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Fallout: New Hope, Old World (OOC/Signup page.)

For all of your non-Nationstates related roleplaying needs!
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Versail
Negotiator
 
Posts: 5044
Founded: May 21, 2012
Corrupt Dictatorship

Fallout: New Hope, Old World (OOC/Signup page.)

Postby Versail » Sun Sep 13, 2020 9:09 pm



Image
New Hope, Old World

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."


ICMAPDISCORD CHAT


Welcome to Fallout:New Hope, Old World.

This is a Fallout Nation RP set in the North American Continent and Caribbean, starting in the year 2290. 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 with approval from the OP (Me in this case), If you want to create an entirely new Republic or Kingdom or Tribe in the middle of the America 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 player zone 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.









Application


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]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
[box]
[b]Name of Character:[/b]
[b]Age of Character:[/b]
[b]Appearance:[/b]
[b]Gender:[/b]
[b]Faction Alignment:[/b]
[b]Character S.P.E.C.I.A.L:[/b] (40 Points)
S:
P:
E:
C:
I:
A:
L:
[b]Equipment:[/b]
[list]
[*]
[*]
[*]
[*]
[/list]
[b]Character Backstory:[/b]

[b]Companions:[/b]
[/box]





Banlist

Dragos Bee.



Miscellaneous


Alright, I know you're ready to just get right into this but here is where additional information will be placed should it be required or asked for.

Last edited by Versail on Mon Sep 28, 2020 9:06 pm, edited 3 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.
http://freerice.com/#/english-vocabulary/2499

User avatar
Versail
Negotiator
 
Posts: 5044
Founded: May 21, 2012
Corrupt Dictatorship

Postby Versail » Sun Sep 13, 2020 9:11 pm

Reserved space just in case
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.
http://freerice.com/#/english-vocabulary/2499

User avatar
The Manticoran Empire
Powerbroker
 
Posts: 9729
Founded: Aug 21, 2015
Anarchy

Postby The Manticoran Empire » Sun Sep 13, 2020 9:30 pm

Now Fallout New Vegas has a Gold Bar which weighs 35 pounds and is valued at 10,539 caps. The Fallout 4 Gold Bar weighs .5 pounds and is valued at 450 caps. Now one pound is equal to 14.5833 Troy Ounces and gold is sold by the Troy Ounce. So, in Fallout 4, a Gold Bar is 7.29167 Troy Ounces, putting gold at 61.71 caps per Troy Ounce. In Fallout New Vegas, a Gold Bar is 510.417 Troy Ounces, putting gold at 20.64 caps per Troy Ounce. That puts the average price of Gold in the two games at 41.18 caps per Troy Ounce. At present, Gold is worth $1,390.85 per Troy Ounce. Using gold as our standard, a cap in Fallout New Vegas is worth $67.38. In Fallout 4, a Cap is worth $22.54. That puts the average worth of a bottle cap at $33.77.

Silver in Fallout 4 is worth 30 caps or $1013.1 per 1/10th pound and Copper is worth 20 caps or $675.4 per 1/10th pound.

Faction/Nation Flag (Optional): Image

Faction/Nation Name: The New California Republic

Faction/Nation Role: "superpower"

Faction/Nation Territory: Oregon, Nevada, California, Baja California, covering a total land area of 413,505 square miles.

Capital City/Faction HQ: Shady Sands

Cultural Advantage: The New California Republic is a state built by survivors and entrepreneurs. As such, its citizens are willing to take great risks to ensure their success. Furthermore, it possesses a robust and rapidly expanding economy, fueling a mighty war machine and supporting friendly governments across the wasteland.

Population: 481,307 Baja California, 479,620 Mojave, 548,905 Nevada (excluding Mojave), 935,754 California (excluding Mojave), 2,399,925 Oregon. Total population of 4,845,511

Economic Data: The economy of the NCR is mostly dependent upon agriculture and salvaging pre-war materials, particularly steel, iron, aluminum, and copper.

Agriculture in the NCR is mostly centred around Central California and Oregon, with around nine million acres in California and about 14,080,000 acres in Oregon. Nevada, the Mojave, and Baja California combine for barely one million acres of arable land between them. Salvaged robots, like Mr. Handy’s and Eyebots have been employed by many farmers to increase their crop yields while knowledge gleaned by the Followers have led to improvements in planting and harvesting techniques. Combined, they allow enough food to be grown to provide a 100% food surplus most years. In general, crops are exported with a fairly broad variance in price. Wheat, soybeans, tatos, maize, agave, jalapeno peppers, and mesquite are the most common crops. Wheat sells for 5 caps per bushel, soybeans for 9 caps per bushel, tatos for 30 caps, maize for 4 caps, agave for 33 caps, jalapeno peppers for 2 caps, and mesquite for 14 caps per pound. Agave, Jalapeno Peppers, and Mesquite are mostly grown in Nevada, Mojave, Southern California, and Baja California, totaling about a quarter of the one million acres of growing land in those states. The rest of the land is used to grow mainly wheat and maize, with tatos and soybeans grown in Oregon and Central California.
However, California does have substantial amounts of grazing land, unsuitable for growing crops but quite effective and growing the simple grasses used to graze brahmin and other livestock animals. Brahmin are raised across the nation, with bighorners raised in the south and wool producing sheep in the north. Hogs are also raised in parts of the country.
Leather, made from the hides of Brahmin and Bighorners, will fetch 100 caps per pound. Linen or wool cloth will fetch 40 caps per pound.

The next part of the economy is salvage. With millions of pre-war cars, each providing thousands of pounds of steel, aluminum, and other metals, the salvage yards of California and Nevada are highly profitable. Prospectors venture into neighboring regions to collect other cars, with some sailing as far as Hawai’i or going as far as to sail to the East Coast to collect cars, trucks, and other sources of salvage for the payday. Steel is worth 15 caps per pound, Aluminium is worth 150 caps per pound, Copper is worth 200 caps per pound, and Lead is worth 27 caps per pound. Functional pre-war circuitry can fetch 83 caps per pound.
Other items are also valuable salvage, many located in old hardware stores, armories, military bases, police stations, and even in pre-war homes. Concrete, another commonly salvaged item, is worth one cap per pound due to how easily it can be made from scratch. Ceramics are far more valuable, able to fetch 70 caps per pound. Gold and Silver, valued at 450 caps per pound and 300 caps per pound, respectively, are also highly valued, both for currency and for Golds use in electronics.

The third part of the economy is logging. While considered by many to be a portion of the agricultural sector, logging is a substantial portion of the economy, with woodlands forming a large portion of the land area of Northern California and Oregon. Depending on the lumber in question, planks can cost as little as 10 caps per 10 foot section to over 300 caps per 10 foot section. Lumber is often used in building homes, businesses, bridges, and in the construction of the railway lines that are vital to the NCRs administration and economy.

Government: Federal Presidential Constitutional Republic with a bicameral legislature.
Senators were elected with one from each state and one from each independent city, including LA, San Diego, San Francisco, New Vegas, and Astoria. Meanwhile representatives were assigned at one per constituency, which were initially drawn up along pre-war county boundaries. While theoretically equal, it became clear that this wouldn’t work. In terms of Senators, California had four, Mojave and Oregon two, and Nevada and Baja California only one. Furthermore, with California having 58 counties, Oregon 36, Nevada 16, Baja California 6, and Mojave only one, California dominated NCR politics, with 50% of Representatives and 1/3rd of Senators representing California while the population of California numbered only 19.3% of the total population. However, with the assistance of the Courier, Oregon resident Walker Holland was able to become the President and his supporters managed to win seats in Oregon, Nevada, Mojave, and Baja California. With a huge well of popular support outside of California, a sizable base of support in California, and support from the Hero of the Mojave, Holland was able to restructure the government to be more representative.
Congressional representation would be determined by population. Each state would receive only two senators, with independent cities no longer considered as separate from their home state. Meanwhile, the House of Representatives would be reorganized with one representative for every 7,500 citizens. Under this new system, Oregon would receive 320 representatives, California 111, Nevada 73, Baja California 64, and Mojave 64. While Oregon now controlled over 50% of the seats, the solidification of nationwide political parties made party affiliation more deciding than state affiliation.

Leaders: President Walker Holland, Vice President Mack Hankins, Senate Majority Leader Frank Linder, Speaker of the House Brian Wilcox, Senate Minority Leader Joseph Adams, House Minority Leader John Barber, Brigadier General Sarah Moultrie (Courier Six, enlisted before 2nd Battle of Hoover Dam, promoted to Brigadier General as a result of efforts to secure NCR victory).

National/Group Ideology: Liberalism, Republicanism, Legalism

Military: The Armed Forces of the New California Republic are the combined land, sea, and air forces of the New California Republic. Founded in 2186 as a militia for Shady Sands, the Armed Forces were largely modeled on the pre-war US military and are among the best equipped in the former United States. Much like the US Military, there are active and reserve components for all branches, with approximately 242,275 men and women serving during the Kimball Administration. However, the reforms initiated by President Holland’s Administration have seen a significant change. The military would reduce in size to 73,021 Regulars and 76,316 Reservists, demobilizing 92,938 men entirely and allowing the reserve troops to also take up civilian employment while conducting monthly battle drills with their units.

The New California Republic Army is the largest of the three branches and also the most heavily impacted by President Holland’s reforms, at least to date. With 193,820 men and women at the end of the Mojave War and an arsenal that included Fat Man micro-nuclear weapons, missile launchers, M2270 Service Rifles, Light Machine Guns, Anti-Material Rifles, 25mm and 40mm grenade launchers, submachine guns, and semi-automatic pistols, the NCR Army was the most powerful in North America after the victory at Second Hoover Dam. However, the weapons and manpower were expensive and ill defined so the NCR Army cut manpower numbers and increased standardization efforts.

The first part of those reforms were the standardization efforts. With the Kimball Administration only half committed to standardizing NCR trooper equipment, many soldiers fought at Hoover Dam with bolt action rifles, shotguns, or the standard Model 2204 lever action muskets. Others were armed with Service rifles and machine guns, darlings of the corrupt Kimball administration. In the first weeks of the Holland Administration, troops were evaluated to determine who was worth keeping on Active Duty and who could be shifted into the Reserves without too much difficulty. Once that determination was made, troops who were to remain on active duty recieved the priority for the new uniforms and armaments. The service rifles and machine guns, deemed by the Army as a logistical hassle not worth the cost, were phased out in favor the previous standard issue lever action muskets. Other weapons, like the grenade rifle, machine pistol, and rocket launcher, were also withdrawn from service.

The second part was a major reorganization of the Army. Gone were the randomly sized battalions of the Kimball Administration. Now, the Army was firmly authorized a total of 57,879 Regulars and 66,201 Reservists, to be organized into Infantry Regiments, Cavalry Regiments, Artillery Regiments, and Engineer Regiments. These formations are split between the Regulars and the Reserves, with a total of 40 Infantry Regiments, 5 Cavalry Regiments, 5 Artillery Regiments, and 5 Engineer Regiments. The Infantry Regiments are organized into brigades and then divisions, with two regiments per brigade and two brigades per division. In total, there are 20 brigades and 10 divisions, with one division split between the Regular Army and the Reserve Army, along with the 5th Cavalry, 5th Field Artillery, and 5th Engineers.


NCR Army Organization: The smallest official unit is the Company, known as a Troop in the Cavalry or a Battery in the Artillery. Be it an Infantry or Engineer Company, a Cavalry Troop, or an Artillery Battery, all company sized elements have the same basic officer command. A Captain serves as the commander and is assisted by 1 Lieutenant in the Infantry and Cavalry and 2 Lieutenants in the Artillery and Engineers. The Lieutenants can take command of sizable detachments and support the Captain during the march and in combat. In garrison, the Lieutenant is responsible for the day to day activities of the Company while the Captain is often required to see to the logistical and administrative side of the unit. All four branches then assign an Ensign, the most junior officer rank, to each company level unit.
Ensigns have no command authority nor any leadership responsibilities over the soldiers. Rather, they are tasked with carrying the Company Colors, a small, swallow-tailed ensign called a guidon. The guidon is colored and decorated depending on what sort of unit it belongs to. An Artillery Battery Guidon is scarlet with yellow lettering, with the Regimental number (1, 2, 3, etc.) written above two crossed cannon barrels, with the battery letter (i.e. A, B, C, etc) below. A Cavalry Troop Guidon consists of a red upper field and white lower field, with the Regiment number in white on the red field and Troop letter in red on the white field. An Engineer Company Guidon is scarlet with white lettering, the Regiment number placed above a stylized castle with the Company letter below. An Infantry Company Guidon is dark blue with white lettering, the Regiment number placed above a pair of crossed muskets with the Company letter below. In the case of both the Cavalry and the Infantry, the Battalion number is placed centered and to the right, closest to the half-pike that forms the flagpole.
The company level units then have a collection of Non-commissioned officers to assist the Captain and Lieutenant with managing the lower enlisted. As the senior most NCO, each company has a First Sergeant. The First Sergeant is supported by Sergeants and Corporals. An Engineer Company has 10 Sergeants, educated men with knowledge of mathematics and the construction of works. Engineer sergeants command sections that are tasked with accomplishing many things, such as building bridges across rivers, digging trenches, building earthworks, and, in cases when a formation is stationed in an area for an extended time, a permanent fortification. An Artillery Battery has 6 Sergeants, similarly educated men well schooled in the science and math of ballistics. Artillery Sergeants are in charge of sections containing two pieces and are responsible for ensuring the guns are kept supplied as well as overseeing the laying and firing of the pieces. An Infantry Company and a Cavalry Troop, on the other hand, have only 4 Sergeants who are primarily there to teach privates how to be soldiers. These sergeants instruct the privates on the finer points of soldiery, such as marching and marksmanship, and lead patrols. Sergeants are supported by Corporals. An Engineer Company has 10 Corporals, each serving as an assistant to the Sergeant. Engineer Corporals are recent graduates of the Engineer School in San Francisco and are often compared to apprentices of the Sergeants, seeking to complement their book knowledge with practical field applications. Artillery Corporals are very similar, with 12 Corporals in each battery. These Corporals not only learn from the Sergeants but are also responsible for a single gun apiece. They are expected to oversee the reloading process as well as to lay and fire the piece. Infantry and Cavalry Corporals are similar to Artillery Corporals, being tasked with overseeing smaller sections of infantry and cavalry troopers. However, the main difference is that a Corporal in the Infantry or Cavalry is less an apprentice of the Sergeant and more an assistant. Some Sergeants grow so confident in their corporals (or are so uninterested in their duties) that they leave the Corporals in charge of all operations while they spend their days drinking and gambling while their nights are spent drinking, gambling, and whoring.
At the very bottom of the rung are the Privates. These are young men with a limited education and mostly recently entered into the service. Their sole duty is to follow the orders of those above them and comport themselves as honorable soldiers in the Line. What wages they earn are often spent on booze or women or lost at card tables. Privates in the Artillery are often little more educated than an Infantry or a Cavalry private while Privates in the Engineers go through a course of instruction at the Engineer School in San Francisco. An Infantry Company has 82 Privates, a Cavalry Troop has 72, an Artillery Battery has 122, and an Engineer Company has 64.
Then there are the specialists within each company, namely Artificers, Wagoners, Musicians, Farriers, and Saddlers. Artificers are found in Artillery Batteries and Engineer Companies. In Artillery Batteries, they are trained to conduct maintenance on the guns and the carriages and caissons associated with them, as well as the ammunition. In Engineer Companies, Artificers are similar in pay to a Corporal but as numerous as Privates, being more experienced than the privates and having gone through a second, more advanced, Engineer Course at the San Francisco school. There are 6 Artificers in an Artillery Battery and 64 in an Engineer Company. Next are the Wagoners, private soldiers responsible for the maintenance of a wagon and the accompanying mules. Each company sized unit is authorized a wagon and wagoner to carry rations, ammunition, and any other supplies the men don’t carry on their backs. Saddlers and Farriers are found only in Cavalry Troops, with Saddlers specializing in the making and maintaining of saddles while Farriers are blacksmiths, trained to make and fit horseshoes, both vital skills to units that do most of their fighting and moving on horses. A Troop will have one Saddler and 2 Farriers. Finally, the Musicians, known as Trumpeters to the Cavalry. These are soldiers who either displayed skill with instruments in training or were unlucky when they joined and were assigned as musicians. They wield no weapons and most have, indeed, never been trained to use a musket. Rather, they carry a large drum for the purposes of beating out calls and cadences, though this is done with a trumpet in the cavalry. Each company has two musicians.
In total, an Infantry Company has 101 men, a Cavalry Troop has 95 men, an Artillery Battery has 156 men, and an Engineer Company has 154 men, at least as an authorized strength.

