South the Mason OOC/App location.

For all of your non-Nationstates related roleplaying needs!
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South the Mason OOC/App location.

Postby Versail » Mon Aug 12, 2019 7:06 am

South The Mason

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

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

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

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


Welcome to Fallout South the Mason.

This is a Fallout Nation RP set in the American South and parts of the Caribbean, starting in the year 2293. While heavily based on, this is not a orthodox retelling of the Fallout Lore. Our Point of Divergence is 2077, when the bombs are dropped and the world is destroyed. From there, nothing is set in stone and is up to all of us. Players, when creating their nations, can choose to use Fallout Lore or come up with entirely new inventions for their nation and its lore. My goal isn't to have people follow a strict idea of Fallout, but instead allow them to build their Fallout world as they want it. If you want a Brotherhood of Steel or a Enclave, your entirely allowed to create one, If you want to create an entirely new Republic or Kingdom or Tribe in the middle of the American South then you are good for the rp.

Note: That said, the Op/GM does have control of canon outside the Play Area.

Rules and Regulations

  • Nation Structure
    In this RP, the US south will be host to a number of nations, and to add variety and fairness, we have a Structured Nation System. Each structure will act as a role to be filled, with most having a limited amount. This is to ensure we don't have a world filled with Brotherhood and Enclave clones all flying around and slaughtering people with laser rifles. Each nation or group will have its advantages and disadvantages in terms of Territory, Population, Resources/Resource Gathering, Infrastructure and Technology. For example; a Enclave clone would have a high level of technology, but a small amount of territory, population and resources. I could make the most detailed rule set down to how large your nation should be in square inches, but i wanted the nations and players to be flexible to allow for different types or locations for your nation. Also, keep in mind that everything must be balanced; if you nation has a relatively large and well trained army, then you'd also have to have a poor navy. Alternatively, if you focus primarily on your navy or on trade and industry, your Army will be lacking.
  • Common Courtesy
    • No Godmodding, Metagaming, etc in this RP.
    • No Spamming in the IC or OOC.
    • If you have a problem with a player, take it to TG. If that does not work, bring it to the OP or a Co-Op's attention. Do not turn the OOC thread into chaos.
    • Use proper english and grammar. I'm not super huge on small mistakes, but rather large english grammar/spelling mistakes will be pointed out and you may be removed if you do not attempt to improve.
    • If you have any question on anything, ask me (OP) or one of my Co-Op's about it.
    • While not a rule or regulation, we highly encourage you to be active in the above listed Discord, for much discussion will happen there.


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

Code: Select all
[box][b]Faction/Nation Flag (Optional):[/b]
[b]Faction/Nation Name:[/b]
[b]Faction/Nation Territory:[/b] (Please be as Specific as possible)
[b]Capital City/Faction HQ:[/b] (If no capital city, please specify a bunker or other installation where you mainly operate.)
[B]Cultural Advantage:[/B] (This is used to make your faction a little more unique in the rp. Give your faction some kind of advantage, like more manpower or better trade capability. Make sure to give a good ic reason for this, like the people are more disciplined due to their society for example, just make sure to write it out. If you have any questions about this ask me or a coop in the discord.)
[b]Population:[/b] (Unlike before I do not plan on there being an exact population made by a calculation, however do keep it realistic and fair, the more people you have the less tech you might have for example.)
[b]Government:[/b] (How does your nation run? Or if a faction, how does the faction run?)
[b]Leaders:[/b] (Please list all leaders and respective positions of your faction or nation here. Such as President or Elder, etc.)
[b]National/Group Ideology:[/b] (What is your ideology of your nation or group? What are the goals, ambitions, etc.)
[b]Military:[/b] (Detail every single detail about your military. What are they armed with, how are they trained, what are they trained in, what equipment do they use, bases, what is their military doctrine, etc. If it's military related, it should be here:)
[b]Major Towns or Locations:[/b] (Do you have other major towns or installations outside of your capital or faction headquarters for your nation or group respectively? List as many as you can, and also why they are important.)
[b]History:[/b] (How did your nation or group come to be?)[/box]

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

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



Dragos Bee.


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

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

  • Vehicles are allowed to be used. These are limited to cars, bikes, and transport airplanes, Or on a case-by-case basis, just ask me.
  • Naval Vessals are allowed and are to be expected, however don't think I'll let you roll up with the U.S. Sixth fleet as some kind of starting asset.
  • Horses are canon, and can be used by players.
  • Vertibirds can only be used by Old World Blues, or in special circumstances by others due to Research or Salvage, and can be powered by either oil or nuclear power.
  • Most roads of the wasteland are damaged, meaning infrastructure improvements will need to be made before vehicles can be used across long distances safely.

Last edited by Versail on Tue Sep 10, 2019 2:13 am, edited 5 times in total.
What difference does it make to the dead, the orphans and the homeless, Whether the mad destruction is wrought under the name of totalitarianism or in the holy name of liberty or democracy?~ Gandhi.

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Postmaster of the Fleet
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Father Knows Best State

Postby Ralnis » Mon Aug 12, 2019 12:21 pm

Dropping a reserve for an OWB spot.

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The Manticoran Empire
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Founded: Aug 21, 2015


Postby The Manticoran Empire » Mon Aug 12, 2019 12:28 pm

Faction/Nation Flag (Optional): Image
Faction/Nation Name: The Republic of Columbia
Faction/Nation Territory: Washington–Baltimore–Arlington, DC–MD–VA–WV–PA Combined Statistical Area
Capital City/Faction HQ: Washington, D.C.
Cultural Advantage: Centered around the pre-war American capital, the Republic has a robust political and military hierarchy. Taking advantage of the heeps of prewar knowledge stowed away across the numerous cities and towns in the area, the Republic has a highly educated upper class that has created a highly effective government, military, and industry.
Population: 4,947,132
Government: Inspired heavily by the Pre-war United States, the Republic of Columbia has an Executive, Legislative, and Judicial branch and follows a constitution very similar to the pre-war American Constitution.
The Executive Branch contains the President, elected every 4 years by a combination of popular vote of the citizens and the vote of the College of Electors and remaining in office for a term of four years. The President has a limit of 3 consecutive four year terms. The President is supported by his or her Vice President and their Cabinet Ministers. The role of the Executive Branch is to enforce laws that are passed by the Legislative Branch. The President can also create temporary laws through executive orders, however these may only remain in effect for the duration of that president's term, at which point they are no longer enforceable, unless voted into law by the Legislature.
The Legislative Branch, also called Congress or the Legislature, is responsible for the drafting and passing of laws proposed by members of the Legislature or by the President. The Legislature consists of two Houses. The Lower House, called the House of Representatives, is elected by direct popular vote every two years for a term of two years and have a limit of six consecutive two year terms. Each settlement elects a number of representatives based on their population, with each settlement entitled to at least one representative. The Upper House, called the Senate, is a much smaller body that represents the nine metro areas under the control of the Republic. Two senators are appointed by the provincial governors of each of the nine provinces every six years for a six year term, with a limit of two consecutive six year terms. In order for the Legislature to make a bill into law, it has to pass both Houses. A bill can be introduced by either House and voted on there, first. After it has been passed by that House, it is sent to the other House, where it can be altered and voted on. If it is altered, it is returned to the introducing House for another vote. If it is not, it becomes law. If the first House votes it down, the bill can still go to the second House and be introduced there. If it is voted down in the second House after being reintroduced, the bill dies. If it is voted down after passing the first House, the bill is sent back to the first House with a revised version that has been passed by the second House. This continues until either the bill dies or it becomes law. If it passes both Houses, the law then goes to the President, who can sign it into law or veto it. If a law is vetoed, it returns to Congress, who can overturn the veto with a 2/3rds majority vote.
Finally, the Judicial Branch is responsible for overseeing the criminal justice system of the Republic as well as reviewing laws passed by Congress and signed by the President to determine the constitutionality of the laws. All laws must be reviewed by the Supreme Court before they can be enforced. The Justices of the Supreme Court are appointed by the President and confirmed by the Senate for life terms.
Leaders: President Cornelius Severance, Vice President Raymond Johnson, President Pro Tempore of the Republic Senate Mark Still, Speaker of the House of Representatives Maurice Mendez, Chief Justice Kenny Dennis, Minister of State Michael Frasier, Minister of the Treasury Richard Doyle, Minister of War Jason Adams, Attorney General Gary Roberts, Minister of the Interior William Nelson, Minister of Agriculture Robert Santana, Minister of Commerce Robert Mitchell, Minister of Labor John Dupree, Minister of Health and Human Services Clifford Norris, Minister of Housing and Urban Development Larry Gonzalez, Minister of Transportation Benny Thomas, Minister of Energy Matthew Buell, Minister of Education Glenn Ramirez, Minister of Veterans Affairs Thomas Wellman, Minister of National Security Jay Woodworth.
National/Group Ideology: Republicanism, Free Trade, Imperialism
Military: The Armed Forces of the Republic of Columbia are divided into two branches. The first is the Army, responsible for the conduct of ground warfare and the protection of the Republic against raider bands, mutants, feral ghouls, and other monsters, and the other nations of the wasteland. The second is the Navy, responsible for protecting the ports and waterways of the Republic from the same threats the army protects against. The Armed Forces contains around 197,104 men, with 157,104‭ men in the Army and 40,000 men in the Navy.
The Army is organized around a series of combined arms units called Legions. The Legions have 5,974 Officers and Men and is divided into a Legion Staff of 8 officers, a Medical Department of 22 Officers, and 4 Sub-Legions of 1,486 men each. The Sub-Legion contains 12 Companies of Infantry totaling 1,212 Officers and Men, an Artillery Battery totaling 156 Officers and Men with 12 guns, a Cavalry Troop totaling 103 Officers and Men, and a staff of 15 Officers and NCOs. In addition to the 30 Staff and Medical officers of the Legion, a band of 16 musicians is also authorized, bringing the total manning of the Legion to 5,990 Officers and Men. In total there are 96 Sub-Legions, with all of them assigned to 24 Legions. 3 Legions can be brought together and formed into a Division of 17,970 men with 144 guns and a Divisional Staff of 5 Officers, for a total of 17,975 men and 144 guns. Finally, two Divisions will be formed into a Corps of 35,950 men with 288 guns and 5 Corps Staff Officers, for a total of 35,955 men and 288 guns. A total of 4 Corps are in active service, with 1 headquartered in Baltimore, 1 headquartered in Annapolis, 1 headquartered in Fredericksburg, and 1 headquartered in Winchester. 16 Companies of Engineers, totaling some 2,500 Officers and Men, serve to support the Legions during times of war and another 10,766 men serve in supporting roles in the Signal Corps, Transportation Corps, Quartermaster Corps, Chaplains Corps, and in various officer schools and training units across the nation. A reserve force is maintained which can quickly increase the Army to three times its peacetime establishment.

The most important part of the army is the baggage train, a massive collection of mule-drawn supply wagons, carrying ammunition, rations, and all the other supplies required for the operation of the regiment and armies in the field. Each of the Sub-Legions is authorized 6 wagons for the Infantry, three for the Artillery, and three for the Cavalry. Each of the Legions are authorized 3 wagons for the Headquarters, as are the 8 Divisions. Each of the 4 Corps are further authorized 4 wagons for the Headquarters. While on campaign, each Legion will add another wagon for every 100 men to carry additional rations and ammunition. The Division will add 52 wagons for artillery ammunition, 78 wagons for infantry ammunition, 24 ambulance wagons, 60 wagons for Artillery forage and baggage, 132 wagons for marching rations, in addition to the 144 wagons for the Sub-Legions, the 183 wagons in the Legions, and the 3 wagons in the Division Headquarters for a total of 676 wagons in a Division. An Army Corps will have 4 additional wagons for the Corps Headquarters, with a total of 2,032 wagons.

Blue are the uniforms of the Republican Army.

Fatigue Uniform describes the uniform worn by troops on the march during active campaign operations. It consists of, for the enlisted soldier, a sack coat of loose fit and cheap make in Prussian Blue, a kepi with floppy crown in Prussian Blue, baggy trousers in sky blue. A double breasted overcoat in sky blue with cape is authorized for Cavalry and Artillery. Infantry and Engineers are authorized a single breasted coat. Officers are permitted tailored uniforms. Footwear is black leather combat boots.

Service Uniform describes the standard uniform for troops in garrison and on road marches during peacetime. It consists of, for the enlisted soldier, a black felt Hardee hat with one flap pinned to the side with the seal of the Republic and a badge denoting branch of service in the front center of the cap. The coat would be in Prussian blue, tight fitting and almost knee length, trimmed in arm of service piping along the collar edges; and in the French-peak styled cuff trim, for all enlisted ranks. Company officers wore an untrimmed single-breasted coat, with shoulder straps to signify rank and branch of service. Cavalry and mounted artillery used a short jacket, which were more practical for riding. Field and general officers wore a double breasted version, with the option for black velvet collar and cuffs. Rank insignia was worn on the coat, the same as the dress frock. The Greatcoat would be in sky blue, with standing collar and French cuffs and a fixed short cape. Officers could wear this or a dark blue variant. The Trousers for all enlisted men and company grade officers would be sky blue. NCOs would have a vertical stripe in arm of service colors. General officers, field officers, and officers on higher staffs wore trousers of the same shade of blue as the coat. General officers had their trousers trimmed with double striping in gold, with all other officer grades wearing piping with their respective branch of service. Footwear would be the same as in fatigue uniform, though the boots would be required to be well shined.

Finally, Parade Uniform refers to a uniform worn for special occasions. It was virtually identical to the Service Uniform, with the primary difference being that the hats would be trimmed in arm of service colors and the coats will include metal epaulets that resemble scales. Officers will wear French-type epaulets and a sash.

Rank badges in all uniforms will be worn on the upper arms for enlisted personnel and will be in their branch of service colors, Blue for Infantry, Yellow for Cavalry, Red for Artillery, Crimson Ordnance, Gold for Engineers. Officer ranks would be mounted on shoulder straps and would include a field in their branch of service color, Dark blue for General officers and General staff, Sky blue for Infantry,Yellow for Cavalry, Orange for Dragoons, Scarlet for Artillery, Dark green for Sharpshooters, White for Judge advocate, Emerald green for Medical corps, Crimson for Ordnance, Olive green for Pay corps, Buff for Aides-De-Camp, Buff with white trim for Adjutants, Buff with black trim for Engineers, Buff with scarlet trim for Inspector, and Buff with sky blue trim for Quartermaster. Further, the trousers would be trimmed along the outer seam in the arm of service colors.

Every soldier is equipped with an Arlington Armory Model 2200 trapdoor rifle, a 21-inch long socket bayonet, a bayonet scabbard, two cartridge boxes with 50 rounds of .45-70-500 ammunition, a belt with buckle, a blanket, 2 3-pint canteens, a haversack to carry three days rations, a knapsack, two uniforms in keeping with fatigue uniform regulations, one uniform in keeping with Service Uniform Regulations, one uniform in keeping with Parade Uniform Regulations, poncho, shelter half, and overcoat. Cavalry troops are issued with a Baltimore Armory Model 2230 Lever Action Rifle firing .45 caliber pistol ammunition, a .45 caliber Baltimore Armory Single Action Service Revolver, and a cavalry saber. Cavalry men will carry 210 rounds of .45 caliber ammunition. Non-Commissioned Officers and Commissioned Officers are issued with swords and revolvers, though NCOs can choose to include the standard service rifle. Artillerymen of all ranks and personnel of other service branches were generally authorized the revolvers and swords. Standard allotment of ammunition is 60 rounds of .45 caliber ammunition for the revolvers.
Model 2200 Rifle with bayonet

Model 2230 Lever Action Rifle

Single Action Service Revolver

Cavalry Saber

Foot Artillery Sword

Officers Sword

Non-Commissioned Officers Sword

The Artillery the Army used was built around a series of rifled field guns and howitzers, most built to be breech or muzzle loaded and firing solid shot, canister, or exploding shell. Artillery batteries would contain 12 guns, all being 3-inch Ordnance Rifles. With each sub-legion having a battery, the army has a total of 1,152 guns.

3-inch Ordnance Rifle

In combat, the Army relies heavily on the idea of brute force. Artillery batteries will be concentrated to provide direct fire on enemy formations while the infantry advances to close range before charging the enemy with bayonets. Much of this is in response to raiders, mutants, ghouls, and the various monsters that roam the wasteland. During the spring and summer months, the Army will often go on campaign to hunt down the raiders that plagued the frontier the previous fall. In these situations, the Army will coalesce into two formations. One, primarily composed of Cavalry and Engineers, will remain in the Republic's territory and continue policing duties. The other, with the infantry, artillery, and some cavalry and engineers, will march around the surrounding counties, hunting down raider camps and clearing out super mutants, feral ghouls, deathclaws, and other monsters and mutants that are in the area. After nearly a century of these campaigns, the states of West Virginia, Virginia, Maryland, Delaware, Pennsylvania, and New Jersey have become relatively safe as deathclaws have been mostly eradicated, feral ghouls are limited to the most heavily irradiated places, and super mutants and raiders are forced to continuously move their camps to avoid the annual punitive expeditions launched by the Republic.

The Republican Navy is organized around a series of full-rigged warships, sloops, brigs, and a few ironclad river gunboats. The ocean-going fleet consists of 3 First Class Ships of the Line, 4 Second Class Ships of the Line, 7 Third Class Ships of the Line, 21 First Class Frigates, 13 Second Class Frigates, 11 Third Class Frigates, 56 Sloops of War, and 7 ironclads.

Ships of the Line are the largest and most powerful combat vessels in the Republican Navy, so named because they will deploy line astern (one behind the other) to bombard an enemy fleet, either with broadsides or raking fire. To be named to command a Ship of the Line is considered a guarantee of flag rank.

The First Class Ship of the Line is a vessel, rated for 130 guns, that displaces over 3,200 tons and has a crew of 935 sailors and 165 Marines. The guns are 104 32-pounder guns and 16 8-inch shell guns. The most powerful Ships of the Line, First Class ships are prestigious commands, given only to the most experienced and gifted of officers. To be posted as an officer aboard a First Class ship is regarded as an indication of future high ranks.

The Second Class Ship of the Line is a vessel, rated for 90 guns, that displaces over 2,200 tons and has a crew of 672 Sailors and 118 Marines. The guns are 90 32-pounder long guns. Second Class Ships of the Line are less powerful but almost as prestigious as First Class Ships, with intense competition for the limited posts.

The Third Class Ship of the Line is a vessel, rated for 74 guns, that displaces over 2,700 tons and has a crew of 697 Sailors and 123 Marines. The guns are 74 32-pounder long guns. Like the First and Second Class Ships of the Line, Third Class Ships of the Line are considered especially prestigious postings for officers.

Frigates are the workhorses of the Republican Navy. Rarely in port, they sail the seas, protecting trade and showing the flag to foreign powers across the Americas. Officers who are given command of a Frigate are expected to be quick on their feet and able to adapt. Where the Ship of the Line is a posting indicating Flag Rank, the Frigate is a posting indicating a great deal of trust and responsibility. Frigates are often the first introduction nations and settlements have to the Republic and it is of the utmost importance that they make a good impression.

The First Class Frigate is a ship, rated between 42 and 50 guns, that displaces 2,200 tons or more and has a crew of 382 Sailors and 68 Marines. Armament consists of 30 24-pounder long guns and 20 32-pounder carronades. First Class Frigates are the most common, being the most capable vessels in all regards. Fast enough to combat pirates yet powerful enough to theoretically stand in the line of battle, should the need arise. These vessels are typically given to experienced Frigate captains and, like ships of the line, can be an indicator of a later flag rank.

The Second Class Frigate is a ship, rated between 28 and 38 guns, that displaces almost 1,300 tons and has a crew of 289 Sailors and 51 Marines. Armament consists of 28 18-pounder long guns and 20 24-pounder carronades. Second Class Frigates are less common but still capable vessels, typically stationed as anti-pirate vessels.

The Third Class Frigate is a ship, rated between 20 and 24 guns, that displaces almost 540 tons and has a crew of 187 Sailors and 33 Marines. Armament consists of 22 32-pounder carronades. Third Class Frigates, like Second Class Frigates, are often stationed to combat pirates. They are the weakest of the properly rated ships and serve mainly on counter-piracy patrols and flag showing.

The Sloop of War is a ship, rated between 4 and 18 guns, that displaces just less than 300 tons and has a crew of 132 Sailors and 33 Marines. Armament consists of 18 32-pounder carronades. Sloops of War serve primarily for coastal support, port security, and merchant policing.

The Ironclads are wooden hulled, ironclad river boats and are the only ships in the navy powered by steam engines. In the Republican Navy, ironclad ships are designed to operate effectively in rivers and coastal waters. They carry a trio of 150-pounder rifles, 4 60-pounder rifles, and 6 30-pounder rifles, with a crew of 251 men, 38 of them Marines.

With a shipboard total of 31,600 Sailors and 5,570 Marines, the remaining 2,830 men serve in administrative or training roles at the naval headquarters and academy in Annapolis. Construction and maintenance is mostly contracted out to civilian operated shipyards.

Uniforms in the Republican Navy are very similar to the Republican Army, though with some noticeable differences.
In the image above are the uniforms of an Able Seaman (left), a Junior Lieutenant (center), and a Petty Officer (right).

This image shows the uniforms of the senior officers, including the Master at Arms (left rear), a Fleet Engineer (Left), a Fleet Surgeon (Behind and Right of the Engineer), a Rear Admiral (Center), and a Senior Lieutenant (Right).

The Uniforms of the Marines were almost identical to the Army, though with different buttons and buckles.

The Marines and the Sailors are both trained to serve as infantry and to fight with rifles, pistols, and melee weapons in order to repel boarding parties. They are equipped with the Harpers Ferry Armory Rolling Block Rifle, the Harpers Ferry Armory Navy Revolver, a bayonet, and typically a cutlass or saber.

Harpers Ferry Rolling Block Rifle

Harpers Ferry Navy Revolver


The mission of the Republican Navy is primarily the security of the maritime trade routes, with frigates being used to counter pirates and coastal raiders. Beyond that, however, there is not much cooperation between the Army and the Navy.

