as well as its tendency to explode in a massive spectacle when shot down.

The Marauder is capable of flying at a maximum speed of 1,047 km/h and has a service ceiling of 15,000 m. It is powered by four jet engines, located directly beside the fuselage as part of the wing structure to reduce drag. It has three turrets of questionable usefulness- a tail turret with a 12.5mm machine gun, a nose turret with a 20mm gun and a dorsal turret with two 12.5mm machine guns. It is capable of carrying up to 60,000 pounds of assorted ordnance. It has a crew of five.

This one here just blows things up. You won't see it. It's too far up to see clearly, and the Marauder jockeys love to fly at night. But you'll know it's there when you hear Crawling Thunder happen. It's like an arty barrage, but sounds ten times better.

A-33 Marauder Destroyer

A Marauder outfitted to perform CAS duties, the imaginatively-named Marauder Destroyer is armed with even more guns, by removing the entire bomb payload. The nose turret is removed and replaced with a staggering six 25mm cannons controlled by the pilot, while the tail turret also receives a 25mm gun to pick off targets missed by the initial strafing run. The dorsal turret is unchanged. Wing-mounted pods can also carry bombs or missile launchers.

When this big bastard rears his ugly head, drop everything, hit the dirt and prepare for your victory parade, because nothing- Nothing, can withstand the full might of a Destroyer strafing run. It's called a Destroyer for a reason. Tanks, men, your eardrums, it just goes boom. And splat.

H-42 Low Altitude Transport

Called by a myriad of nicknames, the H-42 LAT is a humble, single-engined utility chopper with a crew of two. This helicopters are highly recognisable, and the mere mention of a highly dangerous and risky LAT run- often laden with supplies and Medevac, and the target of all Precambrian gunfire in the sector- is enough motivation for ground troops to rush to begin cutting an LZ. Trust me, you will want to grab a saw and hack at those trees. The LAT can carry up to 8 soldiers or 3 stretchers, and often has two machine gun mounts in the cargo compartment. Externally, rockets and more guns can be mounted, as well as speakers to play the Flight of the Valkyries while strafing Precambrians on the ground.

Need I say more? Hell, you probably even came out here on a LAT as well. We'll see a lot of them out here, downed or otherwise.

(It's just a Huey)

Prescribed Radiotelephony Phonetic Alphabet (also known as the RAA Phonetic Alphabet)

A - Altaflor
B - Boy
C - Crávis
D - Duke
E - Eleanor
F - Flower
G - Godfrey
H - Honora
I - Idony
J - Joscelin
K - King
L - Linvale
M - Magnus
N - Norton
O - Oorburg
P - Prudence
Q - Queen
R - Rialto
S - Sayshel
T - Thorn
U - Ursela
V - Verstact
W - Winstor
X - Axe
Y - Yvon
Z - Zoe

Traditional food ideas (I'll let the talented tongues figure out names, ingredient names could also be changed, but I'm using names we call them in the descriptions), some things being thought up by me, others being actual RL cuisine:

-Pita bread topped with one or more cheeses (the exact type(s) used varies from region to region), sprinkled with cinnamon and oregano and (already cooked) chunks of beef or pork (also a regional variation, some using beef, some pork, and others both), heated until the cheese melts, and then topped with a cool, creamy sauce (usually, though in recent times, other sauces have become popular to use).

-Durian flavored ice cream.

-Biscuits (no, Brits, not cookies) and gravy, with some form of meat on the side. Usually the gravy is made using the grease from cooking the meat, mixed either with black coffee or flour and milk, along with other seasonings. The exact details of the gravy varies from region to region.

-Your average, every day steak.

-Shepherd's pie.

-Meatballs (given how meatballs seem to be pretty much standard parts of cuisine throughout most of the Old World IRL, its pretty much guaranteed that they'd be standard parts of cuisine on Soil).

-A curious variant of meatballs, developed in Antediluvia, in which pasta and cheese are formed into the balls along with the meat(s), and are then deep-fried. Has a long history of being prepared at home, and then taken with one to eat during a short trip (less than a day or so, or during the first day of a trip of any length) or while at work, due to their portability and edibility at room temperature.