In the Infantry and Cavalry, companies are grouped into Battalions, with 8 companies to an Infantry Battalion and 4 troops to a Cavalry Squadron. These battalions then have additional officers and NCOs to serve as a staff. A Major, two Lieutenants, a Sergeant Major, a Quartermaster Sergeant, a Commissary Sergeant, and a Hospital Steward are the staff members that both Infantry and Cavalry battalions share in common. A Cavalry Squadron, however, also includes a Saddler Sergeant and a Veterinary Sergeant. In total, an Infantry Battalion has 7 staff officers and NCOs while a Cavalry Squadron has 9. This results in an Infantry Battalion totaling 815 men while a Cavalry Squadron totals 389 men.

Next is the Regiment, which serves as the primary unit of employment for Infantry and Cavalry units. Each regiment has a staff of Officers and NCOs that fulfill a number of tasks. Each Regiment will have a Colonel as the Commander and a Lieutenant Colonel as the Deputy Commander, supported by a Sergeant Major as the senior NCO. An Infantry Regiment will include a Drum Major while the Infantry, Cavalry, and Artillery Regiments also include two principal musicians. Infantry and Cavalry Regiments include additional musicians for a regimental band while Artillery Regiments pool the company musicians and Engineer Regiments have little use for a band aside from ceremonial duties. In total, an Infantry regiment has 31 staff, a Cavalry regiment has 22, an Artillery regiment has 27, and an Engineer Regiment has 16. Artillery and Engineer Staffs include the NCOs that are assigned to Infantry Battalions and Cavalry Squadrons.
The Battery is the main unit of employment for the Artillery while the Engineers can divide into three battalions, though there is no official acknowledgement of an Engineer Battalion in the MTOE. In both cases, the Regiment serves mainly as an administrative body, ensuring timely delivery of supplies and replacements as well as distributing pay and handling the discharge of wounded and soldiers who have completed their service. In the case of Infantry and Cavalry regiments, they are composed of three battalions. In total, an Infantry Regiment numbers 2,476 men, a Cavalry Regiment numbers 1,189, an Artillery Regiment numbers 1,909, and an Engineer Regiment numbers 1,848.

Each Brigade of Infantry has two Regiments and a staff, including a Brigadier General, a Lieutenant to serve as Aide-de-Camp, a Captain to serve as Assistant Adjutant General, a Captain to serve as Assistant Quartermaster, and a Captain to serve as Assistant Commissary.

A Division formed of two Brigades has a staff with a Major General, two Lieutenants to serve as Aides-de-Camp, a Major to serve as Assistant Adjutant General, a Major to serve as the Quartermaster, and a Major to serve as the Commissary.

The Commissary serves a special role in the Army, being responsible for the purchase and distribution of supplies from outside vendors. The Quartermaster has a similar role but is responsible for the receipt and distribution of supplies from Army depots. Official army Rations, ammunition, uniforms, field equipment, and any other necessaries provided by the Army are acquired through the Quartermaster. More niche items, such as alcohol, tobacco, chems, non-regulation clothing and food, as well as the various merchants that follow marching armies or establish themselves near posts, are all acquired or contacted through the Commissary.

The Army is supported in its operations by 650 Securitrons, acquired from Mr. House’s Securitron Army through the efforts of Sarah Moultrie, known to most of the NCR as Courier Six. Armed with a 10mm Submachine Gun, Gatling laser, Grenade Launcher, and Multiple Launch Rocket System, the Securitrons, upgrade with the Mk.II Operating System, are employed as security teams at NCR Air Force Bases, NCR Naval Bases, the Presidential Home, the Halls of Congress, Helios One, Hoover Dam, Nellis, and Fort Meade, the former headquarters of Caesar’s Legion and home to the Securitron Vault, which also the primary service and repair area for said Securitrons.

NCR Army Equipment: Every soldier is issued with a full set of equipment. This includes a red union suit, the Service Uniform, Parade Uniform, two Fatigue Uniforms, a .338 Winchester Magnum Lever Action Musket, an 18-inch long bayonet, a bayonet scabbard, a weapons cleaning kit, two cartridge boxes, each with fifty rounds, a shoulder strap with a plate, a belt with buckle, a gray wool blanket, two 1-quart aluminum canteens in canvas pouches, a leather haversack with three days rations, a knapsack, a wool overcoat, a poncho, a shelter half, a bed roll, a bandana, mess kit, drill manual, shaving kit, and a pair of grenades that could be carried in the haversack.
The Service Uniform was worn while in garrison and consisted of five parts: headgear, coat, greatcoat, trousers, and footwear.
The Service Headgear was a black felt Hardee-style hat with one brim being secured by means of a metallic two-headed bear, in the style of NCR Crest. The Hardee hat could be swapped for a forage cap during the working day but during more formalized occasions, such as morning and evening formations and semi-formal ceremonies, the Hardee hat was worn.
The coat was a tight fitting, knee length, single breasted frock jacket in Prussian blue, with French-peaked style cuff trim and sleeve piping in the arm-of-service colors. Rank insignia for enlisted men and NCOs was embroidered on the sleeve while company level officers wore shoulder straps and field or general officers wore epaulets.
The greatcoat was sky blue, with a standing collar, French cuffs, and a fixed short cape. Rank was not displayed on the greatcoat.
The trousers were sky blue with NCOs and Officers possessing a stripe along the seam in arm-of-service colors.
Footwear was a pair of black leather short boots, unsuitable for field use but sufficiently sturdy for daily work.

The Parade Uniform was roughly identical to the Service Uniform, though with some additional trimmings. The hat would be trimmed in arm-of-service colors for all ranks, the coat would be a similar frock coat but with metallic epaulets. Officers would wear French style epaulets and a sash. The boots would be swapped out for the formal dress boots, almost identical in appearance to the short boots of the service uniform but less sturdy and more dutifully polished. The Parade Uniform was worn for formal occasions, such as regimental balls, dinners, and other ceremonies.

Finally, the Fatigue Uniform, designed for wear in combat and on campaign, would consist of a single breasted shell jacket, made of wool and dyed in ochre. Officers would wear shoulder straps while NCOs and enlisted men would have the rank displayed on their sleeves. Trousers were a similar ochre coloration, commonly called buff. A greatcoat would be worn in the winter, generally also of a buff coloration. Headgear would include a slouch hat for marching and foraging, a boiled-leather spiked helmet for combat, and a wool cap for winter. The uniform was loose fitting and designed to provide comfort while on extended duty in the field.

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The Model 2204 musket was the standard service rifle of the NCR Army for decades before the Kimball administration made an effort to replace it with the Model 2275 Service Rifle. The Service Rifle was mechanically complex and expensive to keep supplied with ammunition. After the Mojave War ended, the Army canceled efforts to replace the M2204 and began to withdraw the M2275 from service. The currently issued musket fires the .338 caliber Winchester Magnum cartridge with a 225-grain bullet, a stern upgrade from the 200 grain bullet from when the musket was introduced. At 200 yards, this round retains a kinetic energy equal to a .30-06 Springfield’s muzzle energy and is an effective round against large targets like yao guai, death claws, and super mutants. The musket is also issued with a socket bayonet.

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The Cavalry is issued the shorter Model 2204 rifle, firing the same round with similar power but without the provision for a bayonet. Nearly phased out during the Kimball Administration, the Model 04 rifle is returning to prominence as the Cavalry patrols the frontier once again.

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The Model 2205 pistol is a double action revolver firing the .44-40 Winchester Center Fire cartridge. A powerful close range weapon, it is issued to officers and NCOs and has been privately acquired by many enlisted men. It is also issued to engineers and artillerymen as their primary means of defending their guns. The Kimball Administration sought to replace it with the M35 pistol, but logistical complications led to that project's failure, alongside other efforts to replace other venerable weapons in the NCR arsenal.

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The Model 32 Foot Artillery sword is a relatively short, double edge sword issued to artillerymen as a secondary weapon. The sword is also commonly issued to musicians and is primarily used during the rare melee while dulled versions are used in fencing competitions.

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The Model 40 Non-Commissioned Officers Sword is a single edge straight sword with a 31-inch blade. Issued to all NCOs, the sword is a relatively impractical weapon retained largely as a symbol for soldiers to rally around during the chaos of battle. However, it also makes the NCOs a prime and relatively easy target for enemy marksmen. This has led to most NCOs abandoning the sword during combat in favor of a musket acquired from the Quartermaster.

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Unlike its straight-bladed half-brother, the Model 40 cavalry saber is still retained by calvarymen of all ranks since, while an infantry sword is nigh on useless in combat, a cavalry saber retains its worth in the thing all cavalrymen dream of: the charge. While NCR cavalry fight mostly as mounted infantry, dismounting to fire their rifles and, sometimes, firing from horseback, there is often the opportunity for a cavalry unit to unleash a devastating charge against the enemy, be they routed infantry fleeing the field of battle or the enemy’s artillery and baggage train, left exposed and vulnerable by an overzealous advance. No matter why or against whom the charge is made, the saber remains the most effective weapon for it.

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The Model 50 Officer’s Sword is, much like its NCO cousin, mostly a relic of a time when NCR officers were often able to fight their enemies hand to hand. In more recent times, however, the blade serves more as a magnet for a sniper’s scope than as a worthwhile symbol to rally around or a defensive weapon. While regulations require it to be worn at formal ceremonies, they have long since removed the requirement that it be worn into battle. Instead, officers typically wield a rifle and a pistol or sometimes a musket while on the field.

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The 6-pounder rifled breech loader is deployed with troops in mountainous regions and is also used by naval landing parties as a light piece that can be relatively easily stowed aboard a ship. Given its light weight and limited killing potential, it sees little use in most field units and has largely been withdrawn in favor of the 9-pounder.

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The 9-pounder rifled breech loader is presently the standard for horse artillery and has been replacing the 6-pounder with naval landing parties and mountain troops. However, its greater weight and larger size is seen by some as detrimental to those forces that have traditionally depended on very light mountain guns, resulting in much debate among Army officers over the correct course of action.

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The 12-pounder rifled breech loader is the standard field artillery piece deployed by the NCR Army. Light enough to be easily manhandled on the battlefield while firing a powerful enough shell to be effective against infantry, it is a lethal weapon when properly employed. Most field artillery batteries employ this weapon.

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The 20-pounder rifled breech loader is deployed alongside the 12-pounder as a heavier option, though typically it finds service in fortifications.

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The 40-pounder rifled-breech loader is universally employed in fixed fortifications to defend against attacks. With a long effective range and a powerful bursting charge, it is a truly devastating weapon. There are, however, spare carriages that would allow the 40-pounder to be employed as a siege weapon should the need ever arise. Prior to the Second Battle of Hoover Dam, several 40-pounders were being removed from their carriages in the fortifications around San Francisco Bay in order to be repurposed as siege guns for the assault on Fortification Hill. The intervention of the Boomers rendered that unnecessary, however the carriages are still maintained in storehouses.

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The largest gun in the arsenal of the NCR Army is the 110-pounder rifled breech loader. Deployed as a bastion gun on the star forts that house NCR troops, they are some of the most powerful artillery pieces in the wasteland. Their immense weight make them useless as field pieces but their range and killing power make them unmatched in defending a fort. 110-pounders also form the backbone of the NCR’s coastal defense artillery, a task undertaken by the Navy.

When in combat, NCR Army troops will generally adopt a loose order formation, putting general about five yards of space between each other and engaging targets at will. However, against certain targets like Deathclaws or super mutants, which can tank a large number of rounds before going down, soldiers will adopt a close order formation and will fire in rapid volleys, attempting to saturate the target with as much lead as possible as quickly as possible. General Moultrie used this method to great effect with service rifle armed troops at the Liberation of Nelson and the Second Battle of Hoover Dam, preventing Legion troops from closing within spear range.

NCRN: The NCR Navy is the second largest branch, with 11,404 active and 10,115 reserve sailors. It is also perhaps the least fancy of the three branches. Among its fleet of steel hulled ornaments, it has fourteen river gunboats, each boasting two 3-inch guns and six M45 quadmount 12.7mm machine guns. At sea, a fleet of 9 first class coastal monitors, 11 second class coastal monitors, 23 third class coastal monitors, and 24 torpedo boats secure the NCR’s coastline. The fleet is based in pre-war LA, San Francisco, and San Diego while the river gunboats are stationed on the Colorado and Columbia rivers. The biggest concern for the Navy is a lack of fuel keeping the ships in port unless a voyage is absolutely necessary.