After the Army and the Navy, the Republic maintains a large militia force, composed of every able bodied man not serving in the military. Numbering well over 1 million men, the Militia is a collection of farmers, business owners, and other civilians who, in times of crisis, are called upon to defend their towns and counties. The Militia is viewed with distaste by the Army, being seen as ill-disciplined and lacking in elan, views which have been proven by several incidents where militia troops routed after only a few minutes of combat or simply left in the middle of a campaign. As a result of their unreliability, the Army is reluctant to call upon the militia. Under Republican Law, the militia are organized into regiments of Infantry, Artillery, and Cavalry, with a militia Infantry Regiment numbering 807 men, a militia Artillery Battery numbering 144 men with 8 guns, and a militia Cavalry Regiment numbering 432 men. On paper, the Militia can call forward 1,176 Infantry Regiments, 147 Cavalry Regiments, and 588 artillery batteries. These organizations, however, are rarely adhered to by the Militia and depend entirely on the ability of the county to equip them.

Major Towns or Locations: Washington D.C., Arlington, Baltimore, Annapolis
History: When the world ended in 2077, much of the pre-war US government and military was annihilated. What survived soon found itself overwhelmed by the chaos. It took almost thirty years for people to settle down and for settlements to begin to form. In the ruins of Arlington, Virginia, a group arose with the goal of forging a new world, bringing back the best of the Old World to bring peace and stability to the Wasteland. The group, whose original name is the source of debate among Republican historians to this day, first secured control of Arlington and Washington before expanding outwards. As this Republic of Columbia expanded, it brought with it the rule of law, secure transportation, and a government with an interest in helping its people. By the end of the 22nd century, the Republic of Columbia controlled the whole of Washington–Baltimore–Arlington, DC–MD–VA–WV–PA Combined Statistical Area, as it had been known pre-war. For the last 93 years, the Republic has focused its efforts on securing its territory and improving trade links between its settlements.

Roads have been repaved, railways repaired, bridges rebuilt, trains and trolleys put back into service. Farms are connected to the cities by the old world roads, the streets and highways home to horses, wagons, and carriages where once there were cars, trucks, and buses. Clean water is available in the cities and there is even a modicum of electricity. Raiders still attack isolated farms and small settlements but the Republic has positioned its forces in such a way that there is always help nearby, thanks to the decentralized posting of cavalry troops. Further, a lack of restrictions on the ownership of firearms means that settlements are well protected by local militias that are heavily armed and, thanks to the system of conscription, most are also highly skilled in their use.

The biggest threats to the Republic come from neighboring states and the mutated monsters of the region. Raiders mostly avoid the nation, due to the high risk entailed in attacking the nation. Super mutants will commonly attack frontier settlements and feral ghouls are a constant menace. Peace was achieved with the Super Mutant Unity in Philadelphia after a series of violent and brutal battles. Skirmishes are still common, however, through the vigilance of the Republican Armed Forces and the dedication of the Government and the People, the Republic perseveres.

Faction/Nation Flag (Optional):Image
Faction/Nation Name: The United Kingdom of Illinois and Missouri
Faction/Nation Role: Regional Power
Faction/Nation Territory: Illinois, Missouri
Capital City/Faction HQ: St. Louis, MO.
Cultural Advantage: The Kingdom is a very united nation, with a combination of national service and a repaired and decently well maintained collection of main roads providing a unifying element that has thus far proven hard to break. The population also has a Puritan Work Ethic, seeing hard work as the deciding factor when it comes to success and taking a dim view to people who take advantage of the charity of others.
Population: 9,415,836
Government: The Kingdom is a Constitutional Monarchy, formed following the unification of Illinois and Missouri in 103 After the Bombs with the Treaty of Alton. The Constitution of 103 set up the system of checks and balances intended to keep any of the branches of government from getting too much power. This was altered only once, under the reign of King William II in 168, with the alterations made to increase the rights of the common people, limiting the power of the Crown and Peerage. The Empire is ranked highly in political and economic freedom, as well as personal liberties.

The Imperial system subjects its citizens to three main levels of government: National, State, and Local. Elections are held every 2-6 years at National, State, and Local levels, with different parts of the government up for vote each time. All branches of government are elected through some form of proportional voting system.

The National Government is made up of three branches: Executive, Legislative, and Judicial. This structure is mirrored at both the State and Local levels. All elected members of the National Government are limited to 12 years in office.

The Legislative Branch is the branch tasked with drafting and passing laws that can apply to any number of things. It is made up of a Bicameral Parliament, with a House of Lords and a Monarchical House of Commons. The House of Lords is made up of the Hereditary Peers of the Empire, the Lords and Ladies appointed by the Imperial Family, and the various religious leaders of the Empire, though these Bishops and equivalents hold no political power and are quite content to keep it that way. Membership in the House of Lords is a right afforded to all Peers, though the actual membership is determined by a council of Dukes, who in turn are denied any seats in the House of Lords. The Council of Dukes membership rotates with each election cycle. The Dukes then appoint Peers to the House of Lords, with the main stipulation being that no Peer can be in the House of Lords more than twice in a twenty year period. Each Peer sits for a term of twelve years and the number of Peers permitted in the House at any one time is 43. The House of Lords can vote down laws passed by the House of Commons once. After that, if the Commons passes the law a second time, the Lords cannot stop it from going to the Monarch.
The House of Commons is made up of 648 members, elected for four year terms via Mixed Member Proportional Vote. Like the Lords, they too have a term limit, though a more absolute one. No person may serve more than 12 years in the House of Commons. Requirements for entry to the House of Commons are simple. Any candidate must at least 25 years old, live in the constituency they will represent, and have lived in that constituency for the last five consecutive years. The Commons have broad powers, enabling them to draft, vote on, and pass laws, whose only real obstacle is the Supreme Court.

The Crown is the Executive Branch of the Kingdom, tasked with enforcing the laws passed by Parliament as well as providing a final say in decisions, should Parliament fail to do so. It is made up of the Monarch, the Prime Minister, the Privy Council, and certain other assets necessary to effectively enforce the laws of the Empire. The Imperial Family has long viewed their role in the Government to be a silent partner, only speaking if spoken to and only taking action if the situation warrants it. The Prime Minister is appointed from the ruling party in the House of Commons or any individual MP that the Sovereign thinks may command support in Parliament. This generally results in the leader of the ruling party becoming Prime Minister. The Privy Council is a council of advisers, appointed jointly by the Sovereign and the Prime Minister. These advisers are each responsible for some aspect of the government, such as foreign relations, internal affairs, national defense, law enforcement, and the Treasury. The Sovereign has the final say on official decisions of the Government as well as the power to issue edicts without Parliamentary approval. However, the Monarch cannot prevent Parliament from overturning the edicts nor can either Parliament or the Monarch dissolve the other.

The Judicial Branch is the branch tasked with reviewing laws passed by Parliament and making the final decision on questions regarding the constitution and, in rare occasions, criminal cases. It is made up of 9 Justices who serve for life, though it is common for justices to retire after a period of time.

The Peerage of the Kingdom deserves some explanation, which shall be done here. At the top of the list are the 11 Dukes, who rule over the former Congressional districts of Illinois and Missouri. They are also the only peers barred from serving in the House of Lords. Next are the 43 Earls, originally those with vast tracts of land but now organized into the noble overlords of the modern Earldoms, made up of five counties. Next are the 216 Counts, ruling over each of the counties. Finally are the 2,254 Barons who serve as the lords of the cities, towns, and villages of the Kingdom and the lowest of the peers. The Peers once held great power however, as of the Constitution of 168, their power has been severely tempered by the increased strength of the local governments, very much like the National Government in miniature.
Leaders: Queen Catherine I of House Adams, Prime Minister Joseph Dasher, Deputy Prime Minister (And Speaker of the Lords) Baron Thomas Gilbreath, Speaker of the Commons Marion Gonzalez, Chief Justice Charles Allen, Chairman of the Joint Chiefs General Donald Hamilton, Army Chief of Staff General Wayne Sitz, Navy Chief of Staff Admiral Sylvester Early, Air Force Chief of Staff General Dominick Carter, Chief of the Security Forces Guy Cato.
National/Group Ideology: Monarchism, Egalitarianism
Military: The Armed Forces of the Kingdom is comprised of 582,865 men divided among the Army and the Navy. Personnel are conscripted every year upon reaching the age of 18 and are required to serve for 6 years. After their service is completed, they are released to the Ready Reserve, where they will remain until age 35, at which point they are released from all future military obligations. The purpose of the Ready Reserve is to provide a body of men and women with prior military experience who can be quickly recalled to service in the event of a major war. Currently the Ready Reserve has over ,000 registered members, enabling casualties to be replaced or new units to be raised quickly in the event of war. On average nearly ,000 men are conscripted each year.

The Army is the largest of the Branches, with around 520,112 men under its banner. The Army is organized into several service branches, with the key branches being the Infantry, the Cavalry, the Artillery, and the Engineers. These main branches are supported by several more, including Medical, Provost Marshal, Adjutant General, Transportation, Logistics, Quartermaster, and Ordnance, among others. The basic operational unit is the Regiment, a unit of between 1,000 and 2,000 men on paper but in practice the number can vary wildly, even more so with the multiple authorized establishments that can drastically reduce the total size of the Army in times of peace.

The Infantry is the backbone of the Army, organized around 111 Line and 3 Guards Regiments of Foot, consisting of 3 battalions, numbering between 1,334 Officers and Men with 10 companies at full strength. A Regiment will therefore contain a headquarters of 35 men and three battalions of 1,334 officers and men, for a total of 3,995 officers and men. However, attrition from disease and, in many cases, combat, will reduce these battalions very quickly.
These units conduct most of the fighting as well as providing garrisons at border outposts. An Infantryman is equipped with a Jefferson Model 103 breechloading rifle and a socket bayonet, as well as a haversack, knapsack, shelter half, three days rations, grooming kit, mess kit, and 50 rounds of ammunition.
Jefferson Rifle

The Cavalry is, arguably, the most important arm of the Army, responsible for scouting, the protection of friendly supplies, and the raiding of enemy supplies. The Cavalry is organized around 28 Line and 3 Guards Regiments of Horse, with each Line Regiment numbering between 1,347 Officers and Men with 12 troops at full strength, and each Guards Regiment numbering 865 Officers and Men with 10 troops. They are outfitted similarly to the infantry, though they are issued with a carbine variant of the Jefferson rifle, a Springfield Model 107 Revolver, 50 rounds for the rifle, 24 rounds for the pistol, and a saber.
Springfield Revolver


The Artillery is organized into two groups, the Royal Artillery Regiment, with 10 Battalions of Foot Artillery, numbering 1,492 Officers and Men with 90 guns, and the Royal Horse Artillery Regiment, with 12 Troops of Horse Artillery numbering between 167 Officers and Men with 6 guns. The Foot Artillery is issued with QF 12 Pounder 8 cwt rifles while the Horse Artillery is issued with BL 12 Pounder 6 cwt rifles.
Horse Artillery

Foot Artillery

The Engineers are an important part of the Army, consisting of 262 Officers, supported by 32 Artificer companies of between 126 Officers and Men. The Engineers and Artificers are tasked with the construction of roads, bridges, siegeworks, fortifications, among other things. They do not often take part in fighting, rather providing vital support to operations behind the lines.

To provide support for the Army in the Field, there are several organizations. The first is the Royal Waggon Train, consisting of a Headquarters with 16 personnel, 12 Marching Troops of 162 Officers and Men, and 4 Depot Troops of 46 Officers and Men. The second is the Royal Staff Headquarters, with a headquarters of 17 personnel and 10 Staff Companies of 68 Officers and Men each. The last is the Royal Staff Corps of Cavalry, with a headquarters of 12 personnel and 4 Staff Companies of 75 Officers and Men each.

The Army Uniform consists of several uniforms, each with a specific purpose and time for wear. The standard Field Uniform would consist of a red single breasted coat with black trousers and a pith helmet with a white or black cover for enlisted soldiers. Non-Commissioned Officers replace the helmet with a rigid kepi and some will wear similar uniforms to the officers. Officers wear black single breasted coats with black trousers and either a rigid kepi or a pith helmet. Enlisted men will often also wear green side caps when in garrison. Those who have Scottish heritage in the Regiment are authorized to wear kilts while Grenadiers are authorized the wear of bearskin caps on parade.
The Parade Uniform is almost identical to the Field Uniform, though the wear of medals is authorized with the Parade Uniform.
A Private and an Officer

When in battle, the Foot will form with one of the ten companies arranged in loose order as skirmishers and another in the rear as a reserve. The other eight companies will form in close order and pour disciplined volleys of fire into enemy formations. Cavalry will provide reconnaissance as well as charging disorganized enemy formations in an attempt to route them from the field. The Artillery, meanwhile, will form behind the Infantry and will engage the enemy with direct fire from long range. A common deployment is for a Regiment of Foot to bring a battery of Foot artillery with them and a Regiment of Horse a battery of Horse artillery with them when conducting raids or other missions. However, the limitations of the Artillery means that only 228 Regiments of Foot and 48 Regiments of Horse can be provided with a battery of guns at any one time. In most cases, this is entirely acceptable. On rare occasions, however, the Army has been forced to concentrate large forces to engage in pitched battles. A notable recent example occurred in 194 (2271), around Kansas City, where fully one third of the Army was deployed to fight off a large force from Caesar's Legion. The force of 163,390 men, supported by 736 guns in 92 batteries, faced a Legion Force almost double its size. Over the course of three days of fighting, the Army successfully defended Kansas City and beat the Legion into ignominious retreat, though at the cost of 32,678 dead and over 50,000 total casualties.

The Navy is a large and controversial service, with many viewing the service of just over 62,000 men to be a waste of money. Others, however, see it as a vital asset to the security of the waterways in the Kingdom and an important reason for the general safety of the Republic's section of the Mississippi river. The Navy makes use of steamships armed primarily with machine guns and detachments of troops armed with carbines and submachine guns to police river traffic. The typical steamships are built in the style of the Civil War era City-class gunboats or the pre-war Delta Queen steamer. The Royal Navy operates over 200 of these vessels, typically outfitting thesteamers with QF 12 Pounder 8 cwt rifles and Gatling guns and the gunboats with a mix of heavier guns. The crews are generally issued with the Jefferson Model 103 Carbine and the Springfield Model 107 Revolver. To simplify contracts, the Navy has taken to ordering the same model of weapon as the Army. Most of the tasks performed by the Navy are simple police work, searching suspect craft, preventing collisions, and protecting against raider bands.
During the Battle of Kansas City in 194, the Royal Navy proved decisive on the third day, with the guns of its warships serving to blunt the Legion's final charge across the I-670 bridge and breaking the Legion's center, allowing the Cavalry to launch a final, crushing charge.

Major Towns or Locations: St. Louis, Alton, Edwardsville, Springfield, Columbia, Jefferson City, Peoria, Kansas City, Chicago

History: After the bombs fell, the Midwest became nearly lawless. Order was maintained in most of the small cities and towns, though larger cities like St. Louis and Kansas City descended into anarchy within a few months. During the first years after the war, millions died from radiation sickness, starvation, exposure, or simple murder. Millions more were left permanently damaged by the radiation and for generations, children would be born with radiation related mutations.

During the decades after the bombs dropped, the cities of Alton and St. Louis began to recover under the monarchical rule of the Missouri House of Adams and the Illinois House of Greene, two houses that claim their rights of leadership from the pre-war governments of Illinois and Missouri and backed it up by providing security as well as food and clean water to the inhabitants. Alton and St. Louis formed a trade relationship in the early 22nd Century (mid 30s AGW), a relationship that continued to grow as the two kingdoms expanded their influence outside of their initial boundaries. By 100 AGW, Alton had grown to control a decent chunk of southern and central Illinois, just as St. Louis had grown to control much of Eastern and Northern Missouri.
However, 100 AGW would see a crisis for Alton that would end the independence of the Kingdom of Illinois. On the eve of his 56th birthday, King Charles Greene, Second of his name, died of pneumonia, leaving no male heirs. Under the succession laws of Illinois, his daughter, Margaret, could not ascend to the throne. The three dukes were each making their claims to the throne and were on the verge of initiating a civil war when the Illinois Parliament stepped in. Instead of giving the throne to one of the dukes, they asked the reigning Missouri King, William I, to accept the crown and Princess Margaret. William accepted, naturally, and wed Princess Margaret in 101. He was coronated in 102 as King of Illinois and, in 103, a new constitution was written that united Illinois and Missouri into a single Kingdom.
The United Kingdom of Illinois and Missouri continued its expansion, offering the various municipalities titles of nobility and elevating some to higher offices as needed. Not everyone accepted the offer of course, resulting in the disposal of those unwilling to play ball and the installation of those more accepting of their new overlords. In this way, there were made 2,254 Baronages, 216 Counties, 43 Earldoms, and 11 Duchies, all under the power of the House of Adams and the Parliament of the United Kingdom.
Throughout it's history, the Kingdom has been forced to fight off raider bands, feral ghouls, hostile mutants, and a wide array of mutated monsters, challenges met with valor by the men and women of the Kingdom's Armed Forces. However it's greatest threat has been the danger of internal strife. In 168, the Constitution was Amended to avert a civil war, limiting the powers of the nobility and the monarchy while increasing the powers of the House of Commons, an action that has kept the peace since then.
The recent rise of Joseph Dasher's Rural Conservatives and the coronation of the Kingdom's first Queen spell the start of interesting times for the Kingdom, indeed. Dasher's claim to support expansion into Iowa and other places won him his seat but his cautious, second-guessing nature and routine clashes with the Queen threaten to cut his tenure short. But no matter what happens, one thing is clear. The Kingdom will go on.
Last edited by The Manticoran Empire on Tue Oct 01, 2019 7:30 am, edited 47 times in total.
For: Israel, Palestine, Kurdistan, American Nationalism, American citizens of Guam, American Samoa, Puerto Rico, Northern Mariana Islands, and US Virgin Islands receiving a congressional vote and being allowed to vote for president, military, veterans before refugees, guns, pro choice, LGBT marriage, plural marriage, US Constitution, World Peace, Global Unity.

Against: Communism, Socialism, Fascism, Liberalism, Theocracy, Corporatocracy.

By the Blood of our Fathers, By the Blood of our Sons, we fight, we die, we sacrifice for the Good of the Empire.

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Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Mon Aug 12, 2019 5:19 pm

Not sure where I'll start, but I'll get to work on that Mormon Warlord app.

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Founded: Feb 18, 2011
Civil Rights Lovefest

Postby NewLakotah » Wed Aug 14, 2019 12:30 pm

We back again, huh?

Guess I'll look at taking a place somewhere on the map, don't know where yet...
"How smooth must be the language of the whites, when they can make right look like wrong, and wrong like right." ~~ Black Hawk, Sauk

"When it comes time to die, be not like those whose hearts are filled with the fear of death, so when their time comes they weep and pray for a little more time to live their lives over again in a different way. Sing your death song, and die like a hero going home." ~~ Tecumseh

Free Leonard Peltier!!

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Founded: May 21, 2012
Father Knows Best State

Postby Versail » Thu Aug 15, 2019 12:48 pm

NewLakotah wrote:We back again, huh?

Guess I'll look at taking a place somewhere on the map, don't know where yet...

I mean if you want I could give you a location.
What difference does it make to the dead, the orphans and the homeless, Whether the mad destruction is wrought under the name of totalitarianism or in the holy name of liberty or democracy?~ Gandhi.

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Founded: Nov 24, 2013

Postby Ort » Thu Aug 15, 2019 2:04 pm

Firstly, TAG! Secondly, I have an idea for a faction called ‘The Wandering Kingdom’ that wouldn’t really be a kingdom but a very loose confederation of homeless vagrants (read: hobos) who wander post-war America’s abandoned railroads, seeking temporary work in settlements before moving on. Since this wouldn’t be an “official” nation – i.e. it wouldn’t have defined borders or infrastructure or state apparatus, though there are rumours that a Hobo King exists – I wanted to run it by you to make sure it’s okay.

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Founded: May 21, 2012
Father Knows Best State

Postby Versail » Thu Aug 15, 2019 3:48 pm

Ort wrote:Firstly, TAG! Secondly, I have an idea for a faction called ‘The Wandering Kingdom’ that wouldn’t really be a kingdom but a very loose confederation of homeless vagrants (read: hobos) who wander post-war America’s abandoned railroads, seeking temporary work in settlements before moving on. Since this wouldn’t be an “official” nation – i.e. it wouldn’t have defined borders or infrastructure or state apparatus, though there are rumours that a Hobo King exists – I wanted to run it by you to make sure it’s okay.

Go ahead and apply.
Last edited by Versail on Thu Aug 15, 2019 3:49 pm, edited 1 time in total.
What difference does it make to the dead, the orphans and the homeless, Whether the mad destruction is wrought under the name of totalitarianism or in the holy name of liberty or democracy?~ Gandhi.