Sauces, spreads, jams/jellies, and condiments (same notes as above):

-Brown sauce (aka: not!BBQ sauce), which is often make with some mix of vinegar, black pepper, and sugar, with many, many other ingredients being incorporated into the sauce, often varying from region to region, and sometimes, even family to family. Many of these regions (and families) are intensely proud of their particular variation of the sauce, though nobody knows who invented the original version (though it almost certainly had other ingredients than the 3 listed, said 3 merely being the ingredients all known variations have in common). This sauce is most commonly used to coat meat in cookouts, though it occasionally finds more niche uses.

-Fish sauce (aka: not!Worcestershire sauce) which is made from fermented fish, as well as various other ingredients, including vinegar, molasses, salt, onions, garlic, and assorted spices. Is used on its own to flavor various foods, but is also often incorporated into the making of other sauces and condiments.

-Egg sauce (aka: not!Mayo), is made from a mixture of vinegar, egg yolks, and oil, and sometimes with other ingredients added. Like the fish sauce above, it serves as a base for many other sauces and condiments.

-Ketchup is (much like IRL) made of tomatoes, vinegar, sugar, and various spices. Like fish sauce and egg sauce, its often used in making other sauces, though it is used on its own as well.

-Mint sauce is, as you probably guessed, made from mint. Specifically, spearmint, along with vinegar and sugar. It doesn't get much usage in mainstream Antediluvian society, but there are areas where its usage isn't uncommon, and enthusiasts often swear by it.

-Hot Sauce refers to any sauce made from any chili pepper. Due to this definition, there are a broad array of hot sauces, of varying intensities.

-Desert sauce is any sauce meant to cover a desert, such as chocolate, butterscotch, caramel, or custard (milk/cream mixed with egg yolk and other flavors).

-Fruit sauce is any sauce made from one or more fruits. Notable fruit sauces include applesauce, cranberry, and plum.

-White sauce, which is basically butter, flour, and milk. Is very often used in making traditional sauces.

-Mustard, which is made from one or more varieties of mustard seeds, along with water, salt, and other liquids and spices. Can have a taste that ranges from spicy to sweet to sour. Can be used in the making of other sauces, and has many variants, including one where its mixed with honey.

-Shrimp sauce (aka not!Cocktail sauce), is not made of shrimp, but rather for shrimp. Its made of ketchup and horseradish, and usually also has some lemon juice, hot sauce, and fish sauce, although other ingredients also sometimes pop up.

-Thousand Hills sauce (aka not!Thousand Island) was named for its creation in a popular getaway destination known for its many, many hills. It is made using egg sauce, along with a wide range of other ingredients, including olive oil, lemon juice, paprika, mustard, fish sauce, vinegar, ketchup, and even some finely chopped ingredients such as olives, onions, garlic, pickles, and bell peppers.

-Pink sauce, or as its sometimes known, Poor Man's Thousand Hills, is really just egg sauce mixed with ketchup (or, sometimes even brown sauce), and maybe a few other ingredients.

-Pickle sauce (aka not!Tartar sauce) is egg sauce with chopped pickles, onions, and parsley.

-Ranch sauce is a combination of buttermilk, garlic, salt, onions, and various herbs, though egg sauce has been used as a substitute for buttermilk. Has recently had a few potato chip brands (or whatever we're calling chips now) make it into a flavor, which are fairly popular.

-Cheese sauce is, well, a sauce made with cheese. Did I really have to spell that out?

-Avocado sauce (aka not!Guacamole) is basically mashed up avocado mixed up with lemon juice and various spices and herbs.

-Fruit butters are spreads that are created from the process of blending or forcing some sort of fruit preserve through a sieve. The resulting product generally has the consistency of dairy butter.

-Fruit jams are spreads which have both the juice and flesh of a fruit.

-Fruit jellies are clear or translucent spreads made of sweetened fruit juice.

-Marmalade is a spread, not unlike a jam, but made from a citrus fruit, and contains the peel of said fruit.

-Yeast paste (aka not!Vegemite) is a spread made up of leftover yeast products from the beer brewing process, along with spices and some vegetable extracts. Its not well liked outside of certain parts of Antediluvia.

-Olive oil is obviously, the oil obtained from olives. It has varied culinary uses, depending on quality, from cooking to salad dressing to just dipping bread in, and also has several non-culinary uses (like lubrication, fuel for oil lamps, etc.).