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Class: Colorado Class
Ships in Class: 14
Type: River Gunboat
Displacement: 482 tons
Length: 191 feet
Beam: 29 feet
Draught: 5 feet 3 inches
Speed: 15 knots
Range: N/A
Complement: 59
Armament: 2x 3-inch guns, 6x M45 quadmount .50 cal machine guns.
Armor: N/A

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Class: NCRS Shady Sands
Ships in Class: 1
Type: Third Class Coastal Monitor
Displacement: 1,003 tons
Length: 179 feet
Beam: 41 feet 6 inches
Draught: 10 feet 6 inches
Speed: 6 knots
Complement: 49 officers and men
Armament: 2x 11-inch guns
Armor: 8-inch gun turret, 3-5 inch belt, 1 inch deck, 9-inch pilot house

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Class: Arroyo Class
Ships in Class: 10 (NCRS Arroyo, NCRS Dayglow, NCRS Boneyard, NCRS Willow Beach, NCRS Bullhead City, NCRS Sac-Town, NCRS Vault 15, NCRS Divide, NCRS Los Angeles, NCRS Baja)
Type: Third Class Coastal Monitor
Displacement: 1,335 tons
Length: 200 feet
Beam: 46 feet
Draught: 10 feet 6 inches
Speed: 7 knots
Complement: 75
Armament: 2x 15-inch guns
Armor: 3-5 inch sides, 11-inch turret, 1-inch deck

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Class: Maxson Class
Ships in Class: 9 (NCRS Maxson, NCRS Hub, NCRS Rattletail, NCRS San Diego, NCRS Sacramento, NCRS Portland, NCRS Tijuana, NCRS Mexicali)
Type: Third Class Coastal Monitor
Displacement: 1,034 tons
Length: 223 feet
Beam: 43 feet 4 inches
Draught: 13 feet 6 inches
Speed: 8 knots
Complement: 100
Armament: 2x 15-inch guns
Armor: 10-inch turret, 5-inch belt, 1.5-inch deck, 10-inch pilot house

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Class: Navarro Class
Ships in Class: 4 (NCRS Navarro, NCRS New Reno, NCRS Redding, Anza-Borrego)
Type: Third Class Coastal Monitor
Displacement: 1,300 tons
Length: 229 feet
Beam: 56 feet
Draught: 6 feet
Speed: 9 knots
Complement: 138 men
Armament: 4x 11-inch guns
Armor: 8-inch gun turrets, 3-inch sides, .75-1.5 inch deck, 3-inch conning tower

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Class: NCRS Modoc
Ships in Class: 1
Type: First Class Coastal Monitor
Displacement: 6,157 tons
Length: 296 feet 3 inches
Beam: 60 feet 1.5 inches
Draught: 18 feet
Speed: 12.4 knots
Complement: 200 officers and men
Armament: 4x 12-inch/35 caliber rifles, 6x 4-inch/40 caliber guns, several 6-pounder guns
Armor: 14-inch amidships belt, 14-inch barbettes, 8-inch turrets, 2-inch deck

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Class: Junktown Class
Ships in Class: 4 (NCRS Junktown, NCRS Irvine, NCRS Oak Creek, NCRS One Pine)
Type: First Class Coastal Monitor
Displacement: 4,050 tons
Length: 259 feet
Beam: 55 feet 6 inches
Draught: 14 feet 6 inches
Speed: 12 knots
Complement: 19 officers, 164 enlisted men
Armament: 4x 10-inch/30 caliber rifles, 4x 6-pounder guns, 2x 3-pounder guns
Armor: 5-7 inch belt, 1.75 inch deck, 11.5 inch turrets

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Class: NCRS Owen’s Lake
Ships in Class: 1
Type: First Class Coastal Monitor
Displacement: 4,084 tons
Length: 260 feet 11 inches
Beam: 59 feet
Draught: 14 feet
Speed: 13.6 knots
Complement: 210 officers and enlisted men
Armament: 2x 12-inch/35 caliber rifles, 2x 10-inch/30 caliber rifles, 6x 6-pounder guns
Armor: 5-7 inch belt, 1.75 inch deck, 11.5 inch turrets

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Class: Sequoia Class
Ships in Class: 4 (NCRS Sequoia, NCRS Redwood, NCRS Ironwood, NCRS Dogwood)
Type: First Class Coastal Monitor
Displacement: 3,410 tons
Length: 255 feet 1 inch
Beam: 50 feet
Draught: 12 feet 6 inches
Speed: 12 knots
Complement: 13 officers, 209 men
Armament: 2x 12-inch rifles, 4x 4-inch guns, 3x 6-pounder guns, and 4x 1-pounder guns
Armor: 5-11 inch belt, 9-11 inch barbette, 9-10 inch turret, 1.5-inch deck, 8-inch conning tower

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Class: NCRS Fresno
Ships in Class: 1
Type: Second Class Coastal Monitor
Displacement: 4,509 tons
Length: 312 feet
Beam: 50 feet
Draught: 20 feet 6 inches
Speed: 10 knots
Complement: 174 men
Armament: 2x 15-inch guns
Armor: 15-inch turret, 12-inch pilot house, 6-inch hull, 1.5 inch-deck

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Class: NCRS Bakersfield
Ships in Class: 1
Type: Second Class Coastal Monitor
Displacement: 2,634 tons
Length: 226 feet
Beam: 51 feet 5 inches
Draught: 12 feet
Speed: 7 knots
Complement: 130 men
Armament: 2x 15-inch guns, 2x 8-inch rifles
Armor: 11-inch gun turret, 5.5-inch belt, 2-inch deck

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Class: NCRS San Jose
Ships in Class: 1
Type: Second Class Coastal Monitor
Displacement: 4,991 tons
Length: 340 feet
Beam: 50 feet
Draught: 20 feet
Speed: 15 knots
Complement: 125
Armament: 2x 20-inch guns
Armor: 15-inch gun turret, 6-inch belt, 12-inch pilot house

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Class: Eugene Class
Ships in Class: 4 (NCRS Eugene, NCRS Medford, NCRS Bend, NCRS Salem)
Type: Second Class Coastal Monitor
Displacement: 3,455 tons
Length: 258 feet 6 inches
Beam: 52 feet 9 inches
Draught: 12 feet 8 inches
Speed: 10 knots
Complement: 167 men
Armament: 4x 15-inch
Armor: 4.5-inch side, 11-inch gun turrets, 1.5-inch deck, 8-inch pilothouse

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Class: Long Beach Class
Ships in Class: 4 (NCRS Long Beach, NCRS Anaheim, NCRS Santa Barbara, NCRS Santa Maria)
Type: Second Class Coastal Monitor
Displacement: 5,700 tons
Length: 345 feet 5 inches
Beam: 56 feet 8 inches
Draught: 17 feet 6 inches
Speed: 10 knots
Complement: 150 men
Armament: 4x 15-inch guns
Armor: 10-15 inch gun turrets, 6-inch hull, 3-inch deck

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Class: TB-1 Class
Ships in Class: 24
Type: Torpedo Boat
Displacement: 107 tons
Length: 140 feet
Beam: 15 feet 1 inch
Draught: 4 feet 10 inches
Speed: 23 knots
Complement: 22 men
Armament: 3x 3-pounder guns, 3x 18-inch torpedoes
Armor: None

NCRAF: NCR Air Force is a relatively powerful yet highly dispersed organization. Controlling 36 pre-war airports, 144 refurbished Lockreed F-80 fighters, and 288 Douglas DC-20 transport planes, the Air Force appears on paper to be a behemoth of an organization. But digging deeper betrays its true limitations. A total of 3,738 men operate and maintain the aircraft and airfields. 30 more support the three vertibirds available for the President. Furthermore, fuel and spare parts remain a constant worry, with planes based in California often unserviceable as parts and fuel are sent to the border states to keep operational the planes in those areas.

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Crew: 1
Passengers/Cargo: N/A
Length: 34 feet 5 inches
Wingspan: 38 feet 9 inches
Height: 11 feet 3 inches
Maximum Speed: 516 knots
Cruising Speed: 381 knots
Maximum Altitude: 46,800 feet
Range: 825 miles
Combat Radius: 400 miles
Armament: 6x .50 caliber machine guns, 8x 5-inch rockets, 2x 1,000 pound bombs

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Crew: 4
Passengers/Cargo: 103 troops without baggage. 48 troops with combat equipment.
Length: 93 feet 10 inches
Wingspan: 117 feet 6 inches
Height: 27 feet 6 inches
Maximum Speed: 240 knots
Cruising Speed: 214 knots
Maximum Altitude:
Range: 3,300 miles
Combat Radius: 1,500 miles
Armament: None as transport, 5x miniguns when outfitted as gunship

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Crew: 4
Passengers/Cargo: 24 passengers or 20,000 pounds of cargo
Length: 57 feet 4 inches
Wingspan: 45 feet 10 inches
Height: 22 feet 1 inch
Maximum Speed: 305 knots
Cruising Speed: 150 knots
Maximum Altitude: 25,000 feet
Range: 1,012 miles
Combat Radius: 450 miles
Armament: 1x 7.62mm machine or 1x .50 caliber machine gun in loading door (optional, rarely installed)

The Special Intelligence Directorate was formed during the Mojave War in response to the actions of Caesar's Frumentarii. The SID was given the task of accumulating data on neighboring powers, tribes, raider gangs, and other potential threats. To do this, two subordinate offices were created. The Office of Military Intelligence was tasked with gathering and analyzing information on the military forces, military industrial capabilities, and potential military activities of neighboring states, tribes, and gangs. OMI also controls the Special Operations Forces of the NCR, which primarily conduct HUMINT operations or sabotage missions. The Office of Civil Intelligence was tasked with gathering and analyzing information on the society, politics, economy, and infrastructure of neighboring states, tribes, and ganges. OCI also conducts Direct Action Missions, including HUMINT, sabotage, assassination, and inciting of riots and rebellions. Of particular note is the highly classified result of one Direct Action Mission which resulted in the death of Caesar in the waning days of the Mojave War. An operative, whose name is heavily classified, infiltrated the Legion camp at Fortification Hill and sabotaged Caesar’s auto doc. When the auto doc performed a routine procedure to check up on Caesar's recovery after his tumor removal surgery, the sabotaged auto doc shoved a scalpel into Caesar's right temple, killing him instantly.

Major Towns or Locations: Shady Sands, New Vegas, Vault City, Arroyo, Los Angeles, Portland

History: History moved to a new post because of the character limit.
Last edited by The Manticoran Empire on Tue Oct 20, 2020 8:40 pm, edited 7 times in total.
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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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The Manticoran Empire
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Anarchy

Postby The Manticoran Empire » Sun Sep 13, 2020 10:24 pm

History of the NCR

When the Bombs fell in 2077, 500 people from diverse ethnic, religious, social, and economic backgrounds were closed into Vault 15, a vault built outside of Sacramento. However, a lack of population controls led to the vault being overcrowded within a space of twenty years. When the Vault opened in 2097, there were 2,500 people in it. United by their shared experience in the Vault, these intrepid men and women used their Garden of Eden Creation Kit to found the town of Shady Sands, a town that would one day become the center of a new power.

The first years were harsh. Nearly 500 people died that first winter, mostly to raiders. By 2200, the town had gone from 2,500 people to 3,000 but had buried nearly a thousand of the original settlers. But it was in that year that things began to turn around. Under the leadership of Samuel Royce, Shady Sands reinvented itself, going from a nearly defenseless settlement to a powerful force to be reckoned with. By the time Royce died in 2250, Shady Sands had control of California north of I-80 and east of I-5.

In the 11 years that followed, Shady Sands would grow as people migrated in from the wasteland and it continued to annex new territories. One of the things that Royce had done before his death was to call a constitutional convention, which formed the New California Republic, though at the time it was simply called The Republic. People got the right to vote in elections, to hold public office, tax collection was standardized, a volunteer standing army was formed, and the population breathed a sigh of relief as a decade of peace followed the death of the Founder.

But in 2161, the arrival of a nomadic gang from Montana would shatter the peace of the fledgling NCR. The Khans, a vicious band of marauders and pillagers that prowled the plains of the American Midwest atop strongly built horses of great beauty, charged into the lands of the Republic, raping, butchering, pillaging, and burning as they went. The histories of the day would record the efforts of a singular man, known only as The Vault Dweller, who would destroy the Khans in the ruins of Vault 15 before leaving to continue his own journey. In his absence, new leaders were elected that built upon the efforts of the Vault Dweller, leading the Convention of 2186 and the official founding of the New California Republic in 2189.

Through the Convention of 2186, the NCR had gained de facto control over the whole of California and, when the New California Republic was declared after three years of negotiation, it became overnight the most powerful state in the post-war US. But while five presidents had led the Republic since the intervention of the Vault Dweller, nothing prepared their successors for the events of the following decades.

The last 11 years of the 22nd century passed with little fanfare or events of note. NCR expanded into Oregon, securing vital farmland to support its growing population while also making inroads into Baja California. But in the 23rd Century, things would change. Dark forces were on the horizon, concerned by the growing might of NCR. The first of these to be encountered was a techno-religious order from Mariposa, known to all as the Brotherhood of Steel. Relations with the Brotherhood were never better than lukewarm, with the Brotherhood constantly demanding the surrender of technology and enforcing their own rules in NCR territory. Were it not for the arrival of a greater threat in the 2240s, the NCR and the Brotherhood would most certainly have come to blows.

The arrival of another mysterious individual in the histories of the NCR, known simply as The Chosen One, coincided with discovery of a cabal of bureaucrats, soldiers, and scientists off the coast of California. Equipped with vast stocks of energy weapons, outfitted in advanced X-01 Power Armor, and transported in intimidating vertibirds, the Enclave was the greatest threat the NCR had yet known. With the help of the Chosen One, an alliance was formed between NCR and the Brotherhood of Steel which saw the Enclave’s oil rig headquarters obliterated and their camp at Navarro captured by the NCR Army. The fighting came at great cost to NCR and the Brotherhood but it brought to the people of NCR an enormous sense of pride and, more importantly, a sense of invincibility. With a newfound thirst for expansion, NCR drove into Baja California, pushing all the way to Geurro Negro before then turning their attention on northern Nevada. Redding, New Reno, New Arroyo, and Vault City all fell before an NCR Army bolstered by captured Enclave equipment.

But the conquests of the NCR in the 2240s didn’t come without a cost themselves. The Brotherhood, which had grown to respect NCR for their valor at Navarro, now feared them as a new Enclave and took steps. The NCR-Brotherhood War was long and devastating. From the 2250s until the 2270s, the NCR and the Brotherhood fought titanic battles and numerous skirmishes, the Brotherhood hoping for their superior technology to win the day while the NCR bet on their superior numbers. In the end, although the Brotherhood was able to severely weaken the NCR’s economy by attacking gold shipments from Redding, the Brotherhood was decisively defeated at Helios One in 2274. After losing three quarters of their number in a single battle, the Brotherhood fled the West, beginning the long trek eastward in the hopes of reuniting with their brothers and sisters that had been sent east decades ago. Only a handful remained in the west, forming a small chapter in the Mojave Desert to keep an eye on NCR.

But the Brotherhood wasn’t the only danger to face NCR in those years. In 2253, 38 NCR settlers were slaughtered in the Mojave by bandits. The president at the time, Joanna Tibbett, did little, choosing instead to focus the Army to the north, claiming that there were reports of Khans in Idaho. Though she had been elected on the basis of her fiery will and sharp intellect, she was forced to resign as more settlers were slaughtered in the Mojave. Her replacement, Wendell Petersen, started the Pacification of the Mojave in 2254 by moving three battalions of infantry, some 2,600 men, into the Mojave. Between 2254 and 2270, the NCR Army would push through the Mojave, subjugating or annihilating tribes and settlements that stood in their way. Those sixteen years of war saw three presidents come and go and left the NCR in a strong position. In 2271, the administration of Andrew North saw the NCR Army unite with the Desert Rangers and in 2272, the Mojave Outpost was formed, establishing a safe base from which the NCR could operate. Over the next three years, NCR established itself deeper in the Mojave, taking Hoover Dam, establishing Camp McCarran, negotiating a treaty with Mr. House, taking Helios One from the Brotherhood, and establishing a series of camps and forts in the Mojave.

But in 2277, a new foe arrived. Marching under a red banner emblazoned with a golden bull and led by an elderly man of fierce temper and keen intellect, Caesar’s Legion descended upon the Mojave. The opening skirmishes went well for NCR, culminating in the Battle of Boulder City and the First Battle of Hoover Dam, where the Legion was soundly beaten and many of their veteran soldiers killed. But in the years that followed, Caesar regrouped while NCR elected Aaron Kimball as their president.

Kimball was a fiery orator and fierce nationalist. He had won honors for himself during the Pacification and had been a leading senator in the years leading up the First Battle of Hoover Dam. When seeking election in 2278, he campaigned on the basis of keeping NCR safe from the Legion. When he won, he proved to be little more than a corrupt bureaucrat, utterly uninterested in the realities of the Mojave. He appointed political allies and financial backers to key positions in the Government and the Military, stepped up conscription, and sent troops into Mojave who were poorly trained, under-equipped, and led by generally inexperienced and ill-suited leaders. By 2281, the NCR forces in Mojave were in a sorry state indeed.