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Corrupt Dictatorship

Postby Ormata » Sat Aug 17, 2019 9:11 am

Faction/Nation Name: Vault 451

Faction/Nation Territory: Vault 451, Atlanta, Georgia
Capital City/Faction HQ: Vault 451
Cultural Advantage: We All Lift Together
    Due to the high level of automation, high level of industry, and the high level of productivity within Vault 451 far more of the population is dedicated to other manners of life. Anything from the military to a fully-fledged college with Pre-War materials can be considered a job, such that even comedians might find a good paying job and apartment where elsewhere they might starve. Vault 451 isn’t just surviving, it’s thriving.
Population: 57,000
Government: Indirect Democracy
    Designed around a centralized leadership of a President, able to make executive decisions concerning the overall movement and direction of the nation, a House of Commons, meant to make and pass laws with the will of the people, and a judicial system appointed by local elections, Vault 451’s government bears many resemblances to the British system than the American system. A Constitution, based almost entirely on the Pre-War United States Constitution, keeps these individual branches in check.
    President: Joshua Owen
    Vice President: Sullivan Hubbard
    Secretary of State: Harry Anderson
    Leader of The House: Lydia Kelly
    Department of Defense: Daniel Harrison
National/Group Ideology: Ultranationalism, Democratic Republic, Paternal Conservatism, Corporatism, Mercantilism
    Total: 4,500
      Type: Colonial Armored
      Number: 900
        Colonial Armored is organized in nine Companies of 100 each. These units are deployed on only specific basis for missions and as such spend most of their time in training under simulation conditions.
          Remington Trident Anti-Armor Rocket Rifle (TAARR)
            The TAARR rifle is a ballistic weapon bearing many resemblances to the Barrett M82A2 semi automatic rifle. Firing the 20mm gyrojet round, after initial propellant is ignited the rocket is moved down the barrel, generating spin and increasing speed. After exiting the barrel, three fins deploy from the aft portion of the round, generating even more spin as it moves through the air. After losing enough force as to dip below 2,000 ft/s, a loss of nearly 800 ft/s from the exit of it’s muzzle, the aft rocket motor ignites and continues to move the round through the air. This method extends the range of the weapons system to nearly 3 kilometers. This weapon is employed at long range to engage enemy high value targets such as officers and fixed defensive positions.
          Remington CR-07 Directed Beam Rifle
            Holding many of the similarities to earlier bolt action rifles in appearance, the CR-07 is a long ranged firearm which utilizes the same firing system as the head-mounted laser on the Assaultron model. With several focusing panels and coated in the same manner as the exterior of the T-45 Power Armor, the rifle is durable and hard-hitting, able to penetrate even hardened Powered Armor plates with sustained fire. With a ten second charging period the rifle is able to fire in a sustained manner for ten seconds, though deployable beam splitters can be used to turn the rifle into a single shot scattergun with each beam having the same strength as normal. Charging the rifle for periods longer than ten seconds can be done, though this strips the rifle coating and nearly guarantees that maintenance will have to be performed on the weapon soon. At a charge time of sixty seconds, the beam was capable of piercing the hull of an armored patrol boat and vaporizing the thirty ghouls within, including those ghouls not present in the compartment the beam breached. Hull warping, in addition to interior damage, indicates that a large fireball had been produced due to impact. The rifle used in that test was subsequently found to lack interior coating as well as focusing panels.
            Electrically driven, the GAU-19 is a rotary cannon firing the .50 BMG round at 2,000 rounds per minute. Lethal, destructive, and demonstrably effective against morally weak enemies due to the sound it creates, the GAU-19 is deployed as a squad automatic weapon for Power Armor troops. The weapon is fed by a back-mounted magazine holding 5,000 rounds which feeds into a semi-rigid belt. The cannon has an effective range of 1,800 m, enabling it to engage and suppress targets at a significant range. Due to the large round it fires, many squads utilize it as a cover denial weapon, able to penetrate whatever enemy force is trying to huddle behind.
          Mk 19 Grenade Launcher
            As a belt-fed 40mm grenade launcher, the Mk 19 is used to suppress and engage large, concentrated enemy forces with ease. With a 60 round per minute firing rate, these engagements are also considered to be extremely rapid. The Mk 19 fires a variety of grenades, though often belts are loaded with a mix of HE and shrapnel, along with White Phosphorus grenades, which are designed to detonate in mid-air at an approximate height of 10 feet to provide air burst support. As such, is often negates cover by simply detonating over and behind it. The Mk 19 is supplied to squads on a needs basis, rarely issued to troops unless it is expected for them too encounter heavy enemy presence which cannot be taken care of by other, more common methods.
          M70 Flamethrower
            Designed to spread napalm at ranges up to 30 meters, the M70 is as integrated into a soldier’s T-45 as is physically possible. Fuel and propellant are designed into a streamlined armored shell strapped onto the back of the armor while the ‘wand’ for firing is held in both hands with pistol grips. This ‘wand’ measures just two feet, shorter than most, to allow the M70 to operate in more confined environments. Due to the size of the armored shell, fuel is limited, which allows the system to fire for only 7 seconds before full depletion. It cannot be reloaded without full removal of the system. The M70 is deployed on the same basis as the Mk 19, issued only to troops which require room clearing abilities against an entrenched enemy in such rare situations where the entire building cannot simply be destroyed.
          M4 (Mark 18 CQBR)
            As one of the main battle rifles of the Colonial military, the M4 is used by Armored troops as a secondary to their more long-ranged weaponry. With a 10.3 inch receiver, it’s far more maneuverable while losing little range. Integrated into the rifle barrel, however, is a directed compensator designed to push the barrel down as recoil and weapon action influences it to rise. This cuts down on recoil climb greatly, enabling for a better grouping with sustained fire.
          Glock 86 Plasma Pistol
            Known colloquially as the Plasma Defender by most wastelanders who come across it, the Glock 86 is a highly effective weapon issued to Colonial troops. Able to liquify organics and slag the armor on most bots, it’s not something to be taken lightly whatsoever. The only downside of the weapons system is it’s ranged accuracy which rapidly becomes detrimental to effective combat; the bolts of plasma are not entirely guided. As such, most troops fire them in deadly bursts and only at close quarters, making such issues moot.
          N99 10mm Pistol
            Being extremely common, the N99 is issued to any and all troops as a secondary weapon. For the most part, it’s a last ditch weapon and is considered as such. Limited firepower for the pistol allows it to be used effectively in situations where collateral damage is considered to be unacceptable and, as such, it’s often used in Vault information retrieval missions by Power Armor teams, the fact that one cannot destroy anything being omnipresent. It’s often modified to allow fully automatic action, enabling far more effective use against unarmored targets.
          Equipped with highly modified T-45 Powered Armor, some of which was constructed in Pre-War America and the vast majority of which constructed in Post-War Vault 451 factories, the Colonial Armored is by no means a pushover in this regard. Armor has been upgraded as to withstand higher degree hits, especially in areas commonly associated with injury such as the neck and joint areas, as well as having integrated air systems in order to provide independent oxygen supply for operations in contaminated environments. Multiple grenade launchers are mounted on the shoulder plates, enabling troops to rapidly deploy gas to mask their advances or withdrawals or to deny enemy melee ability or movement through the deployment of Chlorine Gas canisters. In addition to this, white phosphorus flare systems allow for denial of enemy electronic targeting systems, along with scattering of enemy night vision systems. Units may be equipped with LRAD-like systems in order to disorient and deafen enemy troops, often playing white noise, while others play host to a massive floodlight mounted on the breastplate which flashes at random intervals to blind enemies to the front. Nearly all pieces of T-45 armor are equipped with thermal vision capacity.

          T-45 Power Armor in Colonial service is painted in the so-called “Frog Skin/Spot” utilized by the US Marine Corps in Pre-War America.
        Highly trained, disciplined, and capable the Colonial Armored soldier is up to Pre-War standards for capabilities in the face of danger. They do not buckle in an enemy assault and are able in marksmanship. Colonial capacities in melee combat is somewhat lacking, though they make up for this in the use of chemicals and napalm. On the whole they have been trained out of a certain degree of humanity, able to completely dehumanize enemy civilians to the point wherein massacres may no longer phase them because the enemy are simply animals. These troops are trained through simulation battles, utilizing previous engagement information in order to create accurate Post-War battle conditions. As such they are considered highly capable in engaging both wastelanders and standard army units.

      Type: Colonial Army
      Number: 3,000
        Organized in three Regiments, each of which is composed of six General Infantry Companies of 150 each along with a command element of 100. These Companies are organized into 50-man Platoons, which the support weaponry is embedded into. The command element contains the entirety of support troops, such as Quartermasters, Cooks, and Radio Technicians.
          FN FAL
            Firing in 7.62x51 NATO, the FAL was utilized in Pre-War America as one of her pre-imminent main battle rifles. It continues that legacy today in the hands of the Colonial Army and to great effect. Capable of piercing enemy cover and body armor with relative ease and lacking the associated issues of weight in recoil and action, the weapon is prized by designated marksmen who often adorn their rifles with kill marks, modify them with scopes. While not issued as a rule, some augment their FN FAL rifles with directed compensators which almost completely eliminate any vertical recoil. These weapons, as such, can be utilized as SAW weaponry in a limited role though such a thing is not performed as a rule.
          M4 (Mark 18 CQBR)
            As one of the main battle rifles of the Colonial military, the M4 is used by Colonial Army troops in that very role. With a 10.3 inch receiver, it’s far more maneuverable while losing little range. Integrated into the rifle barrel, however, is a directed compensator designed to push the barrel down as recoil and weapon action influences it to rise. This cuts down on recoil climb greatly, enabling for a better grouping with sustained fire.
          Mk 19 Grenade Launcher
            As a belt-fed 40mm grenade launcher, the Mk 19 is used to suppress and engage large, concentrated enemy forces with ease. With a 60 round per minute firing rate, these engagements are also considered to be extremely rapid. The Mk 19 fires a variety of grenades, though often belts are loaded with a mix of HE and shrapnel, along with White Phosphorus grenades, which are designed to detonate in mid-air at an approximate height of 10 feet to provide air burst support. As such, is often negates cover by simply detonating over and behind it. The Mk 19 is supplied to fixed, dedicated units which operate the weapon from it’s tripod with the ease of continuous use.
          M26 MASS
            As either a standalone system or utilized as an underbarrel shotgun mounted on the M4, the M26 is issued to squads in order to provide for a close quarters ability especially in the cluttered and confined spaces of Vault and bunker action. On the whole, the M26 is a valued weapon for this versatility and ability.
            Operating in both a limited LMG and SAW roles, the M249 is utilized by the Colonial Army to engage and suppress enemy targets without descrimination. Firing a mild round by modern standards, it’s still capable of piercing most wastelander armor with ease and turning traitors into jelly. Light enough to be employed by maneuvering forces, even non-PA troops, on the whole the SAW is liked by the troops who use it and as such is well kept and maintained.
          Glock 86 Plasma Pistol
            Known colloquially as the Plasma Defender by most wastelanders who come across it, the Glock 86 is a highly effective weapon issued to Colonial troops. Able to liquify organics and slag the armor on most bots, it’s not something to be taken lightly whatsoever. The only downside of the weapons system is it’s ranged accuracy which rapidly becomes detrimental to effective combat; the bolts of plasma are not entirely guided. As such, most troops fire them in deadly bursts and only at close quarters, making such issues moot.
          N99 10mm Pistol
            Being extremely common, the N99 is issued to any and all troops as a secondary weapon. For the most part, it’s a last ditch weapon and is considered as such. Limited firepower for the pistol allows it to be used effectively in situations where collateral damage is considered to be unacceptable and, as such, it’s often used in area defense teams in Vault interior actions, the fact that one cannot destroy anything being omnipresent. It’s often modified to allow fully automatic action, enabling far more effective use against unarmored targets.
          Colonial Army troops are equipped with standard “Frog Skin/Spot” camouflage fatigues, make of relatively thick material in order to be long-lasting, on top of which is a green flak jacket. With multiple ballistic plate inserts these can be considered good for the task at hand and can be uparmored for specifically dangerous assignments. A ballistic helmet, which can be equipped with thermal vision, is worn. Black combat boots, steel-toed, end this image of the Colonial Army soldier. Gas masks are issued to all soldiers, as are gas grenades. A MOPP Suit may be issued to soldiers if operating in highly contaminated environments, though these are again uparmored due to the added lethality of any punctures in the suit.
        Trained from the ground-up, despite the name, as a paramilitary organization capable of performing police duties the Colonial Army stands as the defending force of Vault 451. Their ability lays in urban and confined combat, strong in holding chokepoints and vital areas, their expertise leading to the development of strongholds within the Vault itself. Overall they hold little experience in the engagement of enemies above ground and as such suffer in this sort of engagements.

      Compliment (Total): 600
        Name: America Aerial Engineering ATV-01
        Number: 11
        Crew: 12
          5x GAU-19
        Cargo Capacity:
          196 passengers
          Normal 20,000 kg (44,000 lb)
          Maximum 40,000 kg (88,000 lb)
          Range: 2,000 km
          Ferry range: 4,000 km
          The AVT-01 was envisioned upon design as a flying tyrant, capable of engaging targets at will and at ease with little to no threat to itself from enemy ground fire, while also able to deploy Colonial forces wherever they may be needed within America. Since then, it’s become a rarity to see one in flight due to the issues of losing such a vehicle to wastelanders or worse yet those who might be able to reverse-engineer such a weapon.

          Today they are deployed in transport and minelayer roles, deploying massive amounts of mines in a protective barrier about the Vault. ATV-01s are not organized in squadron formations for combat deployments, though are organized as such for administrative and maintenance purposes.

        Name: Piper PA-48 Enforcer

        Number: 6
        Crew: 1
          1x GAU-12/U
          8x hardpoints
        Cargo Capacity: N/A
        Range: 800 km
          The first aircraft constructed for dedicated close air support of ground forces by the Colonial military, the Enforcer’s design documents were discovered during retrieval operations of Vault 209 located in Dalton, Georgia. A P-51 derivative, the Enforcer can operate against enemy infantry and the rare armored element with impunity, acting as often the first signs of an imminent Colonial strike against encroaching enemy forces. The aircraft’s speed enables this rapid response capability. In addition to this, Enforcer aircraft have been seen operating with electronic suites mounted to hardpoints, enabling for enemy radio interception and relay to Colonial FOBs for decoding.

          Today the PA-48s operate in two wings of three aircraft each, often providing for long-sustaining engagements via tiered bombings, rarely attacking all at once in order to continue the pressure. Operating at high altitude, they dive singly at high speeds in order to use the energy advantage. While this limits targeting times, thus reducing accuracy, the depreciation of enemy fire effect is far more valued. PA-48s are rarely seen to operate due to their nature as a specialist aircraft.

        Name: Cessna O-1 Bird Dog

        Number: 14
        Crew: 2
          4x hardpoints
        Cargo Capacity: N/A
        Range: 850 km
          The first aircraft constructed by Vault 451, the Cessna operates from anything flat; it’s a bush plane through and through and is used as such. Often employed as a spotter and patrol aircraft, operating smaller radar arrays and radio interception suites, the Bird Dog is at times pressed into the role of an attack aircraft. While it lacks the speed or extreme firepower, high maneuverability and a low stall speed enable the spotter aircraft to act in the low-flying role. This is only theoretical, however. Today the Bird Dog operates in that patrol role.
      The only military base within Vault 451 territory are three levels of the Vault itself which contains, in addition to the barracks, an armored hangar from which VTOL aircraft and helicopters may be deployed. Multiple strongpoints within the Vault are constantly manned by Colonial Army, but this can be more likened to police despots than military base areas. Such strongpoints have at most a Platoon of troops assigned to them, though such things are unlikely. They contain an armored exterior perimeter and doors, an ample armory, and are theoretically supposed to be able to withstand a siege for a week. As such, premade nonperishable food is stored in these areas.
      Colonial military doctrine follows the basic idea that one does not engage the enemy without being assured to win. To this degree, when provoked it’s common for multiple Power Armor Companies to be deployed in order to crush the enemy completely before such forces are withdrawn to the fortress of Vault 451. Rapid air support is also considered to be necessary,
Major Towns or Locations: N/A
    As one of Vault Tec’s experiments, Vault 451 was initially intended to be a study on human psychology when it comes to territorial nature. The experiment was to have 10,000 in a space available for only 7,500 and for there to be gradual restrictions on the space available to the survivors through such things as planned equipment breakages, floods, etc. One Vault Tec scientist, Dr. Andrew Collins, foiled this plan however through his participation as head researcher. He, using skills for the most part unknown, drugged his colleagues with heavy doses and gradually, through their ‘inability to perform adequately’ by virtue of never being at work, replaced them with more personal friends. Over four years this went, right up until the bombs fell and the doors closed. He would deal with the rest of the Vault Tec loyalists quietly with little fuss, their deaths blamed on a radiation leak, before he continued on with his own work as then Overseer.

    Over the years, Vault 451 would experience a transformation. Close quarters berthing and the crowded nature of the Vault would give way to a communal atmosphere, all hands forward, all actions to the main goal of survival. History would turn to myth would turn to legend, many of the great figures of the past becoming figures of representation, almost gods in a way, with Lincoln the Emancipator, The Great Washington, Patton The Bold, Sherman The Burner being but a few. Roosevelt The Wise was most favored, prayed to in the time of need as they felt themselves under the oppression of hard times with only more hardness to beckon them into the future. The vast workshops would continue to turn out the tools and parts needed. The aged reactors would continue their own nuclear beat. As time grew on and on, as the hardships mounted, all material would become directed towards the cause, towards the expansion of the Vault and her walls, burrowing deeper than had ever been originally intended. They expanded Vault 451, giving valuable space for berthing and the like, and what was once merely a refuge turned into a city. As the population expanded faster than food might keep, the Overseer at the time one Dr Declan Edwards, began to institute population controls the likes of which had not been seen before.

    Rationing and forced birth controls via water supply systems were instituted and within the first three months violent protests began. Many feared that Edwards was going off the deep end, that he had been turned over by power, and in this they made their stands. In response, the Overseer noted down every proteser and ordered a massed poisoning through that same water supply system. In just a few days, two hundred had died and a hundred more dying. Internal struggles continued, many attempting to find alternate water sources, many trying to avoid the controls, the system, the methods, and the underground fight kept on going. The expansions kept on going, too, the Vault always expanding to try and outpace her own population in that little race.

    In 2190, these constant expansions would lead to key systems failure throughout the Vault. Electrical systems were incapable of handling the exploding load, sanitation systems simply couldn’t apply enough pressure to adequately move materials, and the O2 scrubbers had begun failing. Under these pressures, with three squads armed with T-45 Powered Armor, the pieces which had protected the Vault when the bombs first fell, and a full battalion of security exited the Vault, accompanied by a dozen scientists. Moving off, the Vault 451 Expedition made contact with Vault 192 first. Located in Athens, Georgia, they cracked Vault 192 outer doors and found the area entirely devoid of sentient, sane life; the anti-radiation shell had cracked and flooded the area with at-the-time lethal levels. As such, all that was left was a population of ghouls. Over the course of two days, Vault 192 was cleansed of all hostile life. All materials were pulled out, with the smaller portable systems being taken first. Over the course of a month, all levels were cut open via welders and the three intact reactors were hauled out through the front door. Taken back to Vault 451, in less than half a year the reactors were humming with their 451 brothers. Similar expeditions were mounted into the areas outside Macon and Chattanooga, with the most ambitious being two battalions being sent out to Augusta to scavenge and clean out a main Vault in that region.

    Just some years later in 2225, as the population continued to rise, Vault 451 began to gain a new image in the hearts of native populations that had lived above ground, who had survived through the atomic hellfire. Seeing such a thing began, in the interests of security Overseer Anabel Williamson began a new policy; the systematic recycling of Atlanta as a whole. The city was scrapped, starting from the outside and moving inwards to the Vault door, and the material used in the new foundries for arms, armor. The Vault garnered a new military force instead of the substitutions she had held before for technological reclamation and reuse, naming it the Colonial Army in 2226 in honor of those who had fought before for original independence. Continuing in this manner and accepting refugees after extensive testing, there would soon come the issue of the people themselves.

    Overseer Williamson felt that the people needed more power; America was not founded to be a dictatorship and if they were to continue the great burdens of their forefathers they could not continue as they had before. Vault 451 no longer was a method to survive atomic annihilation, requiring an iron handed leader, but instead would be a beacon. As such, in 2229, the Overseer demolished the old rulings and reign and instead began the elections for a President. The first election took place in early 2230 between the main candidates of one Col. Van Farrell who had lead earlier expeditions and Mr Tommy Wood, an executive official of the earlier Overseer regime. Col. Farrell promised to continue the Vault’s security capabilities, to ensure a nation free from violence and the ravages of corruption, crime, and the drug epidemics that had previously held Americans in their grasp. Mr Wood promised much the same, to keep the government free from bribes, to continue to hold back crime’s tides by social welfare aid, and to expand the Vault even further.

    In the vote, with the admittance that Col. Farrell be expunged from the Colonial Army for fear of a military junta’s rise, the first President of Vault 451 would be named. President Farrell would continue the destruction of the Pre-War city of Atlanta, used it’s raw resources to continue an expansion of the armed forces, as well as the overall anti-drug campaigns of his predecessor. Internal surveillance systems rose to a greater level, with 24-7 surveillance not through the overview of previous tapes and footage but real-time surveillance at a centralized center. He fought for greater capacity for defense, seeing the ability to be capable of retreating into the Vault as a hindrance rather than an advantage; if one kept it in mind, it stifled any military efforts in development and proved to be a non-answer answer. Territory, if ever gained, should be able to be kept and as such President Farrell pushed for greater mechanization and armoring of the Colonial Army. This would transform, in time, the development of the Colonial Mechanized and Colonial Armored branches, the first being the robotic forces of Vault 451 and the latter being the Power Armored soldiers. While Power Armor had been present before, he wished far more in order to be able to confront other, larger powers. The manufacture of T-45 Power Armor began in 2233 with three planets in Vault 451 producing. Robotic, autonomous forces were seen as highly desirable at the time, putting the operator out of the equation altogether and enabling operations in far more deadlier environments than might be otherwise wished. As production of Power Armor continued, researchers and engineers finally built together a workshop for the limited construction of prototype autonomous machines in 2235. The first of these operated with modified Mr Handy control systems, known by the engineers as “Mr Bones”, and were less optimized for real world use. Instead, these were the first steps in a sort of Sentry Bot weapons system. After a decade and a half of research, the project reached it’s conclusion with the Able-Class. Production of these began, with their initial deployments destroying multiple raider encampments with no losses. Georgia, President Farrell said, would be safe even as he was reelected. In 2238, he would step down and thus would begun the current age of Vault 451.

    Since then, Vault 451 has expanded far beyond what her original planners ever could have hoped for, a fortress with few equals in the east, a city with few comrades.
Last edited by Ormata on Mon Sep 09, 2019 9:58 pm, edited 28 times in total.

User avatar
The Traansval
Posts: 9165
Founded: Jun 26, 2016
Left-wing Utopia


Postby The Traansval » Sat Aug 17, 2019 11:30 am

Faction/Nation Flag (Optional):
Faction/Nation Name: The Free State of New Orleans; often just called The Free State
Faction/Nation Territory: Map of New Orlean's territorial control
Capital City/Faction HQ: New Orleans

Cultural Advantage: The city of New Orleans, the Big Easy, the heart of the Free State, sits at a crossroads, the convergence of several pre-war highways and the mighty Mississippi River, making New Orleans and the area it controls a central point, the Gateway to the West. All roads lead to New Orleans, and there traders can sell their wares, a traveller could rest for a moment and enjoy the finer things in life, or a person in need could obtain any, and I mean any, item imaginable, as long as he has the right amount of caps. Everything from Weapons to Chems to Women are available in New Orleans, making it one of the richest cities in the southern wasteland.

Population: Approximately 1,028,000 individuals live within the Free State; about 278,500 of them are citizens of New Orleans.
Major Towns or Locations: New Orleans, The Big Easy, is the capital and center to the southern trade network that the Free State relies on. Other major locations include Baton Rouge to the north, a large trading town and often used stopping ground for boats heading south on the Mississippi or Caravans heading to Texas, Gulfport to the east, a maritime city based around a pre-war port, the city in the center of ocean going trade in the Gulf, New Paris to the west, founded by the inhabitants of a functional Vault in the mid 2100's, New Paris is the breadbasket of the Free State and one of the more important links in the overland Gulf trade network, Charlesville on the Texan Border is the last stopping point for traders before leaving the Free State and enjoys the benefit of a thriving water supply from the local Lake Charles, Red River City in the North is the trade hub for trade with the northern cities such as Dallas, and Polk in the north is a hub for lumbermen and wood traders cutting up trees and moving the lumber south.