-Hummus is a spread made of mashed chickpeas, mixed with tahini, olive oil, lemon juice, salt, and garlic.

-Nut Butters (stop giggling, dammit!) are made of crushed up nuts (what did I just say?), resulting in a spread with a consistency much like dairy or fruit butters, although unrelated to either otherwise.

-Cheese is a dairy product caused by the breakdown of milk by either bacteria or mold. Its flavor depends on many factors, including which animal the milk comes from, the process used to create it, how its aged, and what herbs and spices, if any, are added.

There's also one specialty chip brand, known as Brannigan's (a cookie to whoever gets the dual references), which produces flavors often considered odd by people from outside its local area (and the existence of said flavors in chips is odd to locals, though only because its the only brand that makes said flavors, or anything like them, and that fact is appreciated). It cooks its chips in peanut oil, as opposed to vegetable oil. One of its more notable flavors include "Spicy Craw-Gator", which incorporates a local hot sauce for flavor, as well as crawfish and alligator, which sees distribution not only through much of Antediluvia, but also Erathemon.

Goldangles

Goldangles are a popular brand of Antediluvian snack foods. They are corn-based salted triangular chips, sometimes with a special onion herb or pepper-based seasoning. Initially, they were born as a no-frills snack ration for service members of the Royal Army, to be consumed on field. However, their distinct flavour struck a tender note with the military, and the snack promptly spread into civilian life, eventually becoming a commercial product.

Some young kids tend to consume a lot of Goldangles due to the military connotations of the chip, thinking of themselves as future army aces with unbelievable shooting skills. Children can be so naive.

Verstact Brew

Originally a fizzy lemon-based brew used by Verstact miners to rejuvenate their taste buds after hours of mining tight and dusty tunnels, the Brew was popularised in the Royal Army by Verstact levy-men. Like many other popular items in Royal Army, the Brew and it's mountainous, dew-y flavour eventually reached the greater civilian market. It's now sold in stores all over Antediluvia.


Both foodstuffs are usually consumed together. Some troopers call it "fueling up for battle".

Perkele

An alcoholic drink originating from Revaalsbandt. A potato based vodka. It was popularized by Revaalsbandti, who brought it with them and refused to drink anything else. Some conscripts would go the longest mile to preserve their last sip of it. Over the years, the drink started going into the mainstream, as conscripts who drank the stuff popularized it across the nation. Soon, the military was banning it from regular use in the military for it got the soldiers drunk really quickly (except for Revaalsbandti conscripts, who claimed that it was an integral part of their culture and weirdly enough they could handle it better).

The vodka is named after its sheer intensity. In Revaalsbandti culture, Perkele is the most intense word to use, synonymous with the lord of hell, and a sort of cultural identifier. Because of its high proof and icy burning taste, it adopted the name. The vodka has a unique flavor and tastes cold regardless of temperature, making it extremely popular in hot environments and on the beach.

There are several jokes about the drinks. One popular one is it gives you body hair muscles. Another is that it is made with the melt of slain ice giants. Another is that Revaalsbandti are fueled only by Perkele.
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Toishima
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Postby Toishima » Mon Dec 01, 2014 7:24 am

First!

The Toishima steps in.

Derrick is going to emerge from the IFV right now. I will not introduce Adelaide until later on.
Last edited by Toishima on Mon Dec 01, 2014 7:26 am, edited 1 time in total.
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Ayreonia
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Postby Ayreonia » Mon Dec 01, 2014 7:27 am

Toishima wrote:First!

The Toishima steps in.

Derrick is going to emerge from the IFV right now. I will not introduce Adelaide until later on.

Well, technically I've made two posts before you hopped in.

Never have I had three active threads for a single RP.
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Postby Altito Asmoro » Mon Dec 01, 2014 7:36 am

Second!

Lance Corporal Adam Strangle, report for duty!

So how do I start to post? Start at the IFV right away?
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Or Tito.

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Ayreonia
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Postby Ayreonia » Mon Dec 01, 2014 7:36 am

Altito Asmoro wrote:Second!

Lance Corporal Adam Strangle, report for duty!

So how do I start to post? Start at the IFV right away?