It was at this time that yet another mysterious individual entered the history books. Unlike the Vault Dweller or The Chosen One, The Courier actually lived in the Mojave and strove to save it from the Legion. Her name was Sarah Moultrie and though she initially had little love for NCR, she eventually came around to the idea that, though imperfect, NCR was a far better option than Mr. House or Caesar. Offering her services to Ambassador Crocker, she and a small band of companions took on difficult jobs to aid the NCR war effort. She brought Helios One online, increasing power availability to the region. She resupplied Forlorn Hope and liberated Nelson, freed slaves taken from Nipton, put down the Powder Gangers and the Fiends, established a close relationship between the NCR and the Followers of the Apocalypse, brought the NCR and the Kings into a cooperative agreement to aid the destitute citizens of Freeside, improved equipment and training standards for NCR troops in Mojave, eliminated several NCR traitors, stopped an assassination attempt on Kimball, convinced the remnants of the Enclave and Brotherhood to aid NCR against the Legion and then head East, brought the Boomers of Nellis Air Force Base into the NCR, silently took over New Vegas and Mr. House’s Securitron army, and then led the NCR defense of Hoover Dam alongside Colonel Moore and General Oliver.

With the Legion routed and Legate Lanius killed, NCR was finally free to consolidate its hold over the Mojave. The Legion initially tried to rally but Caesar was assassinated a few years after the battle by an NCR operative, though no official record remains to identify that operative. Some suggest that it may have been one of Moultrie’s final acts before taking her current job at Camp McCarran. Other theories include one of Caesar’s own bodyguards or even one of the rumored Direct Action Specialists of the SID. In any event, Caesar’s death brought about the collapse of the Legion.

But even with the collapse of the Legion, Kimball continued to maintain massive military expenditures. The ranks of the military swelled with tens of thousands of conscripts and recruits as the economy buckled under the strain. To make matters worse, Moultrie and her companions in the Mojave joined the growing choir of dissent, blaming the entire debacle of 2281 on Kimball. He had, after all, appointed Lee Oliver as the commander of the Mojave forces and it was under Lee Oliver that the Legion had been allowed to butcher Searchlight, Nelson, and Nipton. It was under Lee Oliver than Ranger Station Charlie had been massacred and under Lee Oliver that Legion Spies were able to get within striking range of President Kimball. Within a year of Second Hoover Dam, Oliver had been relieved of command and forced into retirement. Other scandals erupted. The litigation against the Crimson Caravan Company, with evidence that the CCC had contracted the Van Graffs to butcher rival caravans led to a massive investigation, enormous fines, and the arrest of several top executives of the CCC. The Van Graffs themselves were found to be at the top of a network of illegal operations and the rabbit hole just kept expanding. Investigations into the CCC eventually led to the discovery of Kimball’s corruption and by 2282, his administration had collapsed and he had been arrested, along with several members of Congress. The President of the Senate ruled in the interim.

It was at this point that Walker Holland, a young man from Freeside, who stepped forward and campaigned for change. With the support of Moultrie and pro-Reform congressmen, he was elected president in 2284 and began a series of sweeping reforms. From the military to the economy to the structure of Congress and the way elections were held, so many things were reformed. For the first time in over 30 years, the economy was growing and the people were again confident in their government.

In 2286, the Shi of San Francisco, for decades retaining a level of independence from NCR, finally agreed to annexation under terms offered to them by Holland’s administration. This first success was joined in the following years by booming businesses across the state, the joy of reluctant conscripts returning home, and bountiful crop harvests.

Now, in 2290, Holland is facing re-election and has built up a vast well of public support. But threats from within and without may undo everything that he has strived to accomplish. Across the Colorado, the Legion is broken but not gone. Remnant states remain, gathering their strength for the day when they might finally revenge themselves upon NCR. In Utah, the Mormon state of Deseret remains an occasionally hostile neighbor, violently rebuking any attempts at diplomacy. To the south, the cartels of Mexico seek new markets for their chems. To the north, raiders and tribals of Washington and Idaho gaze upon the bountiful farms of Oregon and Central California with envious eyes. And within California, not all is well. Though his influence is greatly weakened, Kimball still has allies in the Congress and there are many who are unhappy with the reforms made by Holland. In the Mojave, many are displeased with having to pay taxes to NCR, notably the powerful families of New Vegas. And finally, rumors swirl that the most feared of Caesar’s servants, the Frumentarius Vulpes Inculta, has infiltrated NCR and seeks to create a fifth column that will destroy the NCR from within.

Only time will tell if the dream of NCR will be a shining beacon of hope or devolve into a morose nightmare.


NPC NATION!!!!

Faction/Nation Flag (Optional):Image

Faction/Nation Name: The Mormon State of Deseret

Faction/Nation Territory: Utah, parts of Idaho, Wyoming, and Colorado

Capital City/Faction HQ: New Canaan (built upon the remains of Ogden)

Cultural Advantage: The Mormons are a deeply religious, highly organized, determined, and potentially aggressive people, very willing to resort to violence if they feel it is necessary. As such, Mormon settlements are heavily fortified and Mormons are rarely seen unarmed. Raiders, Tribals, and even the Legion have learned to avoid Mormon territory, since it very often leads to a corpse lashed to a pole.

Population: 833,500

Government: Theodemocracy

Leaders: Joshua Graham, Bishop Mordecai

National/Group Ideology: Mormonism

Military: The Army of Deseret, also known as the Nauvoo Legion, is the military arm of the Church of Latter-day Saints and the Mormon State of Deseret. Comprising all male citizens between 16 and 60, it contains 248 Battalions, each comprising 559 men organized into five companies of 111 men each. Mormon weapons are varied, with a mixture of Wasteland built weapons and rebuilt pre-war models, however the men who wield them are men who have spent their lives learning to use these weapons and, as a direct result, are unnervingly accurate with their fire.

The most notable action of the Army of Deseret was in the Grantsville Massacre, when the Army destroyed the White Legs and their Legion allies.
In 2281, after his defeat at the First Battle of Hoover Dam, Joshua Graham had returned to his people and been welcomed back with open arms. Edward Sallow, known to the Wasteland as Caesar, was enraged that Graham had survived and ordered the White Legs, a tribe who wished to join the Legion, to eradicate the Mormons as the price for their admission. Caesar lent the White legs a cohort of Legionnaires, both to show them that he desired their success as well as to determine their battlefield effectiveness.
The White Legs, a tribe that inhabited the desolate wasteland to the west of the Great Salt Lake, numbered at the time around 6,460 men and women with a military strength of around 2,153 men and women. This host, joined by 500 Legionnaires and Frumentarii, assembled in the pre-war ghost town of Aragonite before marching on New Jerusalem, once known as Salt Lake City. However, a family from Grantsville, out on a hunting expedition to slay a deathclaw that had been preying on their Brahmin, spotted the host as it gathered and rushed to raise the alarm. It took four days for the White Legs to march the 42 miles to Grantsville, their progress slowed by their Brahmin who carried supplies and additional weapons. In those four days, Grantsville had been reinforced by parts of 21 Battalions, a grand total of around 7,000 men. By the time battle was joined, nearly 400 White Legs had fallen ill or been slain by mutant beasts. The remaining troops found their way blocked by a force three times their size.
Determined to gain entry into the Legion, the White Legs attacked while the Legion cohort was held back. The Mormons engaged with devastatingly accurate rifle fire. The White Legs soon routed, leaving nearly a third of their number dead or dying before the Mormon force. In their haste to escape, they ran towards Deseret Peak, where they encountered another Mormon force, this time a full battalion from Skull Valley. With accurate fire from the slopes and the pursuing Mormons, the White Legs were slaughtered and the Legion force withdrew. In retaliation, the Mormons marched into the White Leg’s territory and butchered every man, woman, and child they could find. Many were impaled alive upon stakes while others were left to bake in the sun. But most were gunned down as they tried to flee or hacked to pieces when they tried to fight or beg for mercy. Another Mormon force marched into Legion territory and massacred Legion forces along I-70 and Route 491, putting the towns of Grand Junction, Cortez, and Page to the torch. The heads of slain Legionnaires were mounted on spikes along the roads leading into Utah and the decapitated corpses impaled on poles. Between the debacle of Grantsville and the need for manpower at Hoover Dam, Caesar elected to declare Deseret as forbidden.

Major Towns or Locations: New Canaan, New Jerusalem, Moab, St. George

History: In 2190, the Mormons of Vault 70 built New Jerusalem atop the ruins of Salt Lake City. Isolating themselves from the outside world, New Jerusalem was attacked by angry and starving refugees from neighboring locations. In retaliation, the Mormons marched out on a crusade across Utah and into parts of Idaho, Wyoming, and Colorado. Between 2233 and 2281, the Mormons managed to incorporate the whole of Utah into their society and then butchered the White Legs and humbled Caesar’s Legion.

With the Fragmentation of Caesar’s Legion and the NCR’s annexation of the Mojave, the State of Deseret maintains their hostile view of the outside world, often raiding NCR towns and attacking NCR patrols that venture too close to the border.

Before the Great War, the Mormons had been persecuted and mistreated. During their habitation in Vault 70, they had been experimented on and humiliated. After emerging from the Vault, they had been attacked and persecuted by others. This history has bought the Mormons a unity not seen since the 1860s, one built around a singular purpose.

Never Again.
Last edited by The Manticoran Empire on Sun Sep 20, 2020 4:10 pm, edited 1 time 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.

User avatar
Elerian
Postmaster-General
 
Posts: 11258
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Sun Sep 13, 2020 10:48 pm

Faction/Nation Flag:
Image


Faction/Nation Name: Acela League

Faction/Nation Territory: On the map

Capital City/Faction HQ: New York City

Population: 2,500,000

Government: The Acela League is a confederation of city states tied together by shared commercial, economic, and defensive ideals. Each city with membership to the League is under the protection, both economic and military, of all other League members. Three cities in particular rise to the top as competing for the most influence in the League. These cities include Boston, Rust City (NYC), and Providence. A number of other cities, towns, and villages monkey for the favor of these three major players.

Leaders:
Daniel Yazbeck of Rust City
Mayor John Hancock of Boston
Patriarch Franklin Kersey of Providence

National/Group Ideology: Varies by City

Military: Each city employs its own professional armies, but there is also a permanent Gendarmerie that is in place to provide for towns too small to defend themselves, or are close to the frontier. The city’s professional armies are often equipped with the best equipment that money can buy such as Battle Rifles, Carbines, and Light Machine Guns. However, the Gendarmerie is often far more ill equipped with Hunting Rifles, SMGs, and Shotguns. Some of the cities have access to anti-aircraft and artillery pieces, but ammunition is oftentimes limited.

In order to maintain the flow of trade the League employs the use of numerous boats and ships to ensure its coasts remain free of pests. A number of deactivated museum ships were present across the League following its creation, and these ships were eventually put into service by the Acela League’s city states. New York City maintains the following former United States Navy ships:
USS Intrepid - Carrier
USS John F. Kennedy - Carrier
USS Little Rock - Light Cruiser
USS Slater - Destroyer
USS The Sullivans - Destroyer
USS Willow - Tender
USS Ida Lewis - Tender
USS Juniper - Tender

Boston Maintains the following:
USS Massachusetts - Fast Battleship
USS Cassin Young - Destroyer
USS Joseph P. Kennedy, Jr. - Destroyer
USS Salem - Heavy Cruiser
USS Reliance - Cutter
USS Tahoma - Cutter
USS Campbell - Cutter
PT 617 - PT Boat
PT 796 - PT Boat
USS Constitution - Modified Frigate
USS Lionfish - Submarine

Rhode Island Maintains the following:
USS Nautilus - Submarine
USS Hartford - Submarine
USS Virginia - Submarine
USS Croaker - Submarine
USS Growler - Submarine

The League maintains its own Air Force, particularly for use on Rust City’s Aircraft carriers. The John F. Kennedy has a complement of 32 A-4 Skyhawks, 12 A-6 Intruders, and a half dozen Vertibirds. The Intrepid has an almost identical complement of 28 A-4 Skyhawks, 12 A-6 Intruders, and a half dozen Vertibirds. Further, each of the three major cities has its own air force. Boston has a dozen and a half F-86 Sabres and a half dozen Vertibirds. New York City has a eight of its own land based Sabres. Providence operates a dozen PBY Catalina's and has a dozen of its own vertibirds.


Major Towns or Locations: Gib map access

History: As with many pre-war companies like Robco and Vault-Tec, the Great War proved to be a profitable time for big Pharma as well. By the mid-21st century Pfzer was among the largest employers in New York City and counted among the largest Pharmaceutical companies in the world. Foreseeing the end of the world like Mr. House, Pfzer executives used their considerable assets and contracted Vault-Tec to build a specialized vault to house their families, business associates, some essential personnel, and a great deal of R&D equipment. The company attempted to make improvements to the city’s survivability by installing Pulowski Preservation shelters throughout the city and insulating metro stations from radiation, but most of these efforts were either too late or ineffective.

By the time the bombs hit, the executives and many of the scientists and their families were safely inside the facility. For over a century, the small vault toiled until the day that they might return to the surface and build anew. What they found above however was a New York that was a shell of its former self. Yet, they immediately set about trying to re-establish themselves in the city. Taking residence in their old headquarters, they used their knowledge of medicine and business to gain the trust of the locals and before long had established themselves as the de facto leaders of New York City, which had since become the aptly named Rust City.

What exactly the new hegemons intended to accomplish was beyond the locals, but Rust City became a much more prosperous place in the years following their appearance. Shortly after, Rust City gained a great deal of attention from nearby powers. The petty Mayor of Boston and the Patriarchs of Providence looked to Rust City as a feral dog looks at a scrap of meat. Providence sent diplomats and traders to probe the city, while the Mayor of Boston sent an expedition of soldiers. The Providence traders and diplomats returned with grand tales of the city’s greatness, while the Boston soldiers did not return at all. Providence seized the opportunity to make exclusive trade deals with Rust City, while Boston prepared an even larger force to attack the city.

Providence and the new lords of Rust City signed a deal to exchange medicine and technology for food and material. This would lay the foundations for the Acela League. Before the leaders of Boston could make their move on Rust City, one of the lesser lieutenants led a successful coup against the other strongmen, establishing himself as the Mayor of Boston. It’s said that Rust City orchestrated his success, because shortly thereafter the new Mayor aligned himself to Rust City. In the years that followed, prosperity led to greater cooperation between the three cities. Finally, an agreement was reached in the cabin of an Acela train car that turned the three independent city states into a more unified entity. Since then each city has followed their respective goals with the support of the other cities in the League.
Last edited by Elerian on Mon Sep 14, 2020 12:05 pm, edited 2 times in total.