Leaders: High Commissioner Livingston Long
National/Group Ideology: Plutocracy, Oligarchic Republicanism, Mercantilism
Government: The government of the Free State is, at the same time, incredibly autocratic and centralized, and also incredibly libertarian and almost confederate in nature. This primarily comes from New Orleans traditions and ruling class, who have largely fixed the processes of government to favor them and them alone, but also the need to maximize profits and maximize business, something which is done best when there as few restrictions, regulations, and rules as possible. Laws passed by the government don’t even apply outside of the Greater New Orleans city limits, with local governments having complete control over everything except foreign affairs, and even on that they retain some power.

New Orleans and the City Council

The government of the Free State and the government of the city of New Orleans are one and the same, intrinsically linked by the great importance that the city plays in the nation. The normal executive and legislative functions of government are invested in the New Orleans City Council, a board of twelve "Commissioners" who serve on the council. Commissioners are the most important and powerful individuals in the Free State; they are the ones responsible for administering the city of New Orleans, setting government policy for the Free State, and introducing and voting on legislation or resolutions for the Free State to take certain actions. Commissioners are elected to their positions, with the Free State granting suffrage to all citizens of New Orleans City on the condition of their having the ability to read, their having sound finances, their age being over the age of majority, and their having membership in one of the city's Unions. These conditions mean that only a very selection part of the New Orleans population have the ability to vote, but those who meet the requirements do get to vote in a democratic process that is taken very seriously; those who are found to have tampered with votes or paid for votes to be tampered with are put to death. Elections are perhaps the only part of the government that isn’t tainted by corruption. While only a few get to vote candidacy for running for office isn’t restricted, and although a pauper will rarely get any votes from the princes of New Orleans, there is genuine competition between candidates, although usually this competition boils down to “how many more favors can I promise and deliver on than my competitor”.

Commissioners are elected every year, and after the elections the Commissioners vote on who will serve as High Commissioner, the de jure Head of State, choosing from among their ranks. The High Commissioner serves as a form of Chairman for the Board, formally calling it into session for its meetings and presiding over them. The position also brings with it additional powers and responsibilities, such as the duty to represent New Orleans diplomatically, and the power to choose which Commissioners will be assigned what department to oversee. Elections for High Commissioner tend to result in supporters getting positions in the Treasury, State, Commerce, or Defense Departments, while those who voted for the other guy tend to get stuck in Housing, Education, or other less profitable Departments. While on the surface competition over which department one is assigned might seem to be about personal prestige, pride, or a want to do a certain work, in reality nothing gets done in any department without a “donation” to ones campaign fund being made, and so leading the right department could make one richer than they ever could get through regular business, although even then department heads tend to reap the benefits of their companies which are supposedly in “Blind Trusts”. In addition to the twelve elected Commissioners are the Representatives; one from each Parish and New Orleans, their method of appointment varying between election or appointment, who sit on the Council of Representatives and have the power to draft and pass legislation, although all bills must receive the City Commission’s approval in order to become law. The City Commission also has this power, but bills that originate and are passed in the City Commission only apply within the limits of Greater New Orleans, only bills passed by both houses apply throughout the Free State.

The Unions

While not officially apart of the government, the Unions of New Orleans are as important as any government department. The term Union is an old world word, used to describe groups of workers who would band together and stage forms of protest against employers. In New Orleans, Unions are groups of elites and businessmen of similar work who have banded together to pool resources and power. The some of the most prominent Unions are the Traders Union, the Banking Union, the Gambling Union, the Chems Syndicate, the Water Union, the Farming Union, the Smiths Union, and the Slavers Union, just to give you an idea. Each union has its own internal power structure, but generally each is made up of members who run businesses relating to the field (Almost all industries are controlled by the Unions, and any non-union business gets run out of town) who pay membership fees, attend meetings, and follow Union rules and guidelines which dictate things like standard wages and standard prices. The unity of Unions is mixed, as some (such as the slavers or banking unions) operate essentially the same businesses and, as such, work together to avoid competition, and sometimes negotiate deals together as a Union rather than as a company. Other unions are more fractured and have members who deal in various trades (such as the traders union, farming union, and smiths union) but are united in their general profession. As an example, the traders union is a collection of corporations who primarily deal in buying products, transporting product, and then reselling said products for a profit. Many companies in the union are so called “Caravan Corporations”, that being that their main profit comes from caravans run by traders who lease brahmin wagons and guards from the caravan corp, then go on the trail selling goods and taking a percentage from each sale for themselves and sending the rest of the profits back up to the corporation. Others, however, operate brick and mortar stores, such as the Van Der Linde family who operate stores for the sale of high quality firearms and energy weapons in the major cities of the Free State, and others still buy ships from the shipping union and operate maritime trade, usually going with south-west along the Texan and Mexican coasts or east towards Florida and the south-east or Cuba.

The control of the Unions is reinforced by their total control of the Free States government, with only Union Members being eligible to vote, ensuring their control for a long time. The Unions, primarily through member companies, operate throughout the Free State, with a virtual monopoly on trade. Said monopoly is enforced, harshly; any legislation which would in some way impact business or limit a Unions power is thrown out by Union paid politicians, any company that attempts to compete with a Union Company is raided by the police, and any foreign nation that attempts to compete with a Union company in the market has its ships raided by the Navy. As said, force will be used by a Union if needed, however they prefer negotiation, bribery, and buying the competition above all, as violence is almost always bad for business.

The Parishes

Outside of New Orleans, control is less clear. The Free State operates on an almost confederate style of governance; every town, village, or city outside of the borders of New Orleans operates autonomously from the government in New Orleans City, with their own local governments, local laws, and local law enforcement. Sometimes the larger cities will have their own defense forces, and most towns with a decent population have a militia. Every populated settlement exists within the Free State on an almost Protectorate type status; the government in New Orleans collects tribute from them in the form of taxes, and handles foreign diplomacy for them, and in return the Free State protects them through the use of the Security Forces and brings economic prosperity and trade. These "Protectorates" are called Parishes, with their size ranging from the size of a single village to entire regions. The Parishes are Baton Rouge Parish, Gulfport Parish, New Paris Parish, Lake Charles Parish, Red River Parish, Acadiana Parish, and Polk Parish. In addition there exist the Territories: the Florida Territories, the Northern Territories, and the Western Territories; administrative areas which contain many, many different smaller Parishes. Territories do not have a single government controlling the entire area, instead they consist, as said before, of many Parishes, each with its own government and its own territory. Each territory gets one Representative, usually chosen by a form of Territorial Council or Conference. This arrangement allows for New Orleans to not have to worry about governing all its territory while still reaping the rewards from their tributaries. Of course, while very autonomous, any action taken by a tributary government that goes against the wishes of New Orleans is met with covert action, economic warfare, or in extreme cases conventional warfare. Many towns and cities were incorporated following starvation from Union enforced blockades, or a platoon of Orleanian soldiers waltzing into town, killing the sheriff, and flying the flag above the town.

New Orleans Security Forces:
While the Free State is anything but centralized, but one of the main reasons why the Parishes stay in line with the government in New Orleans is the promise of protect from the New Orleans Security Forces, or NOSF, a force of around 22,825 men, of which 21,280 men serve in the Infantry, Cavalry, Engineers or Support Branches while the rest, around 1,540 or so men, serve with the Naval Branch.

Service in the SFs is mandatory for all citizens of New Orleans upon reaching the age of majority, with conscripts being mandated to serve a minimum of 18 months. Service can be avoided with the payment of a "Replacement Fee", the idea being that one could pay for another to replace them within the ranks. Thus, the majority of the enlisted ranks are filled with lower class citizens unable to pay the fee, while the majority of the Officer ranks are made up of higher society citizens through the sale and purchasing of Commissions, officially done as a form of cash Bond to be held against them and forfeited in case of misconduct, but in practice done to ensure that the officers and leaders of the Security Forces be made up of members with a vested interest in preserving the Status Quo and maintaining the socio-economic order. There exist two War Colleges, one located in the old French Quarter in the heart of Uptown New Orleans designed to train those who’ve just purchased commissions, and one in Fort Armstrong made for training officers for the Engineering Branch, the one branch which does not sell Commissions due to the highly technical nature of their work. Admission to the Fort Armstrong War College is based on a skill and intelligence test created for use in the Vaults, with applicants scoring high enough receiving commission regardless of Socio-Economic Status. The vast majority of Non-Union member officers in the Security Forces came from Fort Armstrong, with many being commissioned as Engineers and then transferring to the Infantry or other branches. Theoretically a soldier could rise from the enlisted ranks up into an officer positions by merit, although this only happens in exceptional cases with most only making it into the Sergeant ranks.

Men of the NOSF are clothed in uniform of green with a steel pot helmet, Flak jacket, and ankle high leather boots. For firearms, the most common weapon is the Battle Rifle, a speciality of the great firearms works of Millsvile, chambered in the popular .308 cartridge, issued to every rifleman and generally to most troops expecting frontline combat. Chambering the same round is the Automatic Rifle, a squad support weapon used by each member of a squad’s automatic rifle fireteam. For use in more close quarters operations, or more commonly for use by those not expecting a fight, is the 9mm Submachine Gun, a simple and cheap piece of stamped steel that's worth less to make than to repair, usually issued to support personnel, officers, and scouts. Each Platoon is also issued eleven Grenade Projectors which are distributed to riflemen at the squad level. Officers, non-comms, and support personnel are also issued the Service Sidearm, a simple 9mm pistol that's favored for its large magazine. Specialty weapons are also issued, primarily to the Heavy Weapons Section of a Company, including the Mortar, the Anti-Material Rifle, the Browning Machine Gun, the Rocket Launcher, and the Grenade Rifle.


The most basic unit of organization for Infantry Branch of the Security Forces is the Squad, shown above in an illustration used in one of the Manuals used in the French Quarter War College. The squad is made up of twelve men, with a squad commander, assistant squad commander, two scouts, an automatic rifle team of three men, and five riflemen. Each twelve man squad is paired with three others like it and a HQ Section of five men (CO, platoon sergeant, platoon Guide, and two messengers) to form a platoon. Platoons also contain a Medical Section, however this formation is purely administrative as combat medics operate as part of squads, making them an unofficial 13th platoon member. Orleanian doctrine focuses heavily on the Platoon in combat, with most threats like raider gangs handled easily by a platoon of Orleanian soldiers. As such platoons are largely designed around maximization of firepower, including the use of the semi-automatic Battle Rifle and the three Automatic Rifles issued to each squad, along with hand grenades and grenade projectors. This plays heavily into Orleanian tactics, including often used fire and move, suppressing fire, and walking fire tactics. Rather than trying to overwhelm an enemy with numbers, the Orleanian Security Forces seek to do so with overwhelming fire, and if the platoon just can’t cut it, the Company will have a set of machine guns ready for the job.

Four Infantry platoons, one heavy weapons section, one platoon of Cavalry Scouts, and a supply train including an engineering platoon and transport units, forms a Orleanian company (Approx. 380 men in integral units), the largest organic unit, usually used to combat larger threats or for garrison duty in a fort of an area of concern. The cavalry scouts substitute squads for “Troops” and call their privates “Troopers”, but other than that are of similar organization to their infantry counterparts. Their primary purpose is to act as the eyes and ears of the company, and as such have earned a reputation for bravery as they are usually the first ones to make contact with the enemy. Despite their name, the scouts are not cavalry, and will dismount and fight as infantry upon contact with the enemy, usually.

A heavy weapons section has the same amount of men as an infantry platoon but is organized differently, containing a HQ Section, a Firesupport Section, and a Artillery Section. The HQ Section is made up of five men (CO, platoon sergeant, platoon Guide, and two messengers; the Firesupport Section is made up of twenty four men, with three machine gun squads each with three men and a browning machine gun, a anti-material squad of five men armed with anti-material rifles, and a seven man ordnance squad armed with grenade rifles and rocket launchers; and the Artillery Section made up of three Mortar Squads of three men and a 81mm mortar each, and a Field Gun Squad of fifteen men operating two 20 pounder screw guns.

The largest formal unit type is a battalion, however it exists primarily as an administrative paper unit with the only functioning part of a battalion being its commander, who acts as a generally commander for the combat area. Each battalion in peacetime has four companies, however during wartime battalions can be altered at the wishes of Corp Commander; for instance, a battalion could be brought down to half strength or quarter strength and their lost companies sent to turn frontline battalions into extra strength ones.

Higher Command comes from Corp areas, geographic regions under a central commander and his staff with command over units assigned to the region. In times of war, the Corp Areas become Army Corps, and can include local Gendarmerie called up for service within their ranks. Currently four Corp Areas have been created: IV Corp, consisting of the Northern Territories, Red River Parish, and Polk Parish assigned three Battalions; II Corp, consisting of the Western Territories, New Paris Parish, and Lake Charles Parish assigned three Battalions; III Corp, consisting of the Florida Territories, Gulfport Parish, and the Baton Rouge Parish assigned three Battalions; and I Corp, consisting of the Greater New Orleans Area and the Acadiana Parish assigned five Battalions, include 1st Battalion.

The New Orleans Security Forces are responsible for maintaining and garrisoning eight Free State Forts, one in each major city, all of them built on the remains of Pre-War airports, as the locations are easy to fortify as they were built to be largely enclosed, allowing for a large amount of space for troop maneuvers, and have ample space for storage or troop quartering in the old terminals or hangars. All, except two, one being Fort Polk, a pre-war military base now used as a logging city and the northernmost SF garrison, and the Kidd. According the records found in the ship and the adjacent building, the Kidd was a warship used in a war that took place over a century and a half before the Great War, and it had been turned into a museum ship and put in drydock. When the first settlers arrived in Baton Rouge they gravitated towards the ship which, due to it being in drydock, hadn't been corroded enough to destroy it, and used it as a makeshift fort. As the settlement grew into a town, Baton Rouge would work to repair to the ship, using its big guns to control the Mississippi and extracting a toll. When Baton Rouge came under the Free State, the Kidd was taken over and put under the jurisdiction of the Security Forces, with a huge revamp taking place to fully repair all the guns and the hull, although the engines were too far gone to be of any use. Now the Kidd sits by the river, still in dry dock and surrounded by a manmade battery with it at its center. Its smaller guns having been salvaged and put to use on other ships, its 5 inch guns and Torpedo tubes remain, to be used against any enemies of the Free State who dare enter the Mississippi, or for those who don't pay the toll.

Naval Branch, often considered more illustrious than the ground forces (and more profitable) operates a fleet of ships and marine compliments for the purpose of maintaining control over the Louisiana waters and the mighty Mississippi, protecting trade conducted by the Unions and combating hostile piracy, and enforcing the supremacy of Union trade through force, intimidation, and privateering. Sailors are recruited as volunteers, technically only New Orleans citizens can serve but in reality many foreigners and Parish citizens serve and then later use their service as proof to pass as real citizens. Warrants from the Naval Department can be bought by those wishing to serve in the higher ranks, however this only gains one a Warrant Officer position, with Commissions only earned through merit based promotion or by attending the Naval War College in Seaside, which operates in a similar fashion to Fort Armstrong; most non-union officers get enrolled into the Naval War College’s School of Naval Engineering.

The Navy operates thirty-two “River Patrol boats”, small wooden boats of various sizes between 30 and 70 feet long and carrying no more than a dozen men and designed specifically for use on the river and the waters around the Mississippi Delta, relying on river currents or manual paddling for propulsion. The men each carry small arms and a Browning Machine Gun mounted in the bow for defense. These boats are not designed primarily for combat, but instead for policing the Mississippi River, stopping smugglers and pirates. Therefore, while the boats are maintained by the navy and operated by a navy crew, the boats combat duties are usually taken on by local police or Gendarmerie in more serious cases.

While the patrol boats are the most numerous, the largest, most powerful, and most prestigious ships operated by Naval Branch are fourteen sailing ships, called Battleships, each is built to be between 100-200 feet in length at the water line and between 40-50 feet across. The hull is constructed of wood, primarily white oak and white pine, but also Live Oak, a dense hearty wood native to the deep south that is extremely resistant to moisture which was used on the frames. The design of the ships, along with their hearty materials, make them very durable, said to be able to bounce bullets off their sides, although most Captains don’t take the chance with rumours and will personally pay for metal sheeting to be added for extra protection. Despite this stockiness, they are still nimble ships, able to get to up 13 knots, 15 on a good day. Battleships armament can vary slightly but generally each carries between two to three dozen mounted Browning Machine Guns, twelve to fifteen 7-Inch screw guns, and a bow mounted 40mm gun salvaged from the USS Kidd, along with small arms for the crew including battle rifles, grenade rifles, and grenade tubes. Additionally, each Battleship carries a compliment of Marines, usually a platoon or two on each ship.

Supporting the battleships are the twenty-three Gunboats, smaller vessels utilising a two mast layout closer to a schooner rather than the big three masted layout of a battleship. A gunboats primary armament are its browning machine guns and weapons carried by the crew, along with the Marine squad usually present onboard and a bowchaser 20 pounder screw gun, however its main advantage is its speed, double that of the battleships, so gunboats are often used as scouts for the main fleet. Additionally, their small size makes them better suited for supporting ground forces on the Mississippi.

To enforce the mission of Naval Branch, a battleship or a handful of battleships will be grouped together with a posse of supporting gunboats to form a squadron, which will then sail along the trade routes, searching for pirates, escorting ships or ship convoys, or engaging in piracy when approved by command. Naval tactics for Orleanian ships were created from fighting the barges and crude sailing ships or curious and intuitive raiders, and as such are primarily focused on the use of machine guns to clear deck crews and Marines to board and seize control of ships. The 32 pounder guns below decks are primarily for use against warships of other nations comparable to Orleanian ships or for shore bombardments either to support troop and Marine landings, for gunboat diplomacy and to pressure settlements to fall in line, or just to destroy pirate dens or towns entirely. The 40mm gun on each Battleships bow are for firing are distant ships, often a naval equivalent of a siren on a pre-war police car, calling for ships to stop for a search, or to get first blood or deal with small dinghy. Most of the time the inclusion of such advanced firepower cows enemy ships into surrender or smugglers into cooperation. The smaller gunboats support battleships, either acting as scouts moving ahead of the fleet, acting in the most literal sense of the word “gunboat” and fighting as a floating machine gun platform, or as inbetweens ferrying men, supplies, and messages from ports to the battleships anchored offshore. In safer, more secure waters, gunboats operate independent of battleships, patrolling the waters for civil disturbances.

Sailors of the Naval Branch while on duty wear Naval Service Uniform, a light blue uniform, also called “Dungarees”, and while on leave wear the dark blue Dress Uniform with a Flat Cap. The form of the Dress Uniform is also used by the Marines as their service uniform, with the addition of combat webbing for use in combat. In terms of arms, ships are usually equipped with the same Browning Machine Guns on mounts as their main armaments along with Grenade Rifles attached to swivel mounts, while also carrying an armory primarily carrying Battle Rifles and 9mm SMGs. Marines are issued and organized the same as the Infantry, although those not designated Riflemen are often issued with more close quarters weapons such as 9mm SMGs and 12 Gauge Shotguns.

Parish Gendarmerie

In the old world, nations raised and created forces of men, armed but not of the military, to protect their citizens and ensure order within their border. Originating in the nation of France, the work comes from the French word for Armed Men. This closely fits the role of the Gendarmerie of the Free State Parishes, even though the French speaking vault dwellers that founded the Free State knew nothing of the real old world Gendarmerie and its origins, only its name and direct meaning.

The Gendarmerie are groups of armed men, operated by and for the Parish in which they are located, and usually operate on a reserve or semi-reserve status, either only being called up when their needed or operated on a rotation. Their primary objective is to maintain law and order within the Parish, although they mostly focus on outside threats and only assist local Police or Sheriffs on request or if the Parish deems that the situation has grown too unstable. Besides Baton Rouge and New Paris, most Gendarmeries are not held to such a high standard of professionalism or organization. Uniforms are rarely issued, instead the small Parishes of the Western, Northern, and Florida Parish collectives usually issue badges to be worn on clothes for identification, and more wealthy ones like Scottsville or Lake Charles issue Leather Armor or some other form of armor. Weapons are treated much the same, with most expecting members to bring their own weapons or their pay will be used to issue them one, much like the New Paris model.

The New Paris Gendarmerie is considered the most modern, partly due to its great status within the Parish which relies heavily on agriculture and the need for effective rural peace to ensure that agriculture makes it to market. The men are issued a uniform of blue pants and blouse for the enlisted, khaki for officers. Gendarmes are expected to provide their own weapons, if they cannot then one will be purchased for them and it will come out of their pay. However, standardization is de facto standardized since its the Parish that issues ammo, and any gun that doesn’t use standard issue ammo will need to be supplied out of the owners pocket. Thus the most common guns in service are sporting or hunting guns. The New Paris Gendarmerie is divided into geographical “Regiments”, of which each has about 1,210 men. These Regiments are purely administrative unless called into Militia service.

Baton Rouge, being more focused on trade and its urban areas, first formed its Gendarmerie as the Baton Rouge Police Department, but soon expanded it into the Baton Rouge Gendarmerie as the Parish too expanded. This origin has not been lost on the Gendarmerie, who still consider the BRPD as its roots and who continue its Police tradition. Part of this exists in the uniforms,double breasted tunic of dark blue and dark blue slacks with a peaked cap and badge. Most Gendarmes carry a revolver and night stick when on duty, with senior Gendarmes authorized to carry shotguns or submachine guns with them. These same weapons are used if the Gendarmes are called up for Militia duty, although Baton Rouge also keeps a stockpile of New Orleanian bought Battle Rifles for issue in such a case. Baton Rouge operates Gendarmerie “Districts”, one of which being the city itself, each with around 1,000 men, give or take.

Polk Parish, being the only Parish with a pre-war military installation, has a partial leg up on the other Gendarmeries. Originally founded as the Polk Rangers, a name now used by their rural police, the Polk Gendarmerie are based around service within the heavily forested areas of the Parish, a forest which both provides for a natural defense of the Parish and also provides the economic backbone of the Parish which relies on logging. As such, Gendarmes of Polk Parish wear uniforms of green with a green forage cap bearing their company letter and combat webbing gear. Buttons on the uniforms are made of painted wood, and all metal items are sanded course so as to not shine in the sunlight. Polk Gendarmes are famously good shots, partly due to their upbringing in the forests, partly due to their natural talent and profession with hunting game, and partly because their rifles are single shot breech loaders, so if they miss they’re dead. Still, this natural sharpshooter skill, along with their effective use of and comfort in rough wooden terrain and skill at scouting, a lot of which comes from their use of pre-war manuels found in the Fort marked with the badge of the 10th Mountain Division, make the Polk Gendarmerie an effective scouting and skirmishing force, and most campaigns conducted by the New Orleans Security Forces will feature a company or two of Polk Gendarmes accompanying them.