Just mingle with the other troops, since you don't know the majority of them. We're having a break, as the IC says.
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Postby Ayreonia » Mon Dec 01, 2014 7:40 am

Oh, one other thing:

I'm looking for a Co-OP for the Worldbuilding and OOC (this) threads. Their jobs would be simple policing of the two threads and make sure worldbuilding goes into the WB thread and OOC and chat here.

If you think you've got what it takes, send me a TG with the following information:

1) Why you?
2) If you had supreme power over the RP for a minute, what would be the one change you'd make?
3) What makes you awesome?
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Cylarn
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Postby Cylarn » Mon Dec 01, 2014 8:02 am

Yay, now I can go to work!
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Postby Galdius » Mon Dec 01, 2014 8:07 am

Aay lmao.
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The Carlisle
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Postby The Carlisle » Mon Dec 01, 2014 8:20 am

Corporal Maxie reporting for duty hon~!

God damnit. I'm in the middle of classes. Looks like I'll be dicking on here instead of listening. :p
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Postby Toishima » Mon Dec 01, 2014 8:30 am

Derrick starts the RP stoned, I hope he ends it stoned.

Adelaide will come in later on, she's probably moping about somewhere, regulation manual in hand.

Also: the soldiers list is incorrect, I changed Adelaide's name from Adelaide Heydrick to Adelaide Orchidia Meadows, though Adelaide Heydrick remains somewhat canon as her university pseudonym. An update would be appreciated.
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Postby Altito Asmoro » Mon Dec 01, 2014 8:31 am

Toishima wrote:Derrick starts the RP stoned, I hope he ends it stoned.

Adelaide will come in later on, she's probably moping about somewhere, regulation manual in hand.

Also: the soldiers list is incorrect, I changed Adelaide's name from Adelaide Heydrick to Adelaide Orchidia Meadows, though Adelaide Heydrick remains somewhat canon as her university pseudonym. An update would be appreciated.


She's moping? As in moping with mop, right? Cleaning around?
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Ayreonia
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Postby Ayreonia » Mon Dec 01, 2014 8:32 am

Toishima wrote:Derrick starts the RP stoned, I hope he ends it stoned.

Adelaide will come in later on, she's probably moping about somewhere, regulation manual in hand.

Also: the soldiers list is incorrect, I changed Adelaide's name from Adelaide Heydrick to Adelaide Orchidia Meadows, though Adelaide Heydrick remains somewhat canon as her university pseudonym. An update would be appreciated.

Will do.
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Postby Toishima » Mon Dec 01, 2014 8:38 am

Altito Asmoro wrote:She's moping? As in moping with mop, right? Cleaning around?

No, my friend, moping, not mopping. Means she's just like... "wander about aimlessly because of unhappiness or boredom."
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Postby New Zepuha » Mon Dec 01, 2014 9:09 am

So we have begun!
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Postby The Carlisle » Mon Dec 01, 2014 9:09 am

So I'm thinking of having Lillian be one of the soldiees to help with the grub. Any one of my Slavic friends wanna be the other? Because I'm sure Lillian would befriend her fellow Slatina-lide first.
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Postby New Zepuha » Mon Dec 01, 2014 9:27 am

If anyone would like, I am thinking of having Gurt be a stern fatherly figure... as well as the unit's foulmouth.
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My Steam Profile (from SteamDB)

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Postby Toishima » Mon Dec 01, 2014 9:30 am

It must be a unit tradition for IFV crews to smoke in their vehicles... :P
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Postby The Carlisle » Mon Dec 01, 2014 9:30 am

New Zepuha wrote:If anyone would like, I am thinking of having Gurt be a stern fatherly figure... as well as the unit's foulmouth.

Nope. Foulmouth's already taken by Private Smed.
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Postby Nature-Spirits » Mon Dec 01, 2014 9:33 am

So where are the Jeeps held?
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Postby Ayreonia » Mon Dec 01, 2014 9:40 am

Nature-Spirits wrote:So where are the Jeeps held?

They're Company equipment, so if the driver is with one particular platoon, like now, I guess wherever the driver left it.
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Postby Nature-Spirits » Mon Dec 01, 2014 9:43 am

Ayreonia wrote:
Nature-Spirits wrote:So where are the Jeeps held?

They're Company equipment, so if the driver is with one particular platoon, like now, I guess wherever the driver left it.

Oh, cool. So I can basically put my Jeep wherever (within reason).
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