User avatar
Caria Box
Civil Servant
 
Posts: 7
Founded: Aug 27, 2020
New York Times Democracy

Fort Bragg

Postby Caria Box » Mon Sep 14, 2020 2:17 am

Nation:
Fort Bragg

Leader:
T.R.A.C.E.R, ZAX Computer

History:

First activation occurred on January 2nd, 2063.
T.R.A.C.E.R Was put in control of Fort Bragg's static defenses and mobile robot units. Right before the Chinese launched their nuclear attack on America,
Multiple American military bases had their defenses and computers disabled by Chinese spies, Fort Bragg was one of these bases.
Reactivation commenced on January 14th, 2289. Upon Waking up T.R.A.C.E.R was in a world unknown to the ZAX, As the A.I. started to activate the Forts defenses and robotic forces it attracted the attention of many-a raider and scavenger. The Following year was full of chaos and destruction, In order to fend off the many Hostiles, T.R.A.C.E.R Began converting several interconnected bunkers into factories in order to reinforce and resupply Fort Bragg’s dwindling military arsenal. However due to its diligence the ZAX has managed to repair itself and has regained access to PosideoNET, and has reactivated it’s signal emitter allowing it to control its forces up to a range of 500 miles. As of now it has begun sending encrypted messages to Active Pre-War Military bases and Power Plants trying to find any remnants of the U.S. Military or Government.


Location:
Fort Bragg, NC

Population:
0

Robots:
120 Sentry Bots
20 Robo Brains
200 Protectrons
360 Mr. Gutsies
80 Mr. Handies
200 Assaultrons
160 Combat Eyebots
60 Repair Eyebots


Military Capabilities

Most of Fort Bragg’s Military might comes from its well equipped robotic forces from the small eyebot to the mighty sentry bot. The Fort itself is equipped with several AA Missile platforms and multiple Laser, Plasma, and Ballistic point defense turrets. The outposts that the ZAX has constructed are also armed with Turrets but to a lesser extent than that of the Main Base.

Ballistic Turrets,
Fires 5.56x41mm NATO

Laser Turrets

Plasma Turrets

Anti-Air Platforms,
Automated 120 mm M1 Flak Guns

Anti-Ballistic Missile Defense System,
Large Laser Cannons

Sentry-bots

Armor:
Military Grade Steel Plating, 16mm

Weaponry:
Left Arm, equipped with a built-in M134 Minigun, 7.62x51mm NATO
Right Arm, Equipped with a M20 Launcher, M28A2 HEAT rockets

Back-mounted Cluster Grenade launcher.

Upon death explodes like a mini-nuke.

Robo-Brains

Armor:
Military Grade Steel Plating, 10mm
Military Grade Ballistic Glass, 10mm

Weaponry:
Both arms end in clawed hands,
that have a laser cannon built-in to the palm.

A built-in Mesmatron,
that is fired from the brain casing.

Assaultrons

Armor:
Military Grade Steel Plating, 6mm

Weaponry:
Right arm, equipped with an Assaultron Claw
Left arm, equipped with an Assaultron Claw

Built-In Head Mounted Laser,
After charging, it's face-plates open to fire it's Laser.

Protectrons

Armor:
Military Grade Steel Plating, 8mm
Military Grade Ballistic Glass, 6mm

Weaponry:
Both arms end in clawed hands,
that have a laser cannon built-in to the palm.

Built-in Laser Cannon,
That is fired from its glass dome

Mr.Gutsies

Armor:
Military Grade Steel Plating, 3mm

Weaponry:
A built-in Plasma pistol.
A built-in Flamer.
A built-in Buzz-Saw.

Mr.Handies

Armor:
Military Grade Aluminum Plating, 3mm

Instead of weaponry its arms have built in tools,
which it can use to repair other robots and construct new buildings/defenses

Combat Eye-bots

Armor:
Military Grade Steel Plating, 1mm

Weaponry:
A front-mounted miniaturized Tesla cannon.
A front-mounted Laser cannon.

Has built-in Screening to disable grenades with its laser.

Repair Eye-bots

Has small tools built into the eyebots frame,
That is can use to repair other robots and assist Mr.Handies in construction.

Armor:
Military Grade Aluminum Plating, 1mm


Economic Capabilities

Fort Bragg does not have an economy in the traditional sense as it has no currency or actual “trade” it merely has multiple factories, 11, built inside of its interconnected bunkers which it uses to not only to reinforce its military but also to expand it. The Fort is also powered by a Super-Reactor which was designed and created for the U.S. Military by Vault-Tec.

Factory Specifics:

Each factory can produce Robots, Ammunition, and Explosives, When it is supplied with a sufficient amount of raw materials.

F1: Sentry Bots, 1 per day.
F2: Robo-Brains, 1 per day. Requires a suitable brain
F3: Assaultrons, 2 per day.
F4: Protectrons, 6 per day.
F5: Mr. Gutsies, 4 per day.
F6: Mr. Handies, 4 per day.
F7: Combat Eyebots, 8 per day.
F8: Repair Eyebots, 8 per day.
F9: Produces Fusion cells, Plasma cartridges, Ballistic Ammunition
F10: Produces Grenades, Rockets, and Missiles
F11: Produces Fusion and Plasma Cores.
Last edited by Caria Box on Sun Sep 20, 2020 5:22 pm, edited 7 times in total.

User avatar
Caria Box
Civil Servant
 
Posts: 7
Founded: Aug 27, 2020
New York Times Democracy

T.R.A.C.E.R

Postby Caria Box » Mon Sep 14, 2020 2:21 am

T.R.A.C.E.R
Military ZAX Computer

Age: 227

Gender: N/A

Faction Alignment: The U.S. Government and Military

S.P.E.C.I.A.L

S: 0
P: 10
E: 0
C: 10
I: 20
A: 0
L: 0

Equipment:
N/A

Backstory:

First activation occurred on January 2nd, 2063.
T.R.A.C.E.R Was put in control of Fort Bragg's static defenses and mobile robot units. Right before the Chinese launched their nuclear attack on America,
Multiple American military bases had their defenses and computers disabled by Chinese spies, Fort Bragg was one of these bases.

Now, Almost 212 years later, Fort Bragg is waking up.
Turrets are coming online, Sentrybots, Assaultrons, and Mr. Gutsies are starting their daily patrol routes once more. The Robo-brains are starting to perform maintenance on the facility, Eye-bots are being sent out to scout out the surrounding areas. And something that was long forgotten, ancient and powered by nothing but cold logic and a fusion reactor has awakened, and has begun sending messages across the wasteland to active Pre-War Military Bases and Government Installations via PoseidoNet.

User avatar
Kenobot
Spokesperson
 
Posts: 191
Founded: Apr 09, 2020
Inoffensive Centrist Democracy

Postby Kenobot » Mon Sep 14, 2020 7:02 am

Finally a Fallout RP not soley based off New Vegas! :D
Very WIP
EDIT: Updated but still WIP. This is gonna be a long history
Faction/Nation Flag (Optional):
Image

Faction/Nation Name: The Restored British Empire
Faction/Nation Territory: Newfoundland and Bermuda
Capital City/Faction HQ: St John's
Population: 300,000
Government: Limited Constitutional Monarchy - The King's power is limited by Parliament, which is comprised of the descendants of former warlords of the post-nuclear war wasteland.
Leaders: King George IX
National/Group Ideology: The Restored British Empire is a monarchist, Imperialist state which seeks to restore the British Empire in North America through any means necessary.
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:)
Major Towns or Locations: Placentia; home to the Former Naval Base Argentia, Wreck of the Britannia
History: When the bombs dropped in 2077, Newfoundland found itself in chaos. Hundreds of thousands perished in the aftermath of the nuclear exchange and nuclear winter-induced famine, leading to a collapse of society and the rise of Newfoundland's warlords. These warlords all had varying goals but for one thing; survival. Several months after the bombs dropped, survivors along the eastern coast near the town of Carbonear spotted a ship on the horizon; initially mistaking it for an American ship returning to restore order, it eventually revealed itself to be the damaged Royal Yacht Britannia. As it turned out, Britannia had been out to sea in the middle of the Atlantic Ocean when the bombs had dropped and had been adrift for the previous 3 months. Over the course of her drift westwards, the reigning Queen Victoria II had died and her heir, Prince George had succeeded her as George VIII however had not had a coronation ceremony. Beaching itself on the shore, the crew, Royal Family and their Royal Marines guards disembarked from the vessels and questioned the locals about where they were and what had happened. After being informed of the nuclear exchange that had occurred and where they were, it became apparent to all that this was home now; there was no going back to the Home Isles. The best they could do was preserve the best traditions of the monarchy here in Newfoundland for now, and with time perhaps return home. Knowing that they would have to establish themselves into the power dynamics of Newfoundland, King George VIII and the crew of Britannia began the long march to St John's. WIP
Last edited by Kenobot on Mon Sep 14, 2020 5:49 pm, edited 2 times in total.
Australian

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

User avatar
Versail
Negotiator
 
Posts: 5044
Founded: May 21, 2012
Corrupt Dictatorship

Postby Versail » Mon Sep 14, 2020 10:58 am

Kenobot wrote:Finally a Fallout RP not soley based off New Vegas! :D
Very WIP

Faction/Nation Flag (Optional):
Faction/Nation Name: The Restored British Empire
Faction/Nation Territory: Newfoundland
Capital City/Faction HQ: St John's
Population: 300,000
Government: Limited Constitutional Monarchy - The King's power is limited by Parliament, which is comprised of the descendants of former warlords of the post-nuclear war wasteland.
Leaders: (Please list all leaders and respective positions of your faction or nation here. Such as President or Elder, etc.)
National/Group Ideology: The Restored British Empire is a monarchist, Imperialist state which seeks to restore the British Empire in North America through any means necessary.
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:)
Major Towns or Locations: Placentia; home to the Former Naval Base Argentia
History: WIP

Howdy.
This looks good and I do approve of the idea (however will hold more judgement for when it's done).
That being said most ooc conversation and planning takes place in the discord so if you could join it that would be great.
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.
http://freerice.com/#/english-vocabulary/2499

User avatar
Oroc Wilven
Civilian
 
Posts: 1
Founded: Sep 14, 2020
Ex-Nation

Postby Oroc Wilven » Mon Sep 14, 2020 12:00 pm

Faction/Nation Flag (Optional):
Faction/Nation Name: Uthard
Faction/Nation Territory: As outlined in the google map. Michigan and area surrounding great lakes around Michigan, excluding the area around Chicago and Detroit.
https://www.google.com/maps/d/viewer?mi ... 000001&z=5
Capital City/Faction HQ: map
Population: 2.5mil Giants, some un censused number of wastlanders Government: Feudal aristocracy/city state confederation where enclaves of Uthradians rule over wastelanders and sub factions of vassals, acting as martial enforcers who let local leaders administer and self govern. In Uthrad administered territory, city states and communities govern themselves in a similar fashion but with the addition of the bureaucratic administration of temples in addition to whatever peerage sworn to people of authority in the city. Uthrad is late medieval tech, industry, and population level with the addition of vassalized wastelanders of varying and desperate tech. Vassals are awarded certain privileges, like the right to produce certain commodities and distribute and revoke those rights in their holdings. This distribution of powers and rights forms the basis to modern Uthradian political control, backed by martial power and exclusive contracts made with motor city in perpetuity. As such, auxiliary forces, be they technical contractors or mercenaries, come from a disparate number of backgrounds and lack a central cohesion. Different Uthradian Cities and communities are also known for some variation as there is little standardization in compositions, or manufacturing, except for what is imported from Motor city, but individual settlements are known to commission tools and works specific to their needs and taste from time to time.
Leaders: Notable positions in the Uthrad;
There are the various self governed communities which don’t really have any pull outside of their own pockets.
The Reigning God King
The Exarch- The chief administrator of temple complexes through Uthrad.
The Landsmeet – A convention of prominent citizens who own land. They meet to decided policies, and are composed of freeland holders and their Ba’alites who the Baans choose to swear allegiance to. The Ba’alites then in turn swear allegiance to the God King.
National/Group Ideology: It’s the holy roman Empire + Sumerian God King Priest Hood. Uthrad believes in the divinity of it’s mutant populace as a separate and distinct race of super men. In reality they’re mutated people who are bigger in stature, stronger, with shorter lifespans who are about as healthy as they can be at their size due to inbreeding, mutation, and selecting features leaving them with a combination of traits that allow them to exist a vibrant population in a post-apocalyptic world. Through their storied history of expansion, warfare, and exploitation, the past half century has seen numerous reforms to the treatment of wastelanders, the conduct of warfare, and the emergence of a rule of law enforced by warlords.
All authority is believed to come from the God King, and he then divvies up responsibilities, duties, and privileges to men elected by their peers as martial leaders. These men can then divide up these boons and duties as they see fit. In the past century, in lieu of perpetual warfare and rebellion against wastelanders within their own territory, the previous and current generations have found that a more hands off approach in the appointed of wastelanders as viscounts to rule over themselves. Viscounts are awarded and allowed special privileges and rights within their territory, like rights to manufacture, carry arms, knowledge, rights of travel, etc, and are thus treated as citizens except that they can’t participate in the landsmeet and only the viscount is recognized as a singular landholder. Wastelanders or foreigners wanting to venture through Uthrad must purchase permits to due so, and there are various ones for travel, carrying varying types of weapons, trade, settlement, and so on.
Tech level is late medieval with some exceptions.
Military: Feudal Army composition. Deals with Motor city to supply levies with an equivalent to an 1886 Springfield were made in generations past. People eligible for it are supplied rifles and ammo for training and muster at temple complexes bi annually for training. Uthradian levies are raiseable only during the seasons of War, otherwise most Baans have warriors they are expected to supply on a more professional level who are citizens contracted for periods of service. They’re paid more, have higher training, and better gear but their composition varies greatly. Outside of the armaments contractually obligated by Motor City, most warriors in the land fight using Melee weapons to take advantage of their larger stature, stamina, and strength, using either primitive steel weapons or ocassionally well trained marksmen armed with compound great bows. Viscounts also supply auxiliary forces who are more often skilled in fire arms and other weapons but vary. Noteable is the Alkehmist Guild, which supplies many wastelander levies with fire stone slings, which are terracotta pots filled with thermite and a fuse hurled with a sling. Big Horners, Brahmin, and Horses are breed and used for war, mainly baggage trains. War Horses are rare, but are often employed by champions to aid in their psychological warfare.

Uthradian tacticians mainly rely on better organization and cohesion when using professional soldiers, and superior numbers and psychological warfare when having to use levies. The usual order of battle is to skirmish, retreat, and repeat, until the enemy can be drawn out, and if possible, over advantageous terrain. During these skirmishes scouts assigned to parties to keep track and note enemy movements and positions, to which this information is communicated to runners. Drums and trumpets are employed to communicate orders. Scouts, during the skirmishing, make note of any officers and commanders, and communicate this to their Baan, who then decides the targets of champions. Champions are warriors of renown and skill. These warriors are given more ceremonial, ornamental armor and are often tasked with being as flashy and vicious as possible, with their deployment often occupied by the roar of drums and the wailing of brass played to the Nth degree to intimidate. They’re almost always deployed during the major push that is followed after many harassing skirmishes and retreats, and are assigned the duties of eliminating leaders like NCOs and lieutenants to sap enemy cohesion.
Major Towns or Locations: As listed on the google map
History: Group of cultists living in the hills of Michigan. Decades prior to the end of the world, the new plague had ravaged America, and many groups of people believed that it would do so again. The Ancestors of Uthrad experimented with eugenics and rudimentary gene therapy to strengthen their bodies in in pursuit of forging a people that could withstand what the believed to a coming plague that would destroy humanity, and leave them as the sole inheritors of the world and the American Dream. They were a couple generations in on their experiments, and by the nature of the eugenics program employed in this small isolated community there was already significant inbreeding by design. By 2077, all the genetic dead ends had already been mostly eliminated. Mostly. A combination of their Airborn FEV and selective pressures for more martial prowess resulted in a tribe of wastelanders who through warfare proliferated through Michigan and breed selectively for strength and vitality even after the eugenics program and much of their previous society fell apart when the bombs dropped. During the first decades of the apocalypse, cannibalism was an accepted means of gaining food. Extra babies were eaten, and prisoners were either taken as slaves or as meals during raids, as the prevailing ethos that they inherited was that they were superior to wastelanders and it was only natural for them to eat the weak. The risks of childbearing mean that there’s usually a gender imbalance in the society, and due to their ideological linage women are encouraged to only take suitable mates of strong worthy men. This, combined with a belief in ethnic superiority, created the wave of warfare, raiding, and expansion that dominated the first century of Uthrad, as young men sought to prove their prowess in battle, take slaves, and plunder wastelanders and ruins for the privilege of passing on their family name. At some point, a great warlord arose, bearing a name similar to the nation, and unified many clans to lead a brutal war against several other human tribes at the time and subjugate them. He formed the priesthood and canonized the current theology in racial divinity headed by a god king. This great war of unification was made possible with a pact made between him and motor city, supplying his forces with assloads of guns and ammo in exchange for his peoples services to defend the city, which they have called upon several times to date. Decades later his great grandson reformed the nation by instituting a more off hands approach to subjugated people, allowing for a smoother expansion due to Baans being less preoccupied with putting down rebellions, and thus having more time to raid and settle new lands for their children.