All in all, the Parish forces stand up as such: 5,850 men serve in the Lake Charles Parish Gendarmerie. 6,560 men collectively in the Western Territories Gendarmeries, 4,330 men in the Red River Parish Gendarmerie, 1,874 men in the Bayou Parishes Gendarmerie, 3,520 men in the Polk Parish Gendarmerie, 7,450 men collectively in the Northern Territories Gendarmeries, 18,750 men in the New Paris Gendarmerie, 18,280 men in the Baton Rouge Gendarmerie, 6,320 men collectively in the Florida Territories Gendarmeries, and finally 7,870 men in the Gulfport Parish Gendarmerie. In total, around 81,760 men are members of a Parish gendarmerie, and can be called up for service.

History: In 2142, in the old world town of Laplace of what once was known as New Orleans, soon to be reborn, a vault opened its doors. They were ahead of schedule, for their water chip, the key to the vaults water purification system, the key to their very survival, failed. This vault was Vault 73, a vault created to test how the inhabitants would operate under simulated martial law. As such, the inhabitants were kept under armed guards for their whole life, sequestered to work areas and dormitory rooms. In 2089 there had been an attempted revolt where the inhabitants of the vault had risen up against the Vault-Tec security forces, and they were crushed. As such, the generations of vault dwellers were born and raised in an environment where you either tested high enough on your G.O.A.T. to make it into the security forces, or you were apart of the lower class citizens who worked all theirs lives to better the security forces and their families.

With their water chip blown to shit, Vault 73 sent out a force of fifty security guards to the wasteland to find a replacement. The guards would set up camp in the old Armstrong International Airport, claiming it as “Camp Armstrong” and basing their scouting activities out of the Camp. There were two other vaults in the New Orleans area; Vault 71 near the old town of Metairie, and Vault 103 in the French Quarter. Scouts found Vault 71 to be already open, its door cracked and broken. Records found inside revealed a log by its sole inhabitant, who spoke of how the door would not properly shut, thus exposing himself and the entire vault to extreme radiation. The man's body was found, dead from a self inflicted gunshot, ghoulified, surrounded by the bones of dozens of different kinds of animals. Besides that, the vault was, for the most part, all in pristine working condition, having not been used much. Here they found a new water chip, with the scouts returning home heroes who saved the vault.

This, however, was not the end of Vault 73’s involvement with the surface world, as there was another group sent to find another vault, Vault 103, in the French Quarter. The scouts found the door to it still in working order and used their codes to open the door, revealing inside a group of Vault Tec security guards on the other side, arms drawn and pointed at them. After a tense standoff, the two sides made contact and exchanged details. It turned out that Vault 103 had been populated by the elites of New Orleans society; politicians, scientists, businessmen, etc. After the doors had closed, the vault had instituted a policy where those who scored in the bottom 50% on their G.O.A.T. were killed, their bodies incinerated, in order to promote the genetic dominance of the smartest and most savvy, although as time went on the wealthiest managed to get their sons and daughters out of this culling, scores notwithstanding.

The scouts from Vault 73 found a thriving and intricate society within Vault 103; all aspects of the vault, from food to water to the making of tools and weapons, were privatised and run by small shops and businesses, bound together in crude “Unions”. All of this was overseen not by an overseer, for the man appointed to said position had been overthrown after attempting to stop the privatization, but instead by “The Mayor”, a man named Jacob Long, a descendant of the ancient Huey Long, the only man with any ties to pre-war government.

Jacob leveraged this heritage with the scouts, and travelled with them to Vault 73 where he met with the overseer there, Colonel De Grasse, and the two vaults came to an agreement; to retake New Orleans once more, to remake the United States once more, in all its capitalistic glory.

The French Quarter became the first settlement in New Orleans, it still stands now as the center of government not only for New Orleans but the Free State as a whole. Vault 103 built a wall around the French Quarter made of crude clay bricks dusted a light brown, topped with barbed wire and manned by the Vault 103 security guards. Inside, the scientific elites got to work; the brightest architects, engineers, and scientists rebuilt the French Quarter into a true city. Buildings were renovated or straight up demolished and new buildings built on top of them; rubble was replaced with rebar reinforced rebar, crack roads were repaved. Farms were created to feed the growing population, the soil made fertile not through any special device but through the expertise and expert mind of Vault 103’s scientists.

Across the way, Vault 73 went above ground, founding Westville as a suburb of New Orleans. Security forces turned Camp Armstrong into Fort Armstrong, where the security forces of Vault 103 and 73 met, shook hands, flew the pre-war New Orleans flag, and declared themselves the New Orleans Security Forces, united under Colonel De Grasse.

By 2177, New Orleans was sprawling. The vault dwellers had spilled out of the overcrowded French Quarter into downtown New Orleans, setting up communities and villages within the constantly renovating rubble. Settlers founded Vault Town on top of the faded husk of Vault 71, where they used the vaults supplies to build, and soon got the vaults nuclear reactor up and running to provide power, just as 103 and 73 had done for the French Quarter and Westville respectively. Only soon they found that the reactor in 71 was much, much stronger than the others; it was a Fusion reactor, unlike the fission reactors of the other vaults, and soon Vault Town would become the power plant for New Orleans, providing power well into the 2200’s after the other two ran out of fissile material. Wastelanders flocked along the pre-war high ways to the city, a place where one could be free and protected. The population boomed, rising into the tens of thousands, and so too did the economy, as the businesses and their unions from 103 expanded across the city, their products and their currency travelling with the traders that stopped by. The power of New Orleans now stretched from Westville to the newly settled Seaside and Millville in the south where pre-war factories were being renovated and repurposed. What had started as two vaults had become a City-State of the highest order, and was soon to become a player within the regional politics of the area.

The date of 2177 acted not only as a milestone from which New Orleans could be considered a true City-State, but also the date on which the vaults of the world were programmed to open; 100 years after they closed. One of these vaults was Vault 63, hiding underneath the old world city of Lafayette, it opened to find raiders and gangs populating its streets. Vault 63 was one of the few designed to actually sustain human life, its population had not been tested on and its overseer and security guards had sustained a strict but fair governance of the Vault. With the vault open, its dwellers spilled out onto the streets of Lafayette, and took to battle with its unsavory inhabitants. Vermillionville had been a pre-war tourist attraction, but after Vault 63 opened it became ground zero for what was soon to become New Paris, a name given only after the city had been pacified, and a name coming from the holotapes and books found in the nearby Acadian Cultural Center. The gangs weren’t a match for the well armed vault guards, although their numbers did mean that many were lost in the fighting, but the ultimate outcome had been known from the start by anyone with a brain; Lafayette was under the complete control of the vault dwellers by 2178, and on their new town they built a wall of scrap and sheet metal, and then like gods made the ground fertile through the use of their Garden of Eden Creation Kit. New Parisians became farmers, merchants, and soldiers, the three trades still represented on the cities flag by the sickle, the coin, and the rifle. Vault Security took an old country club, Oakbourne, as their base of operations, and dubbed themselves the New Paris Gendarmerie, after the Gendarmerie of the old world found in the Acadian holotapes.

New Paris thrived, its fields produced ample grain, its stables gave every household meat and dairy for daily consumption, and it's more entrepreneurial citizens grew sugar, tobacco, and cotton, and others took these goods on the road to make a living. One place where these items would go would be Baton Rouge, the trading capital of the deep south. Caravans heading to the east coast from the west, or to the west from the east, all would often take the southern route bouncing from Atlanta to Baton Rouge to Houston, or reverse. Caravan companies would set up camps in the ruins of the town where their caravans could stop and rest, and as more of these popped up soon these camps turned into more permanent settlements. The Baton Rouge Police Department was set up to defend the camps from raiders who began to become increasingly attracted to the town, and organically other facets of governance were made. A mayor was elected, as none of the caravan companies could find themselves able to agree they left it up to an impartial election, on the condition that each of the major companies would get a seat on a City Council. This arraignment allowed for central leadership, and under this direction the city grew, soon becoming a proper city instead of a traders pitstop, although its mercantile roots were not abandoned in the slightest. The docks were rebuilt and soon flat bottom river boats would begin trolling the Mississippi hawking goods, and any competition would be stopped short of Baton Rouge by the guns of the Kidd, refurbished under Mayor Andrew Taylor.

These three cities; New Orleans, New Paris, and Baton Rouge, would come to form what was and is still now known as the Hub, a ring of trade and influence connecting the three together. As an example of the Hubs influence, we can look at trade: Sugar is grown in New Paris, then transported by caravan to Baton Rouge where its sold, with the caravan usually buying trade goods like firearms or slaves which will be sold back in New Paris. The buyer of the Sugar then loads it onto his boat and sails south to New Orleans, where he sells it off to a brewery while also picking up some industrial goods and slaves to sell back in Baton Rouge. The brewery uses the sugar to make Rum, which is then sold in a bulk order to a merchant company. The merchant company then either puts the rum on a boat to Baton Rouge or on a caravan along the Long 90 to New Paris. The commodity of sugar mentioned here, as it is one of the major cash crops traded in the Cajun Wasteland, even in the modern day. Its used both in food and also in, as mentioned in the example, the production of spirits like rum or dark beers, which are a big export of New Orleans. The only other cash crops comparable to sugar are Tobacco and Cotton, neither of which sell for as much as sugar does, leading to the rise of Sugar Barons in New Paris and the commissioning of “Sugar Boats”, originally a term for specific boats created to transport sugar but now is simply common parlance for a merchant ship in Louisiana.

This interconnectedness of trade involved in the hub, along with certain ties between cities such as New Orleans and New Paris both embracing Cajun culture or New Orleans and Baton Rouges shared mercantile intents, led to the First New Orleans Conference, where representatives from the three cities met to discuss their shared position in the wasteland. The result of this conference would be several trade agreements, mutual defensive pacts between the three, and a map drawn to show the borders of what each city claimed as its rightful land, each claim being labelled as a “Parish” on New Paris’s insistence.

The Hub would soon expand with the inclusion of two new cities in 2201; in the north, settlers would found Red River City, named after the river with red rocks along its basin that ran through the city. Red River City would become a major gateway for trade coming from the north, as the Red River is navigable from its outlet in the Gulf all the way north to the still independent settlement in Shreveport, thus allowing for trade from Dallas and the northern Texan and Oklahoman cities to reach the deep south easily. This trade would link Red River City into the Hub, as traders travelling east would stop in Red River City and then head south, either via land to New Paris or take the Red River out to sea and hug the Delta to New Orleans. Traders moving south via land could also go south-west from Red River City to the other new major city in the Cajun Wasteland; Charlesville, built on the banks of Lake Charles, its primary export is water. Obtained from wells dug between 500 and 700 feet into the ground which bore well into the Chicot Aquifer, then passed through one of six water treatment plants, the merchants of Lake Charles have become known are carrying crates full of water bottles to exchange for goods. While the city hosts a thriving fishing business on the lakes, and a port which is come to much maritime trade, the very basis of its economy lies in the aquifers and the export of water. So much so that after years of lugging around bottles, merchants began to simply carry bottle caps around to represent the water bottles, leading to the creation of trusts and then official banks where water bottles would be kept so that those given the caps could exchange them for water.

This would lead to the Second New Orleans Conference, including an invitation to all settlements in the Cajun Wasteland. Much of the same would happen here, including the debate and signing of trade deals between cities and universal mutual defense agreements and pacts agreed upon. The conference had among its signatories the “Big Three” (New Orleans, Baton Rouge, New Paris), along with the newbies of Red River City and Charlesville, but also smaller settlements and towns in the areas now known as the Western, Northern, and Bayou Territories. One of these settlements was Gulfport, then known as “The Port”, a small settlement of barely a couple hundred people, mostly sailors and merchant sailors who founded the city on an old world port as a place for ships to be built, sold, and then operated out of.

The inclusion of Gulfport would be notable, as just a year later, in 2202, the town would be slaughtered. No one, not even now in the modern day, know the names of the raiders who took The Port by storm. Historians from New Orleans University have recovered their weapons and armor, but not a piece, not a fragment of their culture, structure, life style, nothing, is known. Historians guess that they came from Florida, not overland but by boat, perhaps made by them or perhaps captured from others. Either way, they came, and they landed, and they took. They were known as the Mariners, and they flew the blue flag.

The capture of Gulfport shocked the Cajun Wasteland, more so when it became a center for Piracy. Mariners were now landing all over the Bayou, hitting towns and taking what they wanted, burning the rest. Morganville would be a burning rubble of ash had a platoon of Security Forces not reached it before the Mariners were finished. A boat full of Mariners even slipped up the Mississippi and attempted to raid Baton Rouge, only to be blown out of the water by the Kidd. Others, many, many others, however, did not have the fortune of a pre-war destroyer to protect them, and instead watched as their militias and police were slaughtered by the ruthless Mariners, carrying nothing but rifles and machetes.

Their menace was great, and their ruthlessness widely known. When Red River City was hit, it was finally called upon for united action. The Third New Orleans Conference created a coalition of forces; New Parisian Gendarmerie, Baton Rouge Policemen, Militia forces from the Red River, Lake Charles, and the various other settlements aligned with the Hub, all united alongside the Security Forces. The Coalition Army numbered in the hundreds of thousands, and they marched on Gulfport.

From the sea, the New Orleanian Naval Branch sailed, now equipped with 40mm guns given to them by Baton Rouge, and they lured the ships out of the harbor. The Mariners did not fight naval battles with arms, but instead would ram ships and board, slaughtering the crew. So when the New Orleanian Navy sat a few miles out of their harbor, waving burning blue flags, they piled into their boats and sailed. By the time they were well out to sea, the New Orleanian ships opened up, dropping 40mm shells on the wooden boats, blowing them to splinters and sending their inhabitants into the waves. Smaller boats would then move in, slaughtering those floundering in the sea with machine guns. On land, the Coalition Army moved in on Gulfport, and with most of their forces now being slaughtered at sea, the Mariners could only put up a flacid resistance to the overwhelming army.

Those who survived were captured and sold as slaves. To this day, no one has been able to track down a living Mariner. It is suspected that there exist slaves that are descendents of the Mariners captured, or perhaps maybe a few slaves who once were Mariners themselves, but if so there exists no memory of the Mariners left in them. The Mariners only exist now as pages in books, given to school children, to teach them on why we live in a Free State.

The swiftness of the Mariners conquest, and the sheer damage they caused, and the inability for local forces to deal with it themselves, led to the Baton Rouge Convention. Instigated by Mayor Cecil Long, the current in the long dynasty of Long’s to inhabit the position of Mayor (Let it be known that while there have been Mayors and High Commissioners who have not been Longs, there has yet to be a Long who has not been a Mayor or High Commissioner), to complete his dream of a united Louisiana, the convention would differ from the earlier conferences in its goal; a Louisianan government.

Naturally, the independent and prosperous cities and settlements did not want to be apart of a nation, but the Mariners War had shown that they were unable to keep up their own defense, and in the end they had only been able to end the raids and protect their land and interests through a united effort, spearheaded and backed by New Orleans. The main proponents of a unified government and the creation of a constitution were the representatives from New Orleans, for obvious reasons, New Paris, due to their cultural connection and the deep economic hit they had taken due to the disruption of trade during the War, and Charlesville, who had been hit the worst out of all the major settlements from the Mariners. On the other side, Baton Rouge and Red River City were firmly against the involvement of the New Orleanian government in their politics, and would argue and debate every motion that would take part of their sovereignty.

In the end, the Baton Rouge Constitution would be drafted and signed, forming the modern day Free State government. The foundation, the single principle that justified the entire document and government, was the role of New Orleans as the protector of the Free State. Every agreement, every article which gave parts of each Parishes sovereignty to the New Orleanian government, was written under the assumption that these were compromises towards the gaining of said protection. As such, New Orleans, as the Protector of the Free State, would act as its executive, and have primary sovereignty over diplomacy and foreign affairs. The New Orleans Government, in the form of the City Commission and its commissioners, would be advised by the Council of Representatives from the Parishes, who would also be the sole body which could decide on and approve any laws or regulations which would apply to the entire Free State and not just the New Orleans area. The City Commission would also collect monthly taxes from the Parishes, the reasoning being that the taxes were payment for New Orleans protection. This protection soon manifested in the creation of Forts in all the major cities, usually in old airports, where Security Forces soldiers would and still are stationed.

For the next few decades, New Orleans expanded its focus, using its new revenue on its new realm of control. Gulfport was re-settled by New Orleanian colonists, forming a new Parish which signed onto the Constitution. Roads were repaired after an Act was pushed through the Council and Commission which put the old pre-war Interstates under New Orleanian control. A railroad was started and then completed in 2220, running from New Orleans to Baton Rouge. The line was extended in 2231 to reach New Paris, and once more in 2242 with two lines from Red River City; one to New Paris and one to Baton Rouge. In 2270, a new line would be started in Charlesville, with the goal to have it run through New Paris and Baton Rouge and then to end in Gulfport. So far in the modern day, it reaches New Paris. A project to repair the old world telephone poles was begun in 2252, the idea being that they could run electrical wires between cities and New Orleans so that the electricity made in Vault Town reactor could be sold off to neighboring towns, cities, and villages. So far the poles have been repaired along I-10 between Baton Rouge and New Orleans, and the Long 90 between New Orleans and New Paris, bringing electricity to all the townships and villages along the sides. Vault Towns power has also come to be supplemented by power from the hydroelectric dam, in the old world known as the Sidney A. Murray Jr, now known as the Three Rivers Plant, repaired just a decade ago.

The year now is 2291. The Free State has existed for close to a century now, and many are beginning to wonder what the coming years will bring. Business booms as the wasteland gorges itself on New Orleanian goods, ranging from the liquors to chems to firearms to food to water to slaves to fucking anything. The Free State has continuously expanded, adding more and more land to the Territories and even adding in a new Parish; Polk Parish, centered in a pre-war military installation that had pre-war trucks and vehicles still working, now used by loggers and lumbermen to ply their craft. The Business of New Orleans is Business, and god help anyone who got in the way of New Orleans Business...
Last edited by The Traansval on Wed Sep 11, 2019 3:22 pm, edited 25 times in total.
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Postby Ort » Sat Aug 17, 2019 12:01 pm

This is heavy WIP…
Faction/Nation Flag:
Faction/Nation Name: The Wandering Kingdom
Faction/Nation Territory: “Wherever we hang our hats.”
Capital City/Faction HQ: “We ain’t got one.”
Cultural Advantage: “We like to travel and we don’t stay in any one place for too long so good luck trying to find us. We’re also up on wasteland chit-chat, usually fore anyone else.”
Population: “I ain’t seen the figures but I reckon 50,000 folk lead this life.”
Government: “Pfft! Government, who needs it?”
Leaders: “Sure, I’ve heard the rumours about the Hobo King, but ain’t nobody met him, and anyone who says they have is a liar.”
National/Group Ideology: “Freedom, that’s what we’re all about.”
Military: “Yeah, we can fend for ourselves, but we ain’t got what you’d call an army. Trying to get enough o’ us together would be a job and you’d be crazy to put guns in our hands!”
Major Towns or Locations: “We come and go as we see fit, so you could say every town’s ours.”
History: “Nobody really knows how the kingdom came about. Lots o’ folk got theories, but I don’t hold to any o’ them. Alls I know is that symbols started turning up on trader tracks, settlement walls and anywhere else a man can scribble in chalk or coal. The more scholarly citizens of the kingdom – which are a rarity among us hobos – claim that these scribblings were a language used by out o’ work folk fore the war. Don’t really matter none. We ain’t a kingdom bound by blood. If you know the signs and keep to the code, you’re in.”

Faction/Nation Flag: N/a
Faction/Nation Name: Hollywoodland
Faction/Nation Territory: “Hollywoodland is in the Boneyard; stretching from Culver City in LA county to Studio City in the southeast San Fernando Valley. Just look for the big sign, you can’t miss it. I’m guessin’ you’re referring to where’bouts in the East we’re based though. RGB Pictures has a small lot just outside of Atlanta. Well, I call it a lot, it’s really an old barn, a couple o’ tents, and a chicken wire fence. We’ve only recently expanded into this region so we’re still getting’ things set up.”
Capital City/Faction HQ: “I just told you where we’re located.”
Cultural Advantage: WIP
Population: WIP
Government: WIP
Leaders: WIP
National/Group Ideology: WIP
Military: WIP
Major Towns or Locations: WIP
History: “Hollywoodland: the city of dreams. Politicians, crooks, and starlets used to rub shoulders in this town but nowadays it ain’t nothing but a big ol’ pit: at least it was fore the NCR muscled in. A couple o’ settlements here and there – Adytum bein’ the chief concern – but the Boneyard weren’t worth much, discountin’ Hollywoodland o’ course. Ways I heard it, some big pre-war execs led by Andy Levine built themselves a private vault in the hills, invited a couple o’ starlets to keep ’em nice and warm. Andy’s niece, Vera Keyes – the brunette in the Shane Velloric picture, ‘Love Sets Sail!’ – was supposed t’go with him but she ran off with some chump who owned a casino: it’s not really my business. Anyway, Andy and the boys were a set o’ cheap bastards. They stiffed the workers building the bunker – who obviously went on strike – so when the bombs dropped, it was only half-done. It’s a funny ol’ world cos Andy’d sent the girls on ahead, so they’d be ready when him and his boys arrived: a little house warming gift. He’d ordered their quarters be built fore much else so they was in the half-done part when the workers went on strike. Unfortunately, Andy’d been so cheap that even this wasn’t up to scratch. These starlets had made a living off o’ their looks but those went to shit overnight. Every single one of ’em turned to a ghoul. Most were the unfriendly kind, but half-a-dozen or so kept their wits. The ferals scared off most folk but a couple o’ scavvers would poke about the hills every now and then, looking for pre-war relics. Anyway, Rita – my boss – managed t’get to one of ’em, a fella by the name o’ Mitchell, fore the ferals and he recognised her. Turns out, he was a fan. He’d found a copy of one o’ her flicks – ‘On Marigold Hill’ or something – a while back and he’d been in love wi’ her ever since. I reckon this rekindled somethin’ inside o’ her, cos after this encounter, she decided to start making movies again. She helped Mitchell round up some equipment and convinced Gracie and Barb – a pair o’ other sensible starlets – to produce a picture together. Course, no one wants a ghoul as the female lead in a picture – though I’m sure it took some convincin’ to make Rita see it that way, bein’ as high-strung as she is – so they started scouting for talent. That’s when they came into contact wi’ a group called the Slaver’s Guild. These fellas weren’t what you’d call tolerant – this was in the 2170s before Aradesh, Tandi, and the NCR starting kicking up a fuss about folks like them up – so Rita, Gracie, and Barb, or RGB Pictures, had Mitchell act as a go-between and managed to broker a deal; for a cut o’ their profits, they’d get their pick of the produce, so to speak. This worked out nicely and RGB managed to assemble a makeshift cast and crew for its first flick: ‘Hell Hath No Fury.’ A romantic comedy which Rita wrote and directed, they shot it in under two months and had a finished cut a couple o’ weeks later, but then they faced the problem of distribution. Most movie theatres had been bombed to shit and any still standing weren’t exactly filling seats, and they didn’t know how they were going’ t’get their pictures to the theatres either. The Slaver’s Guild were breathing down their necks, so they had to think o’ something and quick. This is where my predecessor came in. Tab Elliott was an interestin’ character – but that’s a story for another time – who was working a protection racket for the Followers when RGB found him. Mitchell had been pokin’ around the Boneyard Library, tryin’ t’figure out a way to get his bosses’ picture distributed, when Tab almost bumped him off for trespassin’. Mitchell spilled the beans about their little movie studio, which interested Tab, so he had the scavver take him to Rita – at gunpoint o’ course. (TBC).”
Last edited by Ort on Wed Aug 21, 2019 11:49 am, edited 4 times in total.