User avatar
Gulf Caravan Company
Political Columnist
 
Posts: 2
Founded: Sep 14, 2020
Compulsory Consumerist State

Postby Gulf Caravan Company » Mon Sep 14, 2020 1:56 pm

Faction/Nation Flag (Optional):None
Faction/Nation Name: Gulf Caravan Company (GCC for short)
Faction/Nation Territory: Cypremort Point, Louisiana. Galveston, Texas. West and Eastern edges of the Marsh Island, Louisiana. Part of Tampa Bay, Florida. part of Havana, Cuba, Part of Veracruz, Mexico, Land just north of Tampico, Mexico, and Port Eads, Lousiana.
Capital City/Faction HQ: Cypremort Point, Lousiana
Population:700-900 civilians, 70 traders, 1000 sailors+officers, 400 guards
Government: Run by a board of executives with a CEO ruling overall. Think constitutional monarchy where the parliament keeps the King in check, but he still exercises complete control
Leaders: Glovent Charfort, CEO; anonymous board of executives; Naval officers: Damind Julel, Grand Captain; Theeus Rolaey, Jouelc Ririnie, Clinan Magnt, Dorard Biris, Fleet Captains; 52 anonymous officers
National/Group Ideology: Profit Driven, if it gives the largest profit margin that decision will be taken, unless the cost of lives will overall cause profit losses; Glovent Charfort wants to expand the companies lands to the entire Vermillion and West Cote Blanche Bays.
Military:Armed Forces:

Army:
The army of the GCC is mostly volunteer caravan guards and mercenaries. The majority of it is usually away escorting the traders on their missions throughout the Wasteland. There are also a handful of guards at each of the Factories

Numbers:
100-300 Caravan Guards
100 Factory Guards
Navy:
The navy is the pride of the Armed Forces of the GCC. From small sloops to a Civil War Era Ironclad, it is diverse which has allowed it to flourish in the Gulf.
The Millenia (Ironclad Class)
The Adrenaline, Sassy Lady, Sail In, Full Boost (Cargo Boats)
The Profitter (Coastguard Cruiser Class)
Devil of the Gulf (Lexington Class Battlecruiser, Pride of the Fleet)
Streaker, Sunshine Daydream, Sandbar, Gulf Skipper (Sloops)
Angelina, (Armored Cruiser Class)
The Possibility, Mutiny, Clear Skies (Light Cruiser Class)
Various trader canoes and boats
It is divided into a few ranks
Grand Captain
Fleet Captain
Captain
Corporal
Veterans
Sailors
Numbers:
1 Grand Captain: Damind Julel
4 Fleet Captains: Theeus Rolaey, Jouelc Ririnie, Clinan Magnt, and Dorard Biris
14 Captains
38 Corporals
598 Veterans
345 Sailors


Air Force:

Non Existent

Major Towns or Locations: All afformentioned locations in the 3rd section
History:The Gulf Caravan Company (GCC for short) was founded around the year of 2153 in Cypremort Point, Louisiana by Richard DuFont. The company has had mild success, being able to expand its operations across the Deep American South and even some trade with the people in Mexico. With the second quarter of 2290 wrapping up, this year has been one of the greatest for the company's expansion, bringing in more wealth and trade deals.

Currently, Glovent Charfort is the CEO of the GCC, and is mildly liked by the company's top officials, and significantly more liked by its workers. He has had mixed results for the few years in which he has owned the company, but he has also been the most ambitious, hoping to expand its influence through more of Louisiana, and to expand its lands throughout the Vermillion Bay and West Cote Blanche Bays, and maybe even further beyond.

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Gulf Caravan Company
Political Columnist
 
Posts: 2
Founded: Sep 14, 2020
Compulsory Consumerist State

Postby Gulf Caravan Company » Mon Sep 14, 2020 2:02 pm

Name of Character: Glovent Charfort
Age of Character: 37
Appearance: Brown hair, brown eyes, cigar always in his hand, 5 foot 7, tired looking face
Gender: Male
Faction Alignment: Gulf Caravan Company (Faction Lead)
Character S.P.E.C.I.A.L: (40 Points)
S: 3
P: 6
E: 5
C: 10
I: 6
A: 4
L: 6

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Ralnis
Postmaster of the Fleet
 
Posts: 26034
Founded: Aug 06, 2012
Father Knows Best State

Postby Ralnis » Tue Sep 15, 2020 9:33 pm

Faction/Nation Flag (Optional):
Image

Faction/Nation Name:Cult of the Holy Mothman
Faction/Nation Territory: West Virginia
Capital City/Faction HQ: State capital is Charleston, religious is Point Pleasant
Population: 1.3 million, 30% Mothman, 70% Human
Government: It is a feudalistic theocracy, the leadership publicly is the Cult Priesthood. This human priesthood are the highest to know the existence of the Mothmen settlements in the forests and get their orders from them. Then it goes the grapevine through the Bishop Baronies, which handle the provincial administration. National-wide trade is handled through the Noble Trade Commission, which is a cartel of various guilds that handle the economy, including international trade from the Ohio River and the air routes that go around the East Coast.

Media is handled through a Council known as the Third Estate. They handled the flow of information to the public and the education of people in certain matters. The control is seen as a necessary as the Cult further seeks to expand it's control beyond West Virginia and need to keep the zealotry of the people high for maximum control.

The Mothmen run a similar government with the bipedal Mothmen live in communal hives that are lead by their Mother Moths, leaders and population lynchpins that are descendants of the First Moth. Each Mother Moth is like a synapse of the First, they communicate and coordinate through sonar and different frequencies to speak. These signals go miles outwards to other Mothmen in order to make sure orders as pass down and sent to their human charges. Every first spring, the Mother Moths go to an undisclosed area where the First resigns to convey and decide things on a national level. The First is the only one of their species able to communicate telepathically and is truly immortal. Mother Moths live for 500 years while normal Mothmen live for 200.

A normal Mothman can become a Mother Moth via the First by eating the Mothman and using their genetic memory to craft a new Mother Moth to make another hive for the purpose of expanding their species. This allows the mutants to have a great degree of population control for their species and allowed them to work on being economical with the resources around them.

When in working relationship with their Human charges, they are those mostly for the use of developing/redeveloping technology when not being worshipped as spirts of gods of Appalachia. Mothmen are smarter and more perceptive than humans and Super Mutants generally but their lack of strength and versatility had them rely on others to handle the needs that a Mothman can't do. It is one of the major reasons that they made the Cult and have control over the population of West Virginia.
Leaders: The First: The First Mutant Moth, an original Mothman accidentally fell in a vat of FEV to become the mother of all Mothmen. Is essentially similar to the Master in regards to how the Mothmen view her in general. Plus is a psyker of some repute.
First Speaker Dimitri: Leader of the Priesthood of the Cult. Is connected to the Messenger Hive of the First.
National/Group Ideology: Mothman Supremacy Cult, one that seeks to expand beyond West Virginia to spread and conquer across Appalachia. Spread the Mothmen race.
Military:
The Cult is split between the three races; Mothmen, Molemen and Human. The total number of them 56,000 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. Grenadiers 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

Mothmen are a special forces that deals in scouting and ambushing tactics. Normally a stealth airborne unit. Experts in night and forested fighting, the Nightwings are in light armor with a lighter variant of the M4 carbines with a frag grenade, smoke grenades. Some are given snipers and a 50 cal in case of enemy armor. They come in the form of battalions with 20 Officers, 140 Enlisted 3 Rifle Companies: 5 Officers, 124 Enlisted.

The Human side of the special forces are known as Night Priests. Night Priests are the more clandestine than the Nightwing. They handle intelligence work, infiltrating countries and settlements in order to help the Cult and spread their interests across the Wasteland. They are seen with any assortment of weapons and are taught in some of the most educated areas in West Virginia.

The Cults navy consist of a riverene fleet that protects the trade of the Ohio and the borders of the Mississippi. It consist of 4 Ironclads and eight patrol gunships. The other is larger and it protects the border of the Potomac from hostile influences and to facilitate the invasion of Virginia. This has about 12 ironclads, 3 transports, and four patrol gunships.

The airforce is much more versatile with the use of biplanes, scouting prop planes, and the colossal airships. The airforce consist of 60 fighters, 40 bomber planes, 12 bomber blimps and eight Airborne carriers that carry about five fighters and bombers. They also have around 25 helicopters

Major Towns or Locations: Summersville: The economic center of the Cult. Built on the roads and trade routes of the internal road network. It host all major businesses affiliated with the Commission. It also host the Cult's major chemical manufacturing centers.
Mt. Hope: The Cult's military capital and training center. Uses the heavily forested area to train new conscripts.
Decota: Center of the Cult's chemical research and manufacturing.
History: The Cult was around prior to the Great War but it was a minor thing and a fluke. However when the bombs fell, it survive in the underground of Point Pleasant as a wacko Cult but the myth of the Mothmen was real. The Mothmen at this time were around, mainly beast that were irradiated and mutated into the mysterious creatures that herald prophecy and doom. The thing is that they were just highly intelligent moth mutants. Some that had the ability to attack with their sonar as a sonic weapon. Things changed in the year 2081 when a female Mothman got blown away from a flight pattern by a gust of air into an abandoned chemical facility that held a source of FEV.

The Mothman became mutated beyond their own mutation. A mutation that was twice over that became a freak accident but one that mark the future of West Virginia. The Mothman became something more and unique, a giant moth of a multitude of designs and a mind turned eldritch. This Mothman was known as the First, for it was the first unique being that took the name Mothman as a race. It's mind, now sentient, had grown to try and understand the world around itself and started to see the other Mothmen in their animal form.

She started to experiment on them with some form of FEV and with herself to birth her first daughters, the Mother Moths. The Mother Moths were the first beings that were mixed with FEV and needed their male counterparts unlike the First. The reason why the First is that the First had became able to reproduce via parthenogenesis. However, she couldn't breed another version of the First but could make more Mother Moths. Her experiments on other Mothmen and even started to study the local Super Mutants to have formed the children of the Mother Moths, the modern rendition to the Mothmen.

During this time, West Virginia was under the threat of the Super Mutants and some of the early Mothmen had found that there other sources of FEV that the Super Mutants were using to grow their numbers. This pose a problem for the normal Mothman was not capable of fighting the Super Mutants because of their lack of natural strength and numbers. Scouts had found the idea of the Mothman Cult and thus started the idea to co-op it in order to unite the humans against the Super Mutants. The reason for this is that they believe the humans wouldn't like another mutant race running around and the Mothmen truly wanted to help.

This help turned into a sort of conquest and leadership role as they started to unite the state via the Cult. The people of West Virginia were scattered and disunified people but the Cult offered something in unity and protection against the common raider and Super Mutant. Numbers swell as the first priests at the time became their agents and recruiters to the general masses. People gathered to hear about the curses and blessings of the Mothmen, which the mutant moths made true as they destroyed enemies, brought prosperity by helping the few scientists and mechanics to repair the very few industrial centers around eastern West Virginia.

Eventually, the cleansing of Super Mutants and raiders had them push out on one half of the state and had made the Cult a true force that aimed to take the other half. Many small communities join the Cult and threw out their old religions in exchange for defense and trade. Those that resisted were counted among the Super Mutants and raiders needing to be purged. Even Charleston, the largest of the cities, had been burned and sieged when the city's government through out the Cult and killed their first spies.

Eventually the Cult was the sole power and this allowed the Mothmen to prosper as their population blossomed. They started to replace the Super Mutants as they were killed off and their FEV secured in a disclosed location. They also started to employ reforms of leadership among the Cult, watching from a distance as the humans handle most of the heavy lifting and rebuilding of their state. This autonomy was needed for the Moths, now being perceived as gods or spirits, couldn't be seen by others outside the state.

Many safeguards were made, on top of the advancement of media and the restoration of much of the economy. They also allowed their lesser cousins to flourish in these times. Their existence another shield of mystery against outsider snooping around. However, the great prospects of the Cult and the Mothmen's guidance went on without much change in the state. After nearly more than a century and a half of control, the population had been fully indoctrinated but not without purpose.

Trains now run, mines of metal and coal to power their light industry or to trade beyond the state through their airships and on the Ohio River. Energy comes from the wind farms, the newly built Three Gorges, and the normal coal power to establish their electric grid from city to village. Even so the Cult still looking to expand, from Virginia to Kentucky. To go and expand beyond the state to every corner of the Appalachian Mountains. If only to expand the Mothmen race and guide all the humans into a better future. Rather they want it or not.
Last edited by Ralnis on Tue Sep 22, 2020 12:45 pm, edited 1 time in total.

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Caria Box
Civil Servant
 
Posts: 7
Founded: Aug 27, 2020
New York Times Democracy

NPC Tribal Cult

Postby Caria Box » Thu Sep 17, 2020 8:22 am

The Order Of Fayette

Backstory:
In 2100, a group of tribals, residing near Lake City, who were skilled in botany and herbology, created drugs and sold them to traveling merchants which occasionally traveled by their camp.
In 2120, they discovered a strange mushroom which they began using as a food supply due to its quick growth and large abundance, The tribe noted that the mushrooms allowed them to go without food or water as long as they consumed the mushrooms once a week. Over the next 40 years the bodies and minds of the Tribals and eventually the camp which was visited often by the settlers and merchants of the Lake City settlement, simply vanished.
In 2180, A group of mutated cultists attacked the Lake City settlement enslaving everyone who submitted and slaughtering those who resisted, These “Elves” who carried a Holy Book, The DND 5e Manual, were merciless yet bared striking similarities to the Tribe that disappeared so long ago, They quickly took over the long standing society and began spreading the word of their faith.
In 2240, the mutated cultists of Lake City, who believed themselves to be Elves, made a pilgrimage to the holy lands of Fayetteville, after finding a map of North Carolina, believing it to allow them to pass on to the Fay realms after death easier. After establishing themselves in central Fayetteville they found the remains of a pre-war Military Base known as Fort Bragg, However after finding crates of pre-war grenades, Which they believed to be artifacts of the gods, The Council declared the Fort a Holy Site which was to be protected. A few weeks after the Order started to protect the Holy Bragg a group of scavengers appeared and began trying to steal the God’s Artifacts beginning a nearly 50 year conflict between the two societies over the Fort and its Contents. However a year ago a great demon awoke and began claiming the Holy Bragg for itself and it overran both the Order’s guardians and the scavengers trying to take the base apart piece by piece, Now the Order goal is clear to remove this demon threat and use whatever dark power it leaves behind to crush the scavengers.