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Posts: 5042
Founded: May 21, 2012
Father Knows Best State

Postby Versail » Mon Aug 19, 2019 3:45 pm

Mant: I'll get your app in the map shortly

Ormata and Traans: I'll do the same as above with the knowledge that the apps are WIP.

Ort: I'll not put your faction on the map as they have no claimed land, but rest assured I do see the app.
What difference does it make to the dead, the orphans and the homeless, Whether the mad destruction is wrought under the name of totalitarianism or in the holy name of liberty or democracy?~ Gandhi.

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Greater Liverpool
Posts: 1558
Founded: Apr 13, 2013
Inoffensive Centrist Democracy


Postby Greater Liverpool » Mon Aug 19, 2019 4:56 pm

Faction/Nation Flag (Optional):

Faction/Nation Name: The Socialist Union of the Americas (SUA)
Faction/Nation Territory:
Capital City/Faction HQ: Dallas

Cultural Advantage: "The protector of the people" The SUA is the home of the New Communist revolution in America as such it is seen as the duty of every good communist to fight for freedom and equality across what is left of the world. This means that SUA can field massive numbers of men to its cause and army of the people.

Population: 2,145,618
Government: The SUA is a Federal Marxist–Leninist one-party socialist republic. The Union is divided down into Federal Unions each having representatives in the Supreme Union of the Americas however the ultimate ruler and leader of the nation is the Premier of the Union is its absolute ruler with the Union of ministries and civil servants acting under the orders of the Premier.

Leaders: Premier Adam Long
National/Group Ideology: Socialism, Marxism, Trotskyism
Military: (Detail every single detail about your military. What are they armed with, how are they trained, what are they trained in, what equipment do they use, bases, what is their military doctrine, etc. If it's military related, it should be here. Remember 2% of Population for Volunteers. 6% of Population for Conscripts.)
Major Towns or Locations: (Do you have other major towns or installations outside of your capital or faction headquarters for your nation or group respectively? List as many as you can, and also why they are important.)
History: (How did your nation or group come to be?)
Last edited by Greater Liverpool on Mon Aug 19, 2019 4:56 pm, edited 1 time in total.
I am the real emperor of brazil

and none official president of Somalia boy did I mess that up

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Posts: 5042
Founded: May 21, 2012
Father Knows Best State

Postby Versail » Mon Aug 19, 2019 5:20 pm

Greater Liverpool wrote:
Faction/Nation Flag (Optional):

Faction/Nation Name: The Socialist Union of the Americas (SUA)
Faction/Nation Territory:
Capital City/Faction HQ: Dallas

Cultural Advantage: "The protector of the people" The SUA is the home of the New Communist revolution in America as such it is seen as the duty of every good communist to fight for freedom and equality across what is left of the world. This means that SUA can field massive numbers of men to its cause and army of the people.

Population: 2,145,618
Government: The SUA is a Federal Marxist–Leninist one-party socialist republic. The Union is divided down into Federal Unions each having representatives in the Supreme Union of the Americas however the ultimate ruler and leader of the nation is the Premier of the Union is its absolute ruler with the Union of ministries and civil servants acting under the orders of the Premier.

Leaders: Premier Adam Long
National/Group Ideology: Socialism, Marxism, Trotskyism
Military: (Detail every single detail about your military. What are they armed with, how are they trained, what are they trained in, what equipment do they use, bases, what is their military doctrine, etc. If it's military related, it should be here. Remember 2% of Population for Volunteers. 6% of Population for Conscripts.)
Major Towns or Locations: (Do you have other major towns or installations outside of your capital or faction headquarters for your nation or group respectively? List as many as you can, and also why they are important.)
History: (How did your nation or group come to be?)

Howdy there, two things.
One you may want to join our discord, it's easier and faster to talk there.
And two you may also want to adjust your land claim as I made adjustments and added the reservations/claims made by other players that were done before you posted your app.
What difference does it make to the dead, the orphans and the homeless, Whether the mad destruction is wrought under the name of totalitarianism or in the holy name of liberty or democracy?~ Gandhi.

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Posts: 11239
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Wed Aug 21, 2019 11:37 pm

Faction/Nation Flag: Image

Faction/Nation Name: Texas Commonwealth

Faction/Nation Territory: On the map

Capital City/Faction HQ: New Antonio (San Antonio)

Cultural Advantage: (This is used to make your faction a little more unique in the rp. Give your faction some kind of advantage, like more manpower or better trade capability. Make sure to give a good ic reason for this, like the people are more disciplined due to their society for example, just make sure to write it out. If you have any questions about this ask me or a coop in the discord.)

Population: 1,953,000

Government: Feudal Monarchy

Leaders: De Jure: His Royal Majesty, King Cornelius of House Comstock, the first of his name, Lord Protector of Tejas, Duke of the Texas Hills, Count of Lone Star, Braunfels and San Marcos, etc.
De Facto: Franklin Kersey

National/Group Ideology: Traditionalism, Monarchism, etc.

Military: The Commonwealth military’s quality varies anywhere from modern infantry to pitchfork wielding hooligan, and everywhere in-between. Typically the richest fiefs, like Waco and Houston, field the best equipped levies, and oftentimes employ mercenaries or enlist small standing armies. On the other side of the spectrum the poorer fiefs field mobs or lightly equipped infantry fit for skirmishing. All told, the Commonwealth can field roughly 90,000 men. In support, a few dozen howitzers, about a hundred logistics trucks, and a few suits of old power armor make the Commonwealth's military a formidable one.

In addition to the Army, the Commonwealth maintains a fleet to patrol its coastal waterways. It employs four Armored Frigates, nine steam or sail powered Sloops, and over a dozen cutters and assorted other patrol vessels.

Major Towns or Locations: I can add them to the map if you want

History: The Commonwealth originated as a concept in the mind of a man by the name of Franklin Kersey; a Dallas born Ghoul who’d served in the Army during the Great War and later in the San Antonio PD. The Commonwealth was a construct to bring security to the viciously dangerous Texas that Kersey now found himself in. He believed the authoritarian nature of the feudal structure was necessary, given the scope of the obstacles faced by civilization there. He furthermore believed a modified feudal structure could appease the ambitions of everyone within it: the meek would have the safety they craved, and the powerful would rise to the top. But, Kersey knew that the people in New Antonio would never bow and scrape to an old Ghoul, so the monarch would have to be an icon; that would require a pretty face, a gift for words, and someone that could be molded by Franklin. He found what he needed in Arthur; a young, urchin in Lavaca.

Arthur and Franklin became fast friends; so when the old Ghoul divulged his plan to create a kingdom, he thought it would be a good opportunity to dramatically increase their standard of living. Arthur and Franklin vanished from the public eye while Franklin taught him to read and fight. He also shared his books with Arthur; who was able to study the great speeches of Old World leaders, the wit of 19th century poets and authors, and the history of monarchies and feudalism. He was then given a nice Pre-War suit and took the name Francis Comstock.

During the course of Arthur's studies; Franklin began assembling an arsenal of weapons on the estate they’d taken residence in, and started finding like-minded men to help him overthrow the city bosses. There were plenty of willing souls, their motivations ranging from disenfranchisement and idealism to revenge and ambition. After Arthur adopted his Francis persona, he and Franklin approached the Bishop of New Antonio to seek out his support; offering to make Catholicism the state religion of the Commonwealth, as well as protection.

After securing allies from the established factions in the city, Kersey remained patient; he drilled his growing retinue in proper squad tactics and battlefield discipline. Meanwhile Francis began applying his charms and his lessons in intrigue to suss out the organizations of the various bosses; planting the seeds of defection among their lieutenants and pegging others for assassination. When at last Franklin and Francis made their move, the bosses didn't know what hit them. Kersey's men were better armed, equipped, and trained than the unruly mobs the bosses threw at them and they were outfoxed at every turn. Most of the fractious bosses were slain, defending their streets and blocks, others fled. Those that remained rallied around the mob boss Joseph Byrne who managed to break the momentum of the emergent Commonwealth. Kersey had hoped to push Byrne and his lackeys out of the city, but caution prevailed, he didn't want to win the battle only to lose the war. With the Bishop of New Antonio presiding as an allegedly neutral third party, Byrne and Francis brokered a peace that left the Commonwealth in control of most of the city; though Byrne kept his grip on the choicest markets of the city.

The fledgling kingdom quickly expanded, adding several other towns and creating an entirely new aristocracy. These newly minted nobles took to the traditions quite handily. They also took to its failings, as evidenced when the young Commonwealth was nearly broken in two by a scandal caused by Mark Perry, a newly entitled baron. It seemed as if only the terror caused by the nearly supernatural reputation of Franklin Kersey could keep everyone in line.

Since then the Commonwealth has interested itself in greatly increasing its holdings, making its lands safe from malcontents and mutants, and keeping its aged cities together. They assume power and profit will follow safety and security, and take a dim view of anyone who promotes anarchy.

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New Dionastan
Posts: 44
Founded: Jul 15, 2014
Inoffensive Centrist Democracy

Mothman Nightwing

Postby New Dionastan » Thu Aug 22, 2019 5:21 am

Name of Character: "Keel"
Age of Character:23

Faction Alignment:Moth Cult of West Virginia
Character S.P.E.C.I.A.L: (40 Points)
S: 5
P: 7
E: 4
C: 2
I: 9
L: 5
  • Long-Las (Laser Sniper Rifle)
  • Short Sword
  • Light Leathers
  • Pip-boy
Character Backstory:"Keel" as he is known in the human's tongue, was born in 2270. He had a natural curiosity and yearned to learn more of the outside world. To do this he honed his talents for stealth and marksmanship to become a member of the Nightwing, one of the few ways the Moth Cults projects itself outside its borders. He and the other Nightwings are responsible for preserving the secrecy of Appalachia and eliminating external threats before they can move against Cult territory. He and his thralls are currently stationed on the Colombian border to observe and neutralize any possible threats.

Companions: Billy Freeman, Nightpriest companion of Grace. Trained in stealth and marksmanship. Acts as Keel's eyes and ears in places where the mothmen are not welcome, and is authorized to leave the West Virginian lands in service to the Cult. He is armed with a DKS-501 Sniper Rifle, Camouflaged Vault Tec Security Armor + clothing,and a short sword.
Last edited by New Dionastan on Wed Aug 28, 2019 7:36 pm, edited 3 times in total.

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Postmaster of the Fleet
Posts: 25984
Founded: Aug 06, 2012
Father Knows Best State

Postby Ralnis » Fri Aug 23, 2019 3:44 pm

Faction/Nation Flag (Optional):

Faction/Nation Name: The Cult of the Holy Mothman
Faction/Nation Territory: Most of West Virginia, entirely controlling the eastern half and bordering Charleston, outposts in Kentucky along the Mississippi for trading and spreading the Cult's message.
Capital City/Faction HQ: Point Pleasant is the titular capital of the Cult, an Underground capital called Hazyday is for the Molemen and the Mothmen's own Hives are spread out in various Vaults and Bunkers across the Cult lands, except for the Whitespring Bunker. Main capital for them is in the Kentucky Cumberland Plateau for their Mother Hive.
Cultural Advantage: The Cult relies on the devotion and zeal that their people give to the leadership and their mutant gods. This gives them a morale that is harder to break than most, being radical in the defense of the Night Gods and allows them to be more united in opinions and ideas than most, not allowing for foreign ideas unless their leadership allows such things.
Population: approx. 1.8 million 10% Mothmen, 15% Molemen, 75% Humans of different classes
Government: The Cult is ran as a feudalistic theocracy but each roles have various classes with humans filling some leadership and majority assistant roles. The Mothmen are the leaders and scientists of the Cult. They are the reason why the Cult has advance technology compared to its neighbors and even have been able to reverse engineer much of the rare pre-war technology droves that scour across West Virginia. The Molemen are the engineers, captains of industry and the general nobles of the Cult. They maintain a common communication with the Mothmen to have access to their latest discoveries and use it to improve and expand the economy of the Cult. The Humans are the most diverse and common of the bunch. They range from illerate serfs who labor in the fields or toil in sweat shop-style factories to those who lead the masses in either prayer, to those who are shown such merit and intelligence that they live directly with their gods or nobles as assistance or agents of their will. Even the most common human serf has a use to the Cult and it shows how powerful such a thrall can be to the mutant gods and the abhuman nobles.
Leaders: For the Mothmen, all of them have their own leadership that are called Mother Moths, which are giant sentient moths that are the progenitors of the genetic traits of the Hive and make sure that both male and female numbers are enough to spread the genetics. One of their first born females has the strongest connections and retains an biological immortality to their Mother Moth. They serve as a failsafe should the Mother Moth die as it is the duty of their successor to make a pilgrimage to the Creator Hive of all Mothmen. The female mothman goes to be eaten by the Creator Moth and recycled into a full grown Mother Moth for said Hive. For this, the Creator Moth is the head of the Mothmen and the Mother Moths are those that gather in Council. She is the Mothmen's own version of the Master, wiggily tentacles included. She can't be reborn unlike the Mother Moths so her death will spill the doom of the Mother Moths as a whole.

The Molemen have their own Court within the underground capital of Hazytown. They are the most publicly known as their Noble Court handles the matters of the state and whatever political mandates the various Hives make up. They have been able to vedo or modify such mandates to make sure that they aren't detrimental to the Cult's economy. Any modifications or rejections are sent back to the respective Hives via computer of the PoseidonNet they hijacked as their own.

The Humans themselves just mostly do what they're told from priests, village elders, appointed managers, and other agents of the Cult. Anyone who has any leadership is mostly smart enough and has enough knowledge of the Cult's workings is merely a puppet that is valued better than the common day laborer. At least they are willing puppets.
National/Group Ideology: The Spread of the Cult's religion, finding pre-war tech, and expansion
The Cult is split between the three races; Mothmen, Molemen and Human. The total number of them 180,000 with each designated into battalions(Moth and Molemen) to regiments(Cultist conscripts).

Common Cultist are conscripted for various purposes with some professionals to stay in ranks. The most Common Cultist is the infantry which forms up in 177 Regiments of 745 men each. Each regiment would staff itself with five officers and can have a headquarters with three in them. Each regiment is split between three company forms; Light Infantry, Center, and Grenadier.

Light Infantry Company: 3 Officers, 6 NCOs, 2 Drummers, 56 Privates,
Center Infantry Company: 3 Officers, 6 NCOs, 2 Drummers, 56 Privates
Grenadier Company: 3 Officers, 6 NCOs, 2 Drummers, 2 Fifers, 56 Privates

Cultist doctrine is one of mobility and accuracy over superior or overwhelming firepower. Conscript training ensures that this is instilled in every soldier. The common rifle is a scoped Lee Enfield with 150 rounds of ammunition given to them. Grendadiers are given hand and rifle grenades.
Center fights regularly in tight formation unless in forest and mountains, then they fight lose skirmish lines.

Horse regiments are nearly identical to the Center Infantry in troop formation. Each one having around 6 Troops: 4 Officers, 8 NCOs, 1 Farrier, 1 Trumpeter, 54 Dragoons.
Dragoons fight both horseback and like infantry, being able to get back on the horse at a moment's notice.

Cav numbers are formed in 6 Regiments of 419 men each.
Regiment Headquarters: 3 Officers
Regiment Staff: 8 Officers

Artillery is kind of a strange case for the Cultists forces. Artillery is usually for support and needs to be placed in high positions or better ground to fire and staying still isn't really a Cultist idea. However they serve their purpose when trying to siege fortifications or towns.

An artillery regiment is formed around 8 Regiments of 770 men each.
Regiment Headquarters: 5 Officers
Regiment Staff: 9 Officers
12 Batteries: 5 Officers, 8 NCOs, 1 Drummer, 1 Fifer, 8 Bombardiers, 8 Gunners, 32 Matrosses, 8 Guns

Now Molemen are mobile underground experts. Living in the underground networks around the state and they manage to be the strongest fighters in the Cultist army. They are armed with M4 carbines, frag grenades, flashlights, and shotguns, as well as a variety of clubs, knives, and axes, often made from repurposed mining tools. Molemen are extremely aggressive and violent in combat and extremely adept at fighting in low visibility conditions. Because of the low visibility conditions, they work with mixed Honor Guard or Mothmen Nightwing Commandos in night ops outside of underground fighting. Other than that they fight in underground defense.

They are formed in 45 Battalions comprised of 20 Officers, 140 Enlisted 3 Rifle Companies: 5 Officers, 124 Enlisted

The Mothmen serve as the elite forces underneath the call of the Nightwing Commandos. Using their moth parts of their mutant bodies, they form the backbone for airborne stealth units that specialize in night fighting. The excel with the use of advance technology and crafting their own energy and plasma weapons. They are those that protect the borders of Appalachia and keep external threats from attacking the Cult's land. Many of them are scouts and are given Pipboys for scouting beyond Cult realms, such as eastward or beyond Kentucky.

The Commandos comprise themselves in 27 Battalions of Airborne Light Infantry. Armed with 1 Laser or Plasma Rifle, two bandoliers with Fusion Cells or Plasma Cells, Smoke Grenades, Frag Grenades. Some are given less advance equipment for outer scouting teams. Each Battalion headquarters comprises of 20 Officers, 140 Enlisted 3 Rifle Companies: 5 Officers, 124 Enlisted.

Some laser and plasma weapons have modifications such as a plasma fast pacer, which allows the plasma rifle become an automatic rifle, or the long las overclock extension, which allows the laser to become overcharged enough and a sniper rifle capable of punching through Power Armor and heavy armor of mechanized troops, in case they ever fight the mythical Enclave.

Last, but not least are the mix battalions of humans that are skilled and knowledgeable enough to train and serve with the Molemen and Mothmen. The Molemen have theirs called the Honor Guard, men outfitted with the same equipment as the Molemen but have been outfitted with modified SWAT gear with tactical shields. They are trained as a more vanguard forces that work to help the Molemen in their defense of the tunnels or night ops. They are around 5 battalions that live with the Molemen and protect them as faceless guards.

The Mothmen have their own humans that are trained in their ways as Night Priests. Night Priests are the people who work with the Mothmen as their grunts and intelligence. They do what their mutant gods can't be because they are humans. Being more flexible in their uses as the cloak and daggers allows them operate with the freedom many can dream of. They armed with assault rifles, snipers, and any assortment of tools needed for infiltration, scouting, and general clandestine operations.

Night priest also have modified Vault Tec Security Armor that is camouflaged as well as camouflaged armor and equipment depending on the battalion or espionage detachment they are working with. They comprise themselves same way Night Priest battalions do and only 5 are around as of right now.

Major Towns or Locations: Hazytown: immense underground settlement, largest one in the Wasteland. Capital of the Molemen.
Vault 76: Home to the Ur'ur Neh Hive
Vault 63: Home to the Mesh Artisan Hive
Vault 94: Home to the Genetic Transcripers of the Hu'te'na Hive
Vault 96: Home to the Night Priests training center and the Oh'ju nata Hive
Greenbrier: Famous site of the Enclave tech cache and what started the Mothmen into becoming the most advanced mutants of in the Wasteland and the Cult itself. It is now the largest church for the Cult outside of Point Pleasant itself.
History: The story of the Cult comes prior to the Great War. Where the Cult believed that they had got a warning from the Mothman about Great War and a flood but died to see it happen in the mountains do to radiation. The Cult itself was only a spectacle of how crazy some West Virginians were back in the day as a Mothman museum was around to the survivors who couldn't get to the vaults and bunkers. This all turn around in the year 2090.

In the border town of Huntsville, the local Super Mutant population was bred by accident and exploded from the area into West Virginia, capturing people and tipping people into the vats to make more of them. One of these beings weren't a person, but a simple moth that was attracted to a flame around a vat. The moth itself was irradiated and the FEV made it grow and become rapidly evolve. It started to grow large, very large and started to eat and kill Super Mutants around them before flying off.

This moth and the Super Mutant DNA started to change and fuse with one another, transforming the mutant with the FEV and made it crash land in the Kentucky Cumberland and becoming some better, becoming the Creator of the of other Moths who in turn founded the Mothmen. The Mothmen at this point were intelligent as Super Mutants and were sterile and relied on the Mother Moths and the various hives. The Creator, their own version of the Master believed that the FEV can cure their people of the problems and sought the cannibalization of the West Virginian Super Mutants.

The Great Mutant extermination was one of the few times that the humans saw the Mothmen as they attacked and fed the Super Mutants to the Mother Moths and their Creator. The Super Mutants did their own attacks, killing more Mothmen than Mutants and burning down the hives. This was only temporary as new Mothmen started to become more intelligent than the Super Mutants and eventually became self fertile to their own Mothemen, making females outside of their Mother Moths and only having them as immortal lynchpins of their populations. However the Mothmen were not biologically immortal anymore but it didn't matter as this only one of the major turning points of their war and their history.

A Mothmen scouting party uncovered two Enclave Congressional bunkers underneath both Whitesprings and Greenbrier. They were amazed at the technology of the Old World and believed that this was their destiny among the mutants. They took all the weapons that they could and as many manuals that they could take to learn how to make things work. Many Mothmen formed units that the Humans would called them Nightwing Commandos and set off to exterminate the Super Mutants.