Leaders:
The Council of Elders

Territory:
Most of Central Fayetteville, North Carolina

Population:
40000, Members of the Order
12000, Slaves of the Order

Mutations:
The Cult’s free population has grown odd mutations such as longer limbs, larger eyes, and thin bodies with hollow bones as well as pointed ears. This has led to the average cultist being around 6’4 in height and being able to see both farther and more clearly, and only weighing about on average 120 pounds. These mutations are caused by a unique mutated mushroom known as Dryadalis Qui Boletus which is found only in the Wastelands of North Carolina, which the Cult originally started eating for its unique properties but over the years it has lessened and due to the mutations it's caused the Cult cannot survive without it at this point.

Military Capabilities:
The Order’s military is not very well organized with no actual command structure besides a group being sent out with a Pathmaster which guides the group. Their weaponry while primitive is terrifying effective, their “Enchanted” swords and spears are made of a primitive steel, which are basically scrap iron but when they add bones so that the spirits can make their weapons stronger, in reality the combination of the carbon in the bones turns the scrap iron into a primitive steel alloy, This same process is used to make primitive steel arrows which they use with their makeshift long-bows, which can pierce up to 3 mm of armor. On occasion you will see a few members of these “War-Groups” equipped with grenades or as they call them, Artifacts of the Gods, These can range from simple tear gas and frag grenades, to pulse and plasma grenades.
In total they have 1600 Archers, 4000 Swordsmen, and 2400 Spearmen.
Economic Capabilities:
The Order’s economy and industry is mostly made up of the Cult’s civilian population and slaves that they have captured over the years from nearby settlements and prisoners from the scavenger menace who invades the Holy Bragg, The Order’s civilian population use private farms to grow the mushrooms the Cult can’t survive without and their slaves are forced to farm regular food-stuffs as well as forging new weapons for the Order. The Order itself also produces potions, Drugs, which it does on occasion sell to traders crossing near their territory.

Types of Potions
Potions of Strength (similar to Psycho)
Potions of Speed (similar to Jet)
Potions of Healing (A liquid form of Healing powder)
Potions of Intelligence (Mentat Juice)
Last edited by Caria Box on Thu Sep 17, 2020 10:23 am, edited 1 time in total.

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Caria Box
Civil Servant
 
Posts: 7
Founded: Aug 27, 2020
New York Times Democracy

NPC Scavengers

Postby Caria Box » Thu Sep 17, 2020 9:26 am

The Scavengers Of Wade
Backstory:
The Scavengers of Wade have no real history as they are merely a group of ghouls who have been roaming America for nearly 60 years, in 2238 they settled down in the already established Town Of Wade and established trade with the several caravans selling scavenged materials that they gathered from the wasteland.
In 2240, 2 Years after they settled down in Wade they discovered a pre-war military base known as Fort Bragg and started to scavenge this old world treasure trove until one day during a normal excavation a small group of scavengers were attacked by strange lanky mutants using primitive weapons with terrifying effectiveness while they wore little armor the Scavengers were able to fight them off and retreated back to Wade informing the settlement about the strange mutants who had taken over the pre-war Military base. Thus began a nearly 50 year conflict between these strange mutants and the settlers of Wade, Until 2289 when the base started to wake up robots began making patrol routes again gunning down both Mutants and Scavengers alike, turrets began powering on, and the base started rebuilding itself slowly starting to look like something out of a pre-war book.
Now the scavengers are dead set on claiming whatever has woken up inside the Old World Relic and use it to destroy these vile Mutants once and for all.

Leader:
Sam Samson, Town Mayor

Population:
50,000 Regular Humans
12,000 Ghouls

Location:
The Settlement of Wade, North Carolina






Military Capabilities:
The Military of Wade is an organized town militia that has basic combat training given by some old pre-war ghouls, The weapons they use is a mix of pre-war guns and handmade pipe weapons more specifically they use Anti-Material Rifles, M1 Garands, M3 Submachine Guns, Browning A-5s, Pipe Pistols and Rifles, and Frag grenades.

When fully mobilised Wade can raise 12,000 Militia, Armed and ready for most conflicts. However normally they only have 4,000 Militia standing on guard and will occasionally send out Large groups armed with their best gear in attempts to try and breach Fort Bragg’s Defenses and get as much pre-war tech as they can.

Economic Capabilities
Wade’s Economy is based on trade from selling scavenged scrap and has a small thriving farming community, However they still rely on passing traders for ammunition and luxuries.
While they aren’t very good at ammo or weapon manufacturing they are very competent in weapon maintenance, Allowing them to keep their weapons in tip-top shape without having to worry about replacing them.
Last edited by Caria Box on Thu Sep 17, 2020 10:23 am, edited 1 time in total.

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Lunas Legion
Post Czar
 
Posts: 30176
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Thu Sep 17, 2020 1:16 pm

Faction/Nation Flag (Optional): N/A. The Fortress-State does not have a flag.
Faction/Nation Name: The Fortress State of Washington-Baltimore
Faction/Nation Territory: All remaining territory north of the line Stafford-Bealeton-Front Royal on the west side of Chesapeake Bay.
Capital City/Faction HQ: Washington D.C
Population: 800,000
Government: The fortress-state is run on a system of cadres, organised by the state. Each cadre has an assigned number indicating its level in the hierarchy and role, such as farming a particular plot of land, manning a particular production line, construction, research etc. Training is done in youth cadres, and based on performance there they are assigned to a specific cadre for life. The sole exception to this are military cadres, where anyone may volunteer from another type of cadre and on passing a brutal basic training regimen they are accepted into the Wallmen, the fortress-state's army. Promotions through the ranks of cadre are possible, and are handed out upon the death or promotion of the previous leader. Discipline is done at the cadre level, with all members of a cadre collectively held responsible for the actions of individual members. This system currently only applies in the various pre-war governments and vaults.

Recently included groups are not subject to the cadre system immediately, but are instead turned into community cadres, and are expected to supply a mixture of products to the rest of the fortress state in exchange for its protection. Currently, the majority of the fortress-state lives in community cadres.
Leaders: Leader Cadre 000-0001A, President Henry Walsh
National/Group Ideology: The fortress-state has one single ideology; survival of the collective. It is one thing to restore order and create a state; another to ensure its survival. The individual is to be turned into a cog in a machine, to fulfil their purpose to ensure the survival of humanity. Until the world is made safe for humanity from the mutated creatures of the Wasteland, from warlords and raiders and bandits, from usurpers and pretenders to the Old World's legacy, the current system must remain in place.
Military: The fortress-state is less of a state with an army than a military that happens to own a large patch of land. Numbering around 16,000 in total strength, soldiers are equipped with ex-US Army Combat armour, with more experienced soldiers and officers being equipped with varying models of power armour, and armed with a variety of laser and plasma rifles. Firearms training is mandatory for all members of the fortress-state, and a variety of conventional firearms, mostly pre-war US Army infantry equipment, are kept in guarded armouries to be issued to cadres as needed.

The fortress-state does not possess a navy, but does possess large-caliber naval artillery guns in pre-war coastal fortifications. The air force is largely composed of pre-war models of Vertibird gunship, but more importantly mans a large number of pre-war anti-air guns and surface-to-air missile sites around the fortress-state.
Major Towns or Locations:
Baltimore: The other major city of the fortress-state, its second main industrial and population center and only other large city.
Most of the rest of the fortress-state is composed of small agricultural settlements.
History: The Fortress-State traces its origins back to 2077, when elements of the United States government retreated to the Continuity of Government sites in Raven Rock, Blue Ridge Summit, PA, the Mount Weather Emergency Operations Center near Bluemont, Virginia and the Sentinel ABM Program sites constructed to defend Washington D.C. These sites, due to their comparatively close proximity, were able to remain in contact after the Great War, although contact with the President of the US was lost, as well as with the Whitespring and Greenbrier Bunkers in White Sulphur Springs, WV, which housed the Secretaries of Agriculture, the Interior and the Treasury.

Assuming that the President was dead, and the Vice-President unable to be contacted, the Presidency fell to the then Speaker of the House who had decamped to Raven Rock alongside the Secretary of Defence, who was appointed Vice-President. These installations would, over the next two centuries, remain closed. Due to the limited supply of food, a strict organisational system modelled loosely off of that of the US Army was implemented to ensure no food was wasted, and everyone in the various bunkers had an assigned purpose. This system was found, while brutal and often dehumanising, to be very effective in ensuring a stable and productive population.

The wider US was monitored with eyebots on the ground, allowing the bunkers to monitor surface environmental and societial conditions. In 2201, a single squad of ten power-armoured soldiers was dispatched to the Vault-Tec HQ in central Washington D.C, where the HQ's files on the locations, experiments and limited observation data on the Vaults scattered across the US was recovered from the building. Experiment results were noted, but largely found to be useless. The arrival of the Brotherhood of Steel in the region caused the various bunkers to remain in lockdown while the new arrivals to the area were observed. Even after their benevolent intent was discerned through observation, their continued expansion and military power worried the then-President enough to remain closed off. The Brotherhood's expansion and subsuming of different communities was watched carefully, with some in the bunkers starting to argue that the Brotherhood had the potential to be a successor government to the old US and that they should join forces.

Then the battle of Philadelphia happened. The Brotherhood was all but wiped out in one fell swoop, and a threat to humanity itself emerged. Super mutants. Their research recovered from Vault-Tec's HQ told them everything they needed to know to determine this was an issue, and with the Brotherhood's collapse, they departed their bunkers. Control was swiftly established over much of the former Brotherhood territory. Aware of the coming threat, the Fortress State of Washington-Baltimore was declared as part of the United States of America. Defensive plans were drawn up, the remains of the Brotherhood and local defense groups formed into units under the army, worker cadres were dispatched to assemble fortifications on the borders and in fall-back positions with locals being conscripted to assist where necessary.

Whether it is enough to ensure the state's survival remains to be seen.
Last edited by Lunas Legion on Thu Sep 17, 2020 5:06 pm, edited 2 times in total.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

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Ralnis
Postmaster of the Fleet
 
Posts: 26034
Founded: Aug 06, 2012
Father Knows Best State

Postby Ralnis » Thu Sep 17, 2020 4:29 pm

Deleted
Last edited by Ralnis on Mon Sep 21, 2020 10:38 am, edited 2 times in total.

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Tysoania
Ambassador
 
Posts: 1254
Founded: Mar 26, 2012
Anarchy

Postby Tysoania » Sat Sep 19, 2020 12:41 pm

Faction/Nation Flag (Optional): none
Faction/Nation Name: Cowichan Trading Company
Faction/Nation Territory: Vancouver Island and all surrounding islands north and west of Stuart Island
Capital City/Faction HQ: Two Fin Harbour,
Population: 15,000
Government: The Company is led by a 7-person Board of Directors, who rule for life and are considered to be above the law. Whenever a vacancy opens, candidates must be nominated by a Director, with the Board choosing a final candidate to become the new Director. The Company rules the entire island as the de facto government, and is responsible for administering law in the settlements, defending the island from intruders, and improving the lives of the local population. In exchange, the residents of the island are expected to work either only for the Company or with the blessing of the Board.

The Company is divided into four different divisions: North Island, South Island, the Kraken's Lair, and the Outliers. Each division is led by a Deputy Director that reports to the Board, with each Deputy Director having command of a small militia and responsibility for law enforcement, tax collection, and other miscellaneous duties.
Leaders:
- Director Stuart Saltspring, Head of Human Resources
- Director Elk Sointula, Head of Sales and Marketing
- Admiral Campbell Denman, commander of the Company Security Forces
National/Group Ideology: The Company is focused on increased profit above all else, with caps and goods being valued above the lives of the Company's workers. All workers, residents, and wildlife under the Company's banner can be thrown away at a moment's notice if it will increase the next month's revenues. Children are taught that this is good and just, and there is little resistance to this idea, although this is likely due to the fact that it is rarely employed as a justification.
Military: The Company Security Forces are little more than a well-dressed volunteer militia. Apart from the Boarding Party, the 1,000-man Security Forces is a voluntary, part-time organization, with its troops only being called up in the event of a conflict or disaster. The Forces consists of nearly all men and women from 15 to 45, making it a relatively large military, but its size is a trade-off for its lack of equipment. The only standard-issue kit is a set of green fatigues, boots, and helmet for enlisted troops, with officers being issued salvaged submariner uniforms. Most enlisted troops are poorly armed, with most carrying a pipe rifle or obsolete hunting rifle. Officers are issued either a 10mm pistol or a revolver. The only professional unit in the Security Forces is the Boarding Party. This 40-man unit is highly trained and experienced in the art of boarding ships, and are equipped with salvaged marine armor and either a .308 combat rifle or combat shotgun.

The Security Forces have no land or air vehicles or mobile heavy weapons, but the coastal fortifications at Two Fin, Port Renew, and Blight Island are equipped with 4 28-cm artillery guns and, in the case of Port Renew, jury-rigged torpedo launchers. Additionally, there is a small fleet of 3 tugboats used by the Company Security Forces for naval operations, along with a beached Ebon Atoll-class missile cruiser, the USS Interceptor, south of Port Renew that controls marine access to the Kraken's Lair. Although the ship's missiles, sensors, and torpedoes have long since rusted away, her two 127mm guns have been restored to working order.

Major Towns or Locations:
- Two Fin, Company headquarters and main port for shipping. The Company Security Forces are based here, with various armories and detachments at other towns and outposts.
- Port Renew, southernmost Company town before the Kraken's Lair. Known for its mountain lion furs.
- Kraken's Lair, ruins of the greater Victoria region and massively irradiated. The old Navy yard and its destroyers and submarines are a primary target for brave salvagers, making it the end of the Golden Road.
- Blight Island, major Company town to the north and main gateway from the Golden Road sea lane to the roads and trails of the central region.
- Coal Harbour, northernmost Company town and hub for logging and trapping. Northern end of the Golden Road.
- The Golden Road, the main sea route along the east coast of the island. Connects every major settlement and is plied by both Company ships and private fishing boats.

History:
Before the Great War, the Cowichan Trading Company was just another trading company on Vancouver Island. Its specialization in furs, meat, and other goods from the untamed interior of the island meant that it did not have steady sales off the island, but it did well enough to survive the annexation of Canada by the United States. When the Great War came, although the island was spared direct attack by the bombs, the attacks on Seattle created a tidal wave strong enough to raze much of Victoria to the ground, while the fallout killed off most of the city's survivors. Because most of the island was both fertile and full of wildlife, the survivors of the island adapted fairly easily to the new reality of life in the Wasteland, with few famines or natural disasters.