After two long years of war, the mutants were either chased off or killed down to a man. Stories became myth as the Mothmen roamed the forest with impunity and studied the Enclave tech for their own uses. They eventually founded the Mothman Cult's remains of what it used to be before the bombs fell. They used this as a means to an end, being able to unite most of the state in a slow conversion to view them as gods who brought blessings of advance technology and security to those that worshipped them.

With the development of a cult following among the masses of the humans to the return of the Mothmen, they found the Molemen. The Molemen were raiding and scavenging along the borders of the Cult's territory but instead of fighting them, the Mothmen were amazed at their ingenuity and struck a deal with them. They would become those who maintain and drive the flourishing economy for the Moth Cult in exchange for the Mothmen uplifting them to become something better.

With the Moth and Molemen the Cult grew in number, economic drive, and technology as they reopened mines, used steam power to drive the trains and the factories that became more advanced as time went on. The vast coal deposits that were still around after the War allowed West Virginia with a mighty economy that many cities grew with the Cult in the east, many that opposed their rule over the state. There were many attempts to unite them but they banded together and thrown the missionaries and other small bands of Cultist trying to siege them down.

The small war with them had ended in a peace but the Cult came out with more knowledge on how to wage war. The Mothmen didn't take much of an interest in the war but note that West Virginia will be united on a later date as they expand their influence elseward to the next state, Kentucky. Kentucky was where the Creator Hive and the Huntsville FEV so the Mothmen started to scout it out and allowed the Cult to have trade outposts for trade ships that they bought to flow across the Mississippi to do commerce for the Cult and to spread the Gospel of the Holy Moth.

In the past five years or so the Cult started to reach the boundaries of their forest and to another state called Columbia. Interactions with them are light but the Mothmen believe that they may have to expand into their lands as they control parts of their forest. As of right now other Hives believed to forgo the heretical Columbians and focus on bringing down the last bastions of resistance in West Virginia, claiming the mountains fully as their own. Some believed in trying to improve upon the already powerful technology at the Cult's disposal, trying to craft things such as airships and prop planes to make their own airforce, some even believing to try and give some of their own humans with wings of their own to help protect the mountains.

Whatever it is, the Cult is at an impasse with what to do. Scouts of Night Priests have try started to explore into Columbia proper in order to give the Cult a better understanding, technology into a proper airforce is starting to be tested with and the night eyes are in deliberation to conquer Charleston and their ilk to stop the opposition of their Cult in West Virginia for all.

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Posts: 2167
Founded: Feb 18, 2011
Civil Rights Lovefest

Postby NewLakotah » Fri Aug 23, 2019 9:41 pm

Faction/Nation Flag (Optional):

Faction/Nation Name: Imperium Romanum – The Roman Empire (Official). Caesar Augustine’s Legion (former/colloquial). The Eastern Legion (lesser colloquial). Fourth Roman Empire (common de facto title)
Motto: SPQR.
a Fide Purificetur “Purified by Faith”
Faction/Nation Territory: West Texas.
Capital City/Faction HQ: El Paso (Nova Roma)
Cultural Advantage: The people of the Roman Empire are highly patriotic, dedicated and loyal. Their roots, for many of them and the political elite, trace back to Caesar’s Legion and Malpais Legate, meaning they are embedding with loyalty to the state. This, despite the many regional differences, factions, and loyalties, unite the nation above any petty fiefdom dispute. Their belief in the Empire, the Emperor, and Faith is what binds them and makes them extremely patriotic and loyal to the nation. In times of war and crisis they can easily be mobilized. It can mean, also however, that they are slightly (well arguably more than just slightly) xenophobic and expansionistic, to a fault.
Population: 610,000
Government: National Language(s): Latin (official/legal usage), English (de facto language), Spanish (minority language)
Dynastic Imperial Monarchy, multi-national confederation under Imperial Authority. Limited Constitutional governance

The Imperial Family rules with limited constitutional restraints, mainly held through two articles from the Imperial Diet. The first two documents are combined known as the “Constitution of the Romans”, but the first is officially known as the “Articles of Conciliation”.

The second was passed years later, known as the “Charter of Rights and Accords”, which established many of the Human rights standards and practices, which also limited the ability of the Emperor to rule on legal affairs, and established the Imperial Court to act as mediator in defining the Law of the Nation through the Two Pillars (the two founding documents) and all follow on laws.

The Empire is divided into a several different regions, most within the basis of their former governance before the conquest by the Roman Empire. Many of the territories retained their titles and power, under the condition of unconditional loyalty to the State and to the Emperor. These regions are generally referred to as Prefectures, however, the stylized regions often retain titles and controls of their former nation’s state, adding the title Prefect to their name. When in consultation with the Imperial throne, the title Prefect is always used, and not any of the other titles. In internal matters, the use of Prefect is very limited, mostly for political reasons.

The only major check and balance to the Emperor is the Imperial Diet. Split into two chambers, the senior and most important and oldest, is the Roman Senate. The Senate is made up of almost exclusively noble class citizens (patrician class) High ranking clergy and is the main check on Imperial authority. They have the ability to “delay” imperial laws and mandates. They have the ability to deny or accept any political appointment by the Emperor to the major imperial positions of authority, with the exception of military appointments. And they can issue votes of no confidence on any civilian imperial position (minus the Emperor, of course), to act for their dismissal.

The Senate can also, through a super majority vote and support from the lower house, refuse to accept the appointed successor by the Emperor, though this has never been attempted. The ability for them to actually stop a law is minimal, but their ability to call into question various points of the law act as a delaying tactic, which, if done successfully, could effectively kill the law, or force the Imperial Authority to edit the bill. Also, as they act as the voice for the major political families and noble class, they are an important mouthpiece going both ways, from the Imperial Court to the high-ranking noble courts.

The lesser chamber is called The Conventus (The Assembly). The Conventus is comprised of lower ranking nobility, or high ranking non-nobles (plebeian class), and act as the voice for the “common people”. They have no real ability, however, they can debate all bills and legislative acts and issue statements for or against the law before it is passed. These representatives are all elected through direct election by Prefecture. As such, they represent the largest majority of citizens of the Empire, and many wise Emperors always ensure positive relations. The Princeps Senatus is also required to step down for Question Period several times a year, where the issues can be debated. The Emperor is also required to stand at least twice a year to face Question Period, while a representative of the Emperor is required to be there permanently.

Imperator Augustus Constantine I. Emperor of All-Romans. By the Grace of God, Defender of the Faith, Emperor of the Romans, First Citizen of Rome, Successor Legate of Caesar Augustine’s Legion, Constantine Maximus Augustine of Rome.
Magister Officiorum: Dux Lord Sir Marshall Simpson
Magister Militum: Field Marshall Legate Sergio Lucas, Duke of San Angelo
Princeps Senatus: Cometessa Lady Augusta Flavia Walker
Princeps Conventus: Dame Caroline Smith (Maj. – Ret.)

National/Group Ideology: It is both isolationist and expansionist. Embedded deep within their nation is the history of the Caesars Legion. A history they both want to emulate and forget. While they are no longer a slaver nation in most senses, their long history has made them highly expansionistic and a strong sense of superiority exists with in the nation, which believes they are the True Nation of Romans, and the Glory and might of the Empire must be rebuilt. All citizens within the borders are considered Roman and all non-citizens are termed “barbarians” regardless of their technology or political affiliation. However, positive relations are made with those deemed most similar to their ideology and beliefs.

Total strength: 36,000
The Roman Army is divided into two major subdivisions: the Comitatenses, the Field Army and the Limitanei, the Border Guard. There is also the Palatini the “Palace Guards” the Imperial Guard Regiment which is the elite and most highly trained and best equipped unit in the army.
The Army is divided by region, with three major regions, Western, Eastern and Northern. Each region was staffed and commanded by a Corps. I Corp in the West, II Corps in the East and III Corps in the North. Each Corps contains both Comitatenses and Limitanei, under the command of the regional military system, headed by the Comes General. Each Corps contains two legions, each of around 4,000 soldiers, plus 2,000 Limitanei soldiers under their command. Each Legion is further subdivided into 10 Cohorts of 400 men each. The Auxilia of the Legion is comprised of the Auxilia Equites, the cavalry scout detachment and the Auxilia Artillery Battery support each Legion. The Auxilia (Cavalry, Artillery and other support personnel) comprise around 1,000 men attached to each Legion. Each Cohort is further divided into 4 Centuria of 100 men and 5 platoons of 20 soldiers each. Each platoon has 3 Contubernium of 6 soldiers each, plus the officers, and each section is finally divided into 2 fireteams. Each section receives a support gunner, and one section per platoon is issued a anti-materiel and heavy weapons team.

The Comitatenses are highly trained and undergo rigorous training after being selected for service. Service is a mandatory 20 years, however, it is on a cycle, where they do stints in reserve and support units closer to home so they can work, raise families and help work in the economy. Most active stints last 3-5 years after initial enlistment, followed by several years in the reserves, or Limitanei if they chose, finally in the inactive reserve. The Limitanei works similarly, and most of its troops are filled by veterans of the Comitatenses, however, many also chose to go into the Limitanei as it is a much easier position, less travel and rarely ever leaving the Empire’s border. They are the border guard units, the first line of defence against any attackers: raiders, invasions, barbarians, Mutants, and so on.

The Palatini are the Imperial Guard, they are highly trained and act as the personal bodyguards and foot soldiers of the Emperor themselves. They are by far the best trained and equipped of the entire military. They draw from the best soldiers in all the legions, then submit them to further training. A soldier wishing to be a Palatini must have at least 5 years in the Legions and experienced combat and received a commendation from their superior officers. After that they are subjected to further training, including combat and drill, before being accepted into the Guard.
The Roman Army is certainly not the largest of the region, but they pride themselves on their strict discipline, high morale and intense training and leadership. They are also highly standardized for all legions of all Corps, including the Limitanei, however, they often are given second-hand equipment, as the main fighting force of the Roman Army is the Comitatenses.

The main infantry weapon is the FN C1 Battle Rifle, while the support heavy weapon is the Bren gun. Many support units and the cavalry are equipped with Thompson sub machine guns instead of the heavier FALs, as well as Brens. Other heavy machine guns include the .50 Cal machine gun and the lighter belt fed M1919 7.62mm chambered machine gun, primarily in infantry support operations. Other Heavy support weapons include the M9A1 “Bazooka”, as well as a handful of 37mm mle. 1916 Infantry Support Guns, about 5-6 per Legion.The M19 60mm light mortar is the main infantry mortar of the Army, while the ML Ordinance 4.2 inch mortar is also commonly used by infantry and the Auxilia. Supply trucks are often used, both in carrying of supplies and logistical purposes, and for lugging of the heavy artillery. Although, horse drawn batteries are still commonplace.
The artillery is equipped with a variety of artillery pieces. Alongside the aforementioned 4.2 inch mortar, they also carry the standard QF 4.5 inch Howitzer as their staple, but also carry the QF 18-pounder lighter artillery pieces as well. The Equites also have their own support artillery detachment, with one horse artillery battery in each Legion. They are generally equipped with the QF 13-pounder field guns.

Foederati: 7,500 soldiers
The Foederati are non-Roman soldiers who fall under the military jurisdiction of the Roman Army, but are formed, armed and lead by their own officers. They are regionally based, usually through the surrounding loyalist kingdoms and other localities, and are equipped and lead by their own government, but answer in wartime to the Legate or Corps they are under. They are generally divided into three regiments, one per region.

The Foederati are usually equipped with a wide variety of weapons, ranging from low-grade pipe weapons to better quality bolt action rifles and a handful of old hand-me-down weapons from the Legions. They are equipped with only a few heavier, manly the light Brens, or other light pipe rifle equivalents, and one or two missile launchers for the entire organization, mostly acquired through finding or through looting of enemy bands. The Foederati also have no standard uniform, however, khakis and felt wide brimmed hats are the most common depending on the recruiting locality. A handful in the far South equip their soldiers in grey. Officers in the Foederati are generally considered lower class, no matter their actual ability, and rarely receive any ability to move up in the military hierarchy outside of the Foederati regional Regiment.

Their role in the Roman Army is mostly a supporting role, there to support the infantry and hold positions to free up the better trained and equipped Comitatenses and Auxilia to fight in the open battle, as well as to support the Limitanei by holding lesser traveled areas in their own region to ensure the Limitanei can hold the key avenues, as well as providing support to them in the face of an invasion. Their other main role is dealing with bands of raiders, bandits, and super mutants that might be roaming the areas within or outside of Roman territory

The standard uniform of the Roman soldier is red jacket with black pants and high brown boots crossed with a Sam Browne Belt, at the center of which rests a Chi Rho symbol. The Brodie helmet is the most common helmet used, however, they are also issued tan felt hats, creased down the centre, looped up on the left side and fitted with a puggree. This is used in all dress occasions and non-combat units. Most opt to wear the brodie in combat situations, though its not uncommon to see soldiers in the felt hat instead.

Major Towns or Locations: El Paso – Capital City. Nova Roma, the “Eternal City”. Major political centre, seat of the Imperial Palace, imperial courts and Roman Senate. Major industrial centre, military centre, business and trading. Academic capital of Rome
Odessa – Agricultural, mining sector, energy. Trade and military.
Midland – Business and economic centre, trading outposts and higher learning.
San Angelo – Major military center, military training and Limitanei general staff headquarters. Trading centre for all international trades.
History: After the bombs fell and wiped out modern civilization in 2077, the remaining survivors struggled to survive in whatever manner that they could. Many of the surface-dwellers devolved into small tribes and bandits. Others managed to hide out in vaults, vaults that would remain locked and sealed for generations, creating a unique and totally separate identity than those on the surface.

Much of the Southwest was sparsely inhabited and with only a few major military or industrial centres to be targeted by the bombs. This allowed for many of the areas to remain generally unaffected by direct impact of the bombs, but they were certainly affected by the fallout as well as the ruin of civilization that followed.

For decades, the people on the surface survived in any way that they could, often battling and fighting with other groups and clans for food, resources, or shelter. Only the toughest and hardiest, manages to survive this particular hell.

In Western Texas, many of the settlements had managed to maintain a sense of security and control over their particular areas. In El Paso was the dominant force: the Republic of Texico, which controlled the largest area through brutal force and strength. Midland and Odessa were controlled by the Kingdom of Midland, through the Rogers Dynasty, a monarchy ruled through a feudalistic system that controlled the various settlements and towns in their immediate area. Most of the rest of West Texas was ruled as independent or semi-independent city-state factions or roving tribals. Mostly ruled by whatever gang, tribal leader or other strongman happened to be in charge at the time. Between the two major factions, the Republic and the Kingdom, much of the area was controlled and relatively peaceful. However, many of the smaller factions and roving nomadic tribes would often engage in petty warfare over resources, or launch raids against the smaller independent towns and small factions. In all, the area was unruly, chaotic and violent.

However, the real story of the Roman Empire begins further West, in the territory once known as Arizona. It was there that a man by the name of Isaac Livingstone. Livingstone was a young man when he happened himself across the man known as Edward Swallow, who had just taken the name of Caesar. Watching how he expertly organized the tribal factions into well-trained fighting formations, and captivated by the history and identity of the Roman ways, Livingstone, by this time a well-regarded mercenary soldier and leader, quickly volunteered to help lead and organize the Legion. Within a few years, he had proved himself a capable and loyal leader and was given his own command and chose the name Brutus Julius as his new Roman Legionnaire identity.

Centurion Brutus soon excelled in command and tactical ability, winning him respect from Caesar, especially in the early years of the Legion. However, it wasn’t long before Brutus would go through a serious change. That all began about 7 years after joining the Legion. During that time, Brutus had been gathering whatever information stored in holotapes and other old-world history books about the Roman Legion and Roman ways of life. He began to believe that the system that Caesar had in place was not a good method. When he began to voice that, which greatly angered Caesar who then exiled him to the far Eastern ranges of the Legion’s sphere of influence, into the bordering state of New Mexico, while he and the rest of the army continued to march west.

While angered and disappointed at his position, he took to it forcefully, establishing control over the area’s towns and settlements, using harsh measures when needed, but depending on the local governance to maintain their own peace and loyalty in the form of tribute to him and to the Legion. It was then that one of the local vaults finally opened their doors to the world above and were soon introduced to the intimidated Legionaries that surrounded the vault.

The Vaulters, lead by Overseer Sarah Jennison, were a unique group. Their number had included several Catholic priests, who had passed down their positions to the next generation and so on and so forth. They were also very well equipped with modern weapons and GECKS, and soon began to form agreements with surrounding settlements, undermining the position of Brutus. Brutus was almost immediately taken with Sarah, and decided leniency was the proper method, as the Vaulters technology could prove vital in exchange for other resources for the Vaulters.
Also, and almost just as importantly, it was here that Brutus was introduced to the Latin Rite of the Roman Catholic Church through the meeting of the Bishop Henrique Tomas. Brutus, in his years of study was suddenly immersed with dozens of tapes and books covering all sorts of history concerning the Roman Empire, and its power point and unity through the Roman Church. Tomas also introduced him to the teachings of St. Augustine, and Brutus was soon heavily influenced by him.

This finally broke the will of Brutus who now recognized the true evil aspects of Caesar and his attempt at domination through a perversion of the Roman Empire. Brutus’ version would be a true, proper and real version of the Roman Empire. In 2056, Brutus changed his name once again, this time in honour of his patron saint, to Augustine. Most of his Legate also followed suit and pledged their allegiance to him and his cause. Several months later Augustine married Sarah Jennison, forging a lasting alliance between the two factions. This, combined with the loyalty and pledged foederati of the surrounding settlements, created an impressive legion to counter that of Caesar in the West.

Believing this to be the proper way for the Legion and for Roman ways to grow, Augustine sent envoys to Caesar in the West, asking him to consider his way of approaching Roman identity, joining in the Faith and ending their “abominations” and “evil” practices. When Caesar heard of this he was desperately furious, and sent his reply back: the heads of Augustine’s envoys. Not long after, Caesar’s Legate, the Maplais Legate, was at their doorstep, fully equipped and armed, prepared to end the upstart Centurion who thought he would dare to question the authority and faith of Caesar.
In response, Augustine mustered his Legionaries and his foederati soldiers, and, in what would be known later as “The War of Two Caesars”, the first battle did not fare nearly so well as the legends and stories told later on would have you believe. The Battle at Las Cruces would best be described militarily as a stalemate. Caesar’s Legionaries well outnumbered Augustine’s own forces, and Augustine’s soldiers managed to hold rather well, slowly giving ground to the enemy, while inflicted heavy losses where and when they could. By nightfall both sides were exhausted and scattered fighting and skirmishes lasted throughout much of the night. However, the battle had tolled heavily on Augustine’s smaller army. Without any hope of reinforcements, and knowing that the Legate could count on reinforcements coming to his aid, Augustine had no choice but to withdraw during the night.

However, the battle, although a military loss for Augustine, was certainly not a political loss. Stories and word soon spread of the Centurion who had faced against the Legate and had held his ground. In the eyes of those that feared Caesar and his Legionaries coming to steal them away as slaves, the idea of a turned Centurion battling for them was something too good to be true. This allowed Augustine to reform his forces, gathering supplies and recruits in the small settlements across the New Mexico desert. As the Legate gathered his reinforcements, Augustine lead his soldiers in surprise guerilla raids against the supply lines and reserve troops, harassing the enemy at any opportunity. The civil war was now devolved into a series of small engagements, with both sides attacking and gaining victories, but Augustine was clearly gaining an advantage.

Augustine himself would often lead from the front, engaging the enemy with whatever technology and advancements he could get his hands onto. After one of these engagements, he returned with his Legionaries, where they stopped and hailed him as “True Caesar of the Legion”. Thus dawned the true beginning of Caesar Augustine’s Legion. This new “Caesar in the East” set about establishing the boundaries of the nation, even as the war was still raging.

With morale running high, Caesar’s Legate knew he would have to strike fast and quickly to eliminate the new “Caesar in the East” before he grew too big. On November 5th, he massed his forces and marched in full strength against the main strongpoint of Augustine, which was right back at Las Cruces (it had been retaken some months earlier, as the Legate had deemed it too exposed to maintain and had withdrawn). Hearing of this, Augustine gathered his Legion and his foederati and ordered them to paint the Chi Rho on the face of their shields, breastplates, walls, helmets, guns etc. Wherever they could have it before entering into the engagement.

The Second Battle of Las Cruces was an intense battle, lasting over 3 days of continuous fighting and which seesawed back and forth, with Caesar’s Legion gaining advantages in the offensive, before individual heroism and raw grit managed to repel them each time. By the end of the 3rd day, both sides were utterly exhausted, however, Augustine saw his advantage and after yet another assault from the Legate, he counterattacked with all the legionaries and foederati that he could muster into an all out assault directly down the centre of the enemy formations. The move caught the enemy fully off guard and the Legionaries broke, forced back by the vicious onslaught. By the end of the 3rd day, Augustine and his Legion stood victorious.
The battle effectively ended the war, the Legate was forced to withdraw all the way back to Flagstaff, being harassed by Augustine’s Equites. Caesar was now focused fully on enclosing in on The Strip and the NCR had no time to focus on rebellion Caesars far away in the East and Augustine didn’t have the strength to mount a full on offensive that far west. So, in the end, Caesar remained Caesar in the West, and Augustine remained Caesar in the East.

Flushed with victory and believing them blessed by God, Caesar Augustine’s Legion turned its attention to the east, away from the Old Legion and towards the Royal capital of El Paso which glinted only miles away. The Kingdom of Texico was extremely fractured in nature and with much of their attention focused eastward, they were stunned to find a well armed, battle-hardened foe to their west. The Siege of El Paso lasted only a few short weeks, and by the end Augustine had the city and the King in his custody. Seeing no other option, the King of Texico surrendered the city and the kingdom and all its forces to them, although several of the nobles didn’t take kindly to the new overlords and set up their own forces opposing Augustine.

However, by 2069 the entire region was under Augustine’s control and in 2070 he renamed the city of EL Paso as Nova Roma of the new Roman Empire. Taking the title of Emperor (Imperator) and Augustus in order to show at least nominal “supremacy” over the Caesar in the West, he set about building the nation in the manner that was most fitting for the name of Rome. But, his reign as the first Emperor of Rome would not last long, and he would die in combat against the Texas Republicans near midland in 2075. His son, Constantine I took over at only the age of 18. Despite his age, Constantine would prove a worthy successor to his father’s reign, building the eternal city into a beacon of light and power of the entire region and expanding the Empire to its farthest bounds.

Constantine also embarked upon a series of political and social reforms, there to expand the reach of the empire and provide for more equality among the classes of people that were, now, all considered “Romans”.
Last edited by NewLakotah on Sun Aug 25, 2019 5:32 pm, edited 3 times in total.
"How smooth must be the language of the whites, when they can make right look like wrong, and wrong like right." ~~ Black Hawk, Sauk

"When it comes time to die, be not like those whose hearts are filled with the fear of death, so when their time comes they weep and pray for a little more time to live their lives over again in a different way. Sing your death song, and die like a hero going home." ~~ Tecumseh

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New Egypt

Postby Routcher » Fri Aug 30, 2019 2:22 pm

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Faction/Nation Name: New Egypt

Faction/Nation Territory: Centered around Memphis, TN. Furthest North: Blytheville, AR. Furthest South: Clarksdale, MS. Furthest East: Corinth, MS. Furthest west: Brinkley, AR
Please make sure the cities of Jonesboro, AR (to the Northwest of Memphis) and Jackson, TN (to the North East of Memphis) and Oxford, MS (to the South East of Memphis) are included in my map claim.
Capital City/Faction HQ: Memphis, TN

Cultural Advantage: New Egypt is a breadbasket for the region, with successful farming thanks to the river and efficient governing. Corn is a huge crop for them, and they feed many other factions and settlements in exchange for traded goods or slaves.

Population: 204,645, not including slaves which are not used for fighting and only temporarily stay in the area to be sold.

Government: Theocratic Monarchy, the people worship the Pharaoh as a god-king. A priest caste rule below him, and most laws are seen as religious duties. Below them are the nobles, who govern their respective settlements and ensure taxes and tithes are being paid. Below them are warriors and artisans. Then every other free person, then slaves. Basically, all the land is the personal property of the king, and people must pay him to live on and use it, as well as cut him in on the profits made from operating there. The king is filthy rich, and there is still a chance for others to get rich too, just not as rich as him.

Leaders: Pharaoh Atem Sudi, Vizier Cotton King, High Priest BB Jones

National/Group Ideology: The worship of the old gods of Egypt, as well as a cult around old Memphis Blues Legends. The goal is to build a new Egyptian kingdom along the Mississippi River, build massive monuments to the gods, and let Blues music overcome America.

Military: The military consists of 20,464 members, trained to use special swords, called a kopesh. Additionally, they are issued hunting rifles, with the option to purchase better weapons with their own money. Standard issued uniforms are just lion-clothes and re-purposed sports padding, again, they are able to purchase new equipment if they wish. They are trained in basic military tactics using old army handbooks for reference, as well as by going on hunting trips, raiding nearby independent settlements, and participating in war game exercises. They are trained in the use of their standard equipment, and might be trained in the standard equipment of their foe if at war (although not as well). Most warriors are also taught how to ride a horse, although cavalry tactics are not common with them.
Warriors may wish to join the Marines, which become trained in sub-machine guns and sabotage techniques, as well as amphibious assault. The Marines accompany river boats to act as security when not on missions. An elite few are selected to be motor-chariot riders, who use modified motorcycles instead of horses, for fast attack capabilities.

Army North- Jonesboro- 5,000 men- Prince Benton Sudi
Army South- Oxford- 5,000 men- General Roscoe Wolf
Army West- Palestine- 5,000 men- General Little jimmy Wilkins
Army East- Jackson- 5,000 men- General Sleepy Louis Vinson
Marine Corp- Memphis- 464 men- Captain Big Walter Parker

Another Unit, the Sentinels of the God-King, are the personal guards of the Pharaoh, and are not counted among the military, but are rather very devoted priests.
Motor Chariot, as ridden by visiting Roman Warrior
New Egyptian Warrior

Major Towns or Locations:
Memphis- Capital
Jonesboro, big population, army base
Tunica, resort town for travellers
Oxford, big population, schooling, army base
Palestine, army base
Jackson, large population, army base, trade with whoever lives in Nashville

History: Soon after the vaults opened, a group of raiders with an affinity for blues music enslaved the vault dwellers. The dwellers had been exposed to Egyptian Mythology & history inside the vault, and over time worshiped the old gods. They slowly converted members of the raider gang. Within a generation, the two groups had become one, choosing to work together to glorify the gods than fight each other. they united under a powerful warrior, who the priests had determined was a living god. they used this religious fervor to expand, bring other settlements into the fold, willingly or otherwise, and enslave those who were too weak or refused to convert. Using the knowledge of history, they used the Mississippi River, which they call the New Nile, to farm and used efficient bureaucracy to manage their resources well. In a few decades, Memphis was the capital of New Egypt, a kingdom in its own right, able to be the envy of the uncivilized wastelanders.
Last edited by Routcher on Fri Aug 30, 2019 4:55 pm, edited 3 times in total.
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Postby Tysoania » Fri Aug 30, 2019 7:30 pm

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Faction/Nation Name: Three Cracks
Faction/Nation Territory: Centered on Yellowstone, and surrounded by (counterclockwise from north) I-90, I-15 to Logan, Logan to Green River, I-80 to Elk Mountain, Elk Mountain to Hwy. 487, Hwy. 487 to Casper, then I-25 to I-90.
Capital City/Faction HQ: Devil's Den
Cultural Advantage: "Lone Star" - Born and raised on the wide plains and rolling hills of the former states of Wyoming and Montana, the folks of Three Cracks are very resourceful and hardy, and are easily able to live off the land. This goes beyond food and water, however, and many folks are even able to often scrounge up ammunition from piles of Old World junk at a moment's notice, reducing supply requirements and increasing the ability of Three Cracks to conduct small-group and solo long-range missions.
Population: 11,000 citizens
Government: Three Cracks operates as a democratic republic with two levels of government. The first level, known as the Plains government, governs the entirety of Three Cracks. The leader of the Plains government, known as the Trailmaster of the Plains, rules over an assembly of representatives from towns and tribes in Three Cracks, with each assemblyman having one vote. There are no formal political parties, but political alliances are common. The Trailmaster does not have a cabinet, with the leaders of various agencies reporting directly to the Trailmaster and the Assembly. The lower level of government, known as the Wagon government, governs only a town or tribe. The Wagon governments are all elected by the residents of the area, with the leader of a Wagon government known as a Driver. The Driver may have a council to assist them, but it depends on the size of the Wagon's area of responsibility. There are also vast swathes of land that do not have any significant residents and thus do not have a Wagon government or Driver. These areas are patrolled by the Three Cracks Rangers, who also serve as the professional military of Three Cracks, but are otherwise lawless wastelands. The Three Cracks Rangers and their commander, Chief Ranger Occam, report to the Trailmaster and the Assembly.
Leaders: Trailmaster: Alfred "Al" Packer
Chief Ranger: Joe Occam
Speaker of the Assembly: Sarah Lubbard
Driver of Devil's Den Wagon: Delaney Two-ravens
National/Group Ideology: Three Cracks is somewhat isolationist. Although it is welcoming to new arrivals and trader caravans, organized foreign nations are viewed with extreme suspicion. Most citizens of Three Cracks are also wary of any attempts to expand "civilization" beyond the major towns and trading routes, and a solitary frontier lifestyle, similar to that of the American Old West, is viewed with reverence.
Military: Three Cracks has a professional military force, the Rangers, and a part-time, as-needed conscript force, the Volunteer Militia.

The Rangers number approximately 200. They are normally drawn from the ranks of Wagon police forces and veteran farmhands, and undergo 3 months of training at Canyon Village, the Rangers' barracks and headquarters. After training, they are deployed to various areas around Three Cracks on an as-needed basis to patrol the Wasteland for bandits and threats, assist Wagon police forces, or carry out other law-enforcement tasks. Rangers are allowed to supplement their equipment with personal kit, but they are most often armed with a repeating rifle and a trail knife. They carry little armour, but have a bedroll, tarp, and other supplies needed for life on the Bighorner trails of Three Cracks. Although they are rarely used in large groups, they are trained and capable of working in small groups as a reconnaissance force or to carry out ambushes.

The Volunteer Militia has approximately 400 trained members. Because the Militia is a part-time conscript force, it is not a standing force and is rarely called up. Conscription is only carried out when the number of troops falls below 500, and members are required to serve 5 years. Training is 1 month at Canyon Village, and consists of basic combat skills with military equipment. They are only intended for defensive missions against an invading army or horde of Deathclaws, and are only equipped with light leather armour, a dusty uniform, and a combat rifle as a result. However, many troops will supplement the issued kit with their own gear, meaning that many troops will have colourful patches on their uniforms and a caravan shotgun or pistol alongside their issued weapon. They are intended to work in large groups.
Major Towns or Locations:
-Devil's Den (capital of Three Cracks, home of the Assembly, home of the Trailmaster's office)
-Canyon Village (Ranger barracks and headquarters, Militia barracks and headquarters)
-Dust Creek (major trading hub)
-Bear Lake (southern end of the Bighorner Road, the main herding route between the Lake and grazing grounds)
-Thermometer (largest settlement in the eastern end of Three Cracks)
-Trout Peak (northern end of the Bighorner Road, and the center of the northern grazing grounds)
History: (How did your nation or group come to be?)To be completed.
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Father Knows Best State

Postby Elerian » Fri Aug 30, 2019 7:57 pm

Tysoania wrote:-Snip-

I'm sorry to say that Yellowstone is outside the limits of the RP. I'd recommend consulting the map.

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Postby Versail » Fri Aug 30, 2019 10:51 pm

All accepted faction and player apps will be placed in the roster within the next two hours at max, probably sooner.
What difference does it make to the dead, the orphans and the homeless, Whether the mad destruction is wrought under the name of totalitarianism or in the holy name of liberty or democracy?~ Gandhi.

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Postby Versail » Fri Aug 30, 2019 11:18 pm

Ort wrote:Snip

Head on into the Discord so Me and the Co-OPs can help with the app.

Greater Liverpool wrote:Snip

I tried to contact you a handful of times to help with your app, which in it's current state is not suitable for the RP.
Please respond as I think you would make a nice addition to the rp.
What difference does it make to the dead, the orphans and the homeless, Whether the mad destruction is wrought under the name of totalitarianism or in the holy name of liberty or democracy?~ Gandhi.

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Nova Tawantinsuyu
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Founded: Aug 30, 2019

Postby Nova Tawantinsuyu » Tue Sep 03, 2019 6:33 pm

Faction/Nation Flag (Optional): Image
Faction/Nation Name: Conch Republic
Faction/Nation Territory: Florida Keys, Miami metropolitan area, much of the southern part of the western coast of Florida stretching up to the north shore of Tampa bay. A small exclave around the Mayport and Jacksonville area. Additionally a number of small outposts are found on the north coast of Cuba and scattered across the Bahamas that are often surrounded by buffer state tributaries.
Capital City/Faction HQ: Key West
Cultural Advantage:Masters of the Sea. Rising from being a small mercantile city state in the Florida Keys, a region historically dominated by almost constant conflict between the fiercely independent island nations of the keys as they vied for control of the trade route as a jump off point for trading further afield like Cuba and Yucatán Peninsula. It was both unparalleled seamanship and being one of the few nations to maintain a nuclear powered navy supported by aircraft. This naval power has allowed them to be one of the premier trading powers of the region.

Population: 200,000
Government: Mercantile republic. Although the country could loosely be considered a democracy to call it fair and free would be pushing it. Voting Citizenship is typically restricted to a more limited number of people who trace their line back to being from the Keys themselves, whether still living there or in one of the outposts of colony cities of mainland Florida and beyond. Additionally they openly incorporate what would be considered flagrant corrupting elsewhere into their political system. Its not uncommon for citizens who have fallen on hard times to contractually sell their vote, either directly to a candidate for one office or another or to some wealthy resident of the nation who lacks full voting rights of their own. Additionally to win a major office its almost an obligation to patron major public works in your constituency to raise funds. One of the few sacred in corruptible bodies is the military of the nation with the country's reliance on its naval prowess being paramount that the importance of merit and experience in positions of authority is universally recognised.

Sectary general: Thomas Falker
First Sea Lady: Eve de Losa
Mayor of Key West: Alex Henderson
Sectary of Trade/Harbour Master of Key West: Adam Victor
Master of Caps: Daniel Smith
Captain General of the Marines: Denis Renard
Foreign Sectary: Ella Helen

National/Group Ideology: Mercantilism, Thalassocracy and trade based imperialism. Their main goals are protect their trade interests and expand their economic and naval influence. Conflicts are primarily reactionary and opportunistic, the Conch republic has no grand dream of unification or domination. Certain particular areas are of interest, namingly the entrance to the Mississippi river with its link that would allow trade to be conducted into the heart of the continental US, whether by alliance or force is to be seen. Other than that the Conch policy has been historically and will continue to be flexible to the currents of the day. Looking to contain powerful potential rivals with alliances, naval blockades and attacks on their periphery. Taking advantage of moments of weakness to establish trade monopolies, tributaries and outposts.

The nuclear powered naval vessels of the Conch republic are its greatest strength, a mixture of old US naval vessels recovered
CNS Triumphant- A prewar Vertibird carrier that represents the flagship of the Conch navy and the long right arm of its power projection. This allows the vessel to carry some 20 vertibirds with a compliment that can contain aircraft designed for troop transport as seen in fallout 4, gunships as seen in fallout new vegas and 3, anti submarine warfare which are ostensive conventional ones retrofitted with sensor buoys and depth charge dropping equipment and utility vertibird. This vessel is the prize of the navy with an almost unlimited range allowing for fleet actions and landings to be carried out in any coastal region.

Havok Class Destroyer Class- representing the second and third ship of the navy the Havok class are fast and carry enough fire power to give most current fleets a run for their money with two 155mm guns, with a handful of the now rare resource of atomic munitions for them each, likewise prewar vessels. The more sensitive older missile systems of the craft are unfortunately out of service in the CNS Lock, gutted out and replaced with six 76mm guns while on the CNS conquest the old missile systems are functional but with the old and impossible to reproduce advanced SAM and anti-ship munitions impossible to replace barely a dozen rounds remain. Never the less they remain formidable vessels able to fight in longer ranged fleet engagements. Both vessels are armed with an array of heavy Gatling lasers for point defence.

Neptune Class Frigates- These vessels are the mainstay of the fleet with a dozen in total. They are the most powerful post war produced vessels in the navy, much of the sensory and more advanced weapons systems cannibalised from pre war vessels and other facilities damaged beyond repair but with modern hulls. They are armed with one 155mm gun and four 76mm guns in three turrets.

Drake Class Corvette: A post war design again armed with a 76mm. This vessel prioritises speed over armour or the massive fire power of the larger vessels, sea worthy enough to fight in anything short of the open Atlantic in bad weather the vessel is ideal for protecting and raiding trade with space for one vertibird that can provide recon or target smaller vessels that lack air defence.

Tiger Class Fast Attack Vessel: A Pre war coastal hydrofoil. Extremely fast armed with either a 76mm cannon or a rotary laser cannon, to a normal Gatling laser what a rotary autocannon is to a 5mm gatling gun. Additionally its often equipped with additional smaller post war retrofitted weapons such as rocket launchers and Gatling guns or lasers, heavy machineguns and other heavy weapons isn't uncommon. Some versions of the vessel see the main gun replaced with 30mm rotary autocannons. These vessels sacrifice the ability to safely operate in deeper waters for extreme speed and a shallow draft. They fulfil a similar role to the corvette class, protecting shipping in coastal region and striking at pirate raiders and other threats. Particularly those equipped with a rotary laser cannon are effective against smaller vessels at closer ranges and providing support to landing craft.

Naval air arm: the naval air power of the republic primarily consists of veribirds most easy to transport on their one and only carrier, the variants of which were previously described. Particularly out in the Bahamas small twin engine sea planes originally intended as recon and marine patrol aircraft are also sometimes retrofitted with side door mounted guns to turn them into a light ad hock gunship. Meanwhile as the republic reaches out its hand to deal with the larger players of the world they have begun experimenting with a fighter planes. Although only a dozen of each kind of aircraft exist at the moment they currently have two notable designs.

Hawk: Equivalent to a first generation jet fighter the hawk is a fast and manoeuvrable aircraft with a pair of 30mm wing mounted cannons and a ballistic or laser gatlin gun in the fuselage. The downside of this aircraft aside from the cost is its relatively slow speed of take off and gaining altitude. Its can be used as an air superiority fighter, interceptor ideal for destroying heavier aircraft or if necessary a ground attack aircraft.

Falcon: Designed as a lighter interceptor the falcon is a prop, rocket hybrid fighter. In a similar manor to drop pods it has a pair of disposable rocket engines attacked to the wings which can be used to generate rapid thrust in order to quickly take off and gain altitude. Once it has expending the small amount of fuel available these will be dropped from their aircraft after which is will use its single engine prop to fly. A very nimble just short ranged aircraft its ideal for engaging escort fighters and fighter bombs to protect airfields in order to allow the Hawk jets to get up to speed.

Marines: The professional amphibious expeditionary force of the republic. A relatively small formation of 5,000 men they are well trained and equipped typically as light amphibious infantry, their tactics are mostly based on combining air power with fast moving light infantry units effective in forests, jungles and urban enviroments. Most marines carry a select fire 5.56 assault rifle, a mixture of prewar rifles and post war copies. Some NCOs and more elite units may swap this out with more advanced laser rifles. Typically one or two members of each squad carries a SAW, 5.56 NATO cartage, easily removably machine gun barrel, fed typically from a drum magazine, with a bipod. Semi-automatic marksman rifles in 7.62 are found in most squads. All four weapons have basic optics available. Combat shotguns are also not uncommon amongst units expected to carry out room clearing and boarding actions. Heavier weapons like flamers, heavy machineguns and gatling guns are rarely used to increase the mobility of the unit although where they expect to find power armour or other harder targets rocket launchers with HEAT rounds come in handy and attacking static positions high explosive rounds can be used.

The marines lack a significant quantity of power armour, perhaps a hundred suits in all, concentrated in a handful of heavier assault units. Marine artillary is typically limited to man portable mortars, the largest of 120mm but 81mm more commonly, relying on naval gunnery and virtibirds for their fire support. They lack significant quantities of armoured or mechanised forces at the present for maximal naval mobility although there have been plans to attempt to begin to produce amphibious lighter tanks and ifvs.

Militia: 20,000 The militias of the republic are larger but non-professional forces of reservist who's primary task is to defend their own home regions. Their tactics are typically defensive, relying on trench positions and fortifications to steel them were quality of the troops may be lacking.

The militia infantryman's equipment is varied. Outside of the Key west militia itself and a few other of the wealthiest cities the local militias are often only able to provide their troops with the bare minimum of equipment with wealthier soldiers supplementing the armament from their own pocket. As such much of the militia riflemen is equipped with pipe gun rifles and similar basic weapons although these with be smattered with high end military grade and advanced energy weapons. In addition to their riflemen militia units typically have a healthy number of heavy crew serviced weapons. Belt fed SAWS, GPMGs, water cooled medium machine guns and heavy machine guns all make the militia still a very viable threat in an entrenched position with gatling guns and laser gatlings sometimes being purchased by wealthier individuals for their personal use in the militia. Additionally they make heavy use of rocket launchers and recoilless rifles in defensive and ambush positions.

The militia's artillary is typically heavier than the marine's powerful 155mm howitzer and heavy mortars are a common weapon with the addition of extremely high calibre coastal batteries like 240mm guns being placed to defend many ports.

Major Towns or Locations: Mayport and Jacksonville: Larger pre-war military base now occupied by the Conch Republic and utilised. The republic continues to attempt to bring old, sunken ships from the bottom of the port here in order to study them and remove any still working parts for use in their own navy. Taking a nasty beating during the war the place isn't particularly heavily inhabited these days but the occupation of the largest pre-war city in Florida still represents a certain symbolic statement concerning their intensions in mainland Florida. As one of the most northerly points of Conch influence on the east coast the naval base is vital for protecting their trade routes heading northwards towards areas like the commonwealth and capital wasteland.

Freeport: The largest Conch colonial city in the Bahamas and an important naval and trade base for protecting power into the islands.

Miami: The largest city by population centre in mainland Florida the city represents a stop off point for traders moving from the Keys north east. The city militia and marines still fight periodic small scale wars as pockets of raiders and others in the Everglades and other parts of the interior of Florida attempt to harass the surrounding farming settlements and land trade caravans.

Fort De Soto: The Navy's North West base of operations, guarding the entrance of Tampa bay and scattered small township colonies there in the fortress serves as the north guard from which they can sally out to meet any threat coming along the coast from that direction and project power into that part of the Gulf of Mexico in order to defend its trade interests and serve as a supply stop for small coastal vessels moving beyond and back into the republic's territories.

Casablanca: Whether the US decided to nuke Havana were it lies across the bay from Casablanca for genuine military reasons or just spite as the world burned is unclear but controlling the two old fortresses that defend the Canal e Entrada the small modern city is not a busy trading port that makes for the centre of Conch interests in Cuba facilitating trade into the interior and the place from which the military power of the republic is used to maintain the tributary and trade monopoly status over much of the four western provinces of the main island of Cuba
Key West managed to come through the war largely unharmed by any direct nuclear strikes. What had once been an old joke of the independent Conch Republic used to make a political point morphed into a very serious independent state. Many of the other islands ended up becoming similar small independent nations after the war, even some not originally heavily populated became so as refugees fleeing the devastation of the mainland settled there. It took the best part of the first century of slow, methodical growth by the Conch republic along the length of the Florida Keys towards the mainland for the entirety of the land their claimed there to be taken, in many places the bridges left under maintained were destroyed and even where not provided a defensible and typically fortified position. It was through ruthlessness, grit, trading skills, superior seamanship and vessels that they eventually won. Soon after their final victory in that region the republic exploded outwards, having being turned into an efficient machine of conquest and trading from their experiences, fighting naval and expeditionary wars along both coasts of Florida and establishing naval bases there. At Mayport the repair of some of the old US navy ships there into working order again was one of the greatest technical feats in the entire region and facilitated still greater expansion outwards to Cuba and the Bahamas. In more recent years the appetite for conquest waned and the Conch republic fell into a position of contentedness with their current situation, occasionally making small expansions and acting with ruthlessness to hold what they hold but generally not making any large scale new campaigns of conquest.

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Founded: Jun 30, 2016
Corrupt Dictatorship

Postby Ormata » Wed Sep 04, 2019 12:37 am

Nova Tawantinsuyu wrote:Faction/Nation Flag (Optional):
Faction/Nation Name: Conch Republic

Could you please join the Discord so we can go over your application with you?



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