The Trading Company ceased to function for nearly 100 years after the War, but in 2153, a group of fishermen from Two Fin decided to see if life had begun to return to the south, and organized an expedition of old trawlers and rowboats to visit the old United States. Although no organized groups were found, they encounted dozens of small villages and tribes, and this convinced the expedition leaders that a profit could be had from selling food, furs, and other goods to these groups. Adapting the name from a sign on the side of a prominent building in Two Fin, the Cowichan Trading Company was quickly re-established and local hunters and fishers brought onto the payroll to supply the company with goods for export. Over the following decades, the Company expanded its control of local industries across the island, and by 2227, the Company either owned or was the sole major buyer for every trap line, fishing boat, and leather tannery on the island.
Last edited by Tysoania on Sat Sep 19, 2020 4:00 pm, edited 4 times in total.
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The Manticoran Empire
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Posts: 9729
Founded: Aug 21, 2015
Anarchy

Postby The Manticoran Empire » Sat Sep 19, 2020 12:52 pm

Tysoania wrote:a .45 combat rifle

Uh...why? .45 ACP is a really small, low velocity, and relatively weak round for a rifle, especially one intended for combat. Go with a .223 or .308 instead.
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Against: Communism, Socialism, Fascism, Liberalism, Theocracy, Corporatocracy.


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Tysoania
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Posts: 1254
Founded: Mar 26, 2012
Anarchy

Postby Tysoania » Sat Sep 19, 2020 1:08 pm

The Manticoran Empire wrote:
Tysoania wrote:a .45 combat rifle

Uh...why? .45 ACP is a really small, low velocity, and relatively weak round for a rifle, especially one intended for combat. Go with a .223 or .308 instead.

I figured that .45 would be more plentiful because no one else uses it, and thus cheaper and easier than having the company spend money on something worthwhile.
The Cold War in 6 words:
Monsone wrote:the USSR is up to something


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The Manticoran Empire
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Posts: 9729
Founded: Aug 21, 2015
Anarchy

Postby The Manticoran Empire » Sat Sep 19, 2020 1:21 pm

Tysoania wrote:
The Manticoran Empire wrote:Uh...why? .45 ACP is a really small, low velocity, and relatively weak round for a rifle, especially one intended for combat. Go with a .223 or .308 instead.

I figured that .45 would be more plentiful because no one else uses it, and thus cheaper and easier than having the company spend money on something worthwhile.

Actually .308 is a very popular round. You'll be able to find it in most stores since that is generally used by hunters.
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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Versail
Negotiator
 
Posts: 5044
Founded: May 21, 2012
Corrupt Dictatorship

Postby Versail » Sat Sep 19, 2020 2:19 pm

Tysoania wrote:
Faction/Nation Flag (Optional): none
Faction/Nation Name: Cowichan Trading Company
Faction/Nation Territory: Vancouver Island and all surrounding islands north and west of Stuart Island
Capital City/Faction HQ: Two Fin Harbour,
Population: 15,000
Government: The Company is led by a 7-person Board of Directors, who rule for life and are considered to be above the law. Whenever a vacancy opens, candidates must be nominated by a Director, with the Board choosing a final candidate to become the new Director. The Company rules the entire island as the de facto government, and is responsible for administering law in the settlements, defending the island from intruders, and improving the lives of the local population. In exchange, the residents of the island are expected to work either only for the Company or with the blessing of the Board.

The Company is divided into four different divisions: North Island, South Island, the Kraken's Lair, and the Outliers. Each division is led by a Deputy Director that reports to the Board, with each Deputy Director having command of a small militia and responsibility for law enforcement, tax collection, and other miscellaneous duties.
Leaders:
- Director Stuart Saltspring, Head of Human Resources
- Director Elk Sointula, Head of Sales and Marketing
- Admiral Campbell Denman, commander of the Company Security Forces
National/Group Ideology: The Company is focused on increased profit above all else, with caps and goods being valued above the lives of the Company's workers. All workers, residents, and wildlife under the Company's banner can be thrown away at a moment's notice if it will increase the next month's revenues. Children are taught that this is good and just, and there is little resistance to this idea, although this is likely due to the fact that it is rarely employed as a justification.
Military: The Company Security Forces are little more than a well-dressed volunteer militia. Apart from the Boarding Party, the 1,000-man Security Forces is a voluntary, part-time organization, with its troops only being called up in the event of a conflict or disaster. The Forces consists of nearly all men and women from 15 to 45, making it a relatively large military, but its size is a trade-off for its lack of equipment. The only standard-issue kit is a set of green fatigues, boots, and helmet for enlisted troops, with officers being issued salvaged submariner uniforms. Most enlisted troops are poorly armed, with most carrying a pipe rifle or obsolete hunting rifle. Officers are issued either a 10mm pistol or a revolver. The Security Forces have no vehicles or mobile heavy weapons, but the coastal fortifications at Two Fin, Port Renew, and Blight Island are equipped with 4 28-cm artillery guns and, in the case of Port Renew, jury-rigged torpedo launchers.

The only professional unit in the Security Forces is the Boarding Party. This 40-man unit is highly trained and experienced in the art of boarding ships, and are equipped with salvaged marine armor and either a .45 combat rifle or combat shotgun.
Major Towns or Locations:
- Two Fin, Company headquarters and main port for shipping. The Company Security Forces are based here, with various armories and detachments at other towns and outposts.
- Port Renew, southernmost Company town before the Kraken's Lair. Known for its mountain lion furs.
- Kraken's Lair, ruins of the greater Victoria region and massively irradiated. The old Navy yard is a primary target for brave salvagers, making it the end of the Golden Road.
- Blight Island, major Company town to the north and main gateway from the Golden Road sea lane to the central island.
- Coal Harbour, northernmost Company town and hub for logging and trapping. Northern end of the Golden Road.
History:
Before the Great War, the Cowichan Trading Company was just another trading company on Vancouver Island. Its specialization in furs, meat, and other goods from the untamed interior of the island meant that it did not have steady sales off the island, but it did well enough to survive the annexation of Canada by the United States. When the Great War came, although the island was spared direct attack by the bombs, the attacks on Seattle created a tidal wave strong enough to raze much of Victoria to the ground, while the fallout killed off most of the city's survivors. Because most of the island was both fertile and full of wildlife, the survivors of the island adapted fairly easily to the new reality of life in the Wasteland, with few famines or natural disasters.

The Trading Company ceased to function for nearly 100 years after the War, but in 2153, a group of fishermen from Two Fin decided to see if life had begun to return to the south, and organized an expedition of old trawlers and rowboats to visit the old United States. Although no organized groups were found, they encounted dozens of small villages and tribes, and this convinced the expedition leaders that a profit could be had from selling food, furs, and other goods to these groups. Adapting the name from a sign on the side of a prominent building in Two Fin, the Cowichan Trading Company was quickly re-established and local hunters and fishers brought onto the payroll to supply the company with goods for export. Over the following decades, the Company expanded its control of local industries across the island, and by 2227, the Company either owned or was the sole major buyer for every trap line, fishing boat, and leather tannery on the island.

Howdy.
I do like this.
That being said most ooc conversation and planning takes place in the discord so if you could join it that would be great.
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.
http://freerice.com/#/english-vocabulary/2499

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Danubian Peoples
Diplomat
 
Posts: 998
Founded: Sep 21, 2018
New York Times Democracy

No longer WIP I think

Postby Danubian Peoples » Sun Sep 20, 2020 4:49 pm

Faction/Nation Flag (Optional): Flag

Faction/Nation Name: Republic of Delmarva

Faction/Nation Territory: All of the Delmarva peninsula that isn't already claimed

Capital City/Faction HQ: Dover
The capital city is nominally Dover, once the state capital of Delaware. In practice, the capital 'city' is what is usually referred to as the Delaware Metropolitan Area, or DMA for short, of which Dover is only part of. The DMA is an urbanized mesh of the many cities that once lay on the Delaware River and nearby waterways, that was birthed as the cities expanded and eventually became one with one another as they collided. It is a vital region of economic and military interest, the latter because it serves as one of the three major components of Delmarva's Triangle Plan.

Population: Approx. 700,000 predominantly normal human

Government: Unitary Presidential Republic.
The government of the Republic of Delmarva is organized as a unitary state, a sharp depature from the federal United States. Though local govenrment does exist in the form of the districts, they are ultimately at the whims of the central government at the DMA. The Delmarvan Congress is a unicameral legislative body staffed by elected officials, one from each district. It is responsible for writing and passing legislation, responsibilities that in times of crisis, may fall to the president via emergency powers/

The president is chief executive of the republic, and is also commander-in-chief. They delegate many responsibilities to an appointed cabinet, whose members are chosen based on a joint consensus between the president and the Congress. The president is elected via a nationwide election every 4 years. Should the president die or be rendered incapable, the vice president, also elected in 4 year cycles is to helm the remainder of their term.

The third branch, the judiciary, is helmed by the Judiciary, staffed with one justice from each district, albeit this time elected via joint consensus between the president and Congress. It is gifted with the power to be the ultimate arbitrator of law, and has veto power over the other two branches in the form of constitutionality.

The local districts function in a similar manner to national government, albeit with the caveat that the Delmarvan Congress is armed with the ability to veto any legislation via majority vote.

The districts themselves can be redrawn via, which can be seen in the DMA, a new district created in reaction to a change in societal and economic climate. Such changes can be made just like any other law, passed by Congress, affirmed with the president and declared constitutional by the Judiciary, although in practice these can take a lot of political weight to push through.

Leaders: President Max Wilson, Chief of Staff Johnathan Bay

National/Group Ideology:
Delmarva is currently engaging with a foreign policy doctrine known as 'Fortress Delmarva.' Originally a military idea, 'Fortress Delmarva' is become a byword for Delmarva's suspicion of foreigners and a military doctrine that revolves around 'the triangle.' Protectionist economic policies that handicapped the nation were common in the past, and though Max Wilson's current tenure as president is attempting to curtail the last of this protectionist bent, and great strides have been made in opening up to outsiders, there's still a ways to go.

Military:
The great foundation of Delmarva's military is that idea of Fortress Delmarva. 'Fortess Delmarva' in a military sense is exemplified by the Triangle Plan, or simply, the Triangle, a defensive military doctrine revolving around the major waterways and land connections of the peninsula. Chief among the waterways is the revived Chesapeake and Delaware canal, a critical piece of infrastrucutre that not only serves as a major economic artery, but also as a military fortification. The other two sides of the triangle, the Chesepeake and Delaware rivers, form a V shape that terminates in Cape Charles.

As for the corners on this triangle, the DMA is the first, and arguably the least defended. A bevy of fortifications do exist on the Delaware River's shores, but the area's metropolitan (about as metropolitan as you can get in the post-apocalypse) and civilian nature hinder attempts at further fortififcation. To the west, the small town of Chespeake City provided a far easier foundation for a large military installation. The towering Fort Independence lies on the tip of the Delmarvan side of the Chesepeake Bay. To its south, the less creatively named Fort Cape stands guard over its corner, overlooking Cape Henry.

The Delmarvan Armed forces are organized into the Army, the Air Force and the Navy. The Army is divided into the standing army, numbering at 30,000, and the reserves, which number at 80,000. Equipment is sourced primarily domestically, either produced in factories or scavenged from the remnants of prewar installations. The standing army is further divided into the infantry, motorized, artillery and guard divisions. The infantry regiments, numbering at 20,000, comprise the bulk of the standing army. Soldiers range from machine gunners to snipers, each one trained to use a specific gun, so as to maximize the potential out of Delmarva's varied stockpile. The artillery and motorized regiments are self-explanatory. Combined, they number at about 5,000. The remaining 5,000 are the guard regiments are the elites, the cream of the crop of the standing army. Best compared to marines, they man the Triangle with intent, and are trained in aquatic warfare for battles in the Chesepeake Bay and Delaware River. Standard fare amongst the standing army are military fatigues and body armor.

The reserves are a different story. They are trained to fight with little, gifted only the bare essentials, fatigues, light armor and mass-produced bolt-action rifles that can easily arm a thousand reserves in two months. The reserve force has earned the nickname 'the levy' amongst its detractors, as it is a form of service levied upon Delmarvans via ballots, where the unlucky winners would be conscripted into the reserve program and forced to undergo half a year of grueling training. These reserves are normally not needed to man the usual front, though in times of war they can and will be called up to bolster the standing army's numbers.

The navy is a formidable element of the military in its own right. While it lacks the meuseum craft of its upstate neighbor, a powerful coastal navy is present to reinforce the Triangle Plan and ensure that no invader so much as lets a single toe to Delmarvan soil. These watercraft are frequently employed in tandem with guard regiments, and together they serve as a means to lock down the waterways that wrap around the nation.

The air force is rather small, comprised of several types of prewar aircraft, from jet fighters to the occasional Vertibird. There have been, key word, attempts at creating airworthy combat vehicles, all of which have been one level of disaster or another. Protectionist policies make it difficult to import the requirements needed to bolster this branch of the military, and so it remains rather undeveloped compared to its peers.

Major Towns or Locations: Delmarvan Metropolitan Area (DMA), Fort Independence, Fort Cape, the Chesapeake & Delaware Canal

History:
The Republic of Delmarva's history can be traced back to the Delmarva of the 2080s, just awakening from the nuclear extinction mankind had witnessed less two decades ago. In these times, when people in shelters were just beginning to crawl out, and survivors made themselves known, they were greeted with a world most terrifying. What were once idyllic rural suburbs had been transformed into a hellscape of irradiated pits, flattened buildings, enormous insects and the walking dead.

They quickly rallied around small communities, and so, with the complete collapse of central government, Delmarva became host to a myriad of settlements and tribes by 2100. These settlemensts would grow and expand, and quickly subdue one another, be it in Wasteland war or diplomacy. In 2110, a coalition of these settlements in what is today the DMA was founded in this chaotic time, on strong democratic principles yes, but also the need of a powerful central government to glue the nation together. This 'Republic' as they called grew to encompass the peninsula and declared itself the Republic of Delmarva by the 2160s. Old world technologies as they would come to be known also made themselves widespread around this time, as concerted efforts to scour the earth for these game-changers began.

And just in time too, for a littany of wars would quickly follow. While Delmarva was born in the crucible of settlement conflict, it was tossed into the fires of chaos as it battled foe after foe, miraculously coming out on top every time, but not without cost. The capital was sacked on multiple occassions. Battles made the Delaware run red with blood, and demolished settlements and cities rebuilding from the collapse. Soon the republic had been transformed by near-constant struggle. A warranted suspicion of outsiders, both civilian and military that evolved into the rise of Fortress Delmarva doctrine and The Triangle took place in the war-torn years of 2160 to 2200.

With the dawn of a new century however, things took a turn. The political situation stabilized as new powers emerged in the region, and an era of rampant war gave way to one of peace. Despite this Delmarva reamained stubbornly closed off and militarized, and it still is to an extent. Gradually however, succeeding administrations would open up the nation to outside trade, producing an economic boom as protectionist policies and closed borders were pulled back. Much of what is classically referred to as the DMA was constructed in this sudden boom. Despite these advancements, by 2290, the nation still has yet to shake its suspicious and reclusive streak, doubly so when interacting with those further inland, whose decidedly inhuman appearances lend to much stigma in Delmarvan circles.
Last edited by Danubian Peoples on Wed Sep 23, 2020 8:06 am, edited 8 times in total.
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This nation does not reflect my IRL views on anything.

Valdez Islands is my puppet.

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Motor Cities
Civilian
 
Posts: 1
Founded: Sep 14, 2020
Inoffensive Centrist Democracy

Motor City WIP

Postby Motor Cities » Mon Sep 21, 2020 8:06 am

Faction/Nation Name:Motor City
Faction/Nation Territory:Already on the map, but Detroit Metro area and surrounding coastal area.
Capital City/Faction HQ:Detroit (The Motor City)
Population:200,000 total, 150k in Detroit, mostly ghouls, 50k spread in rest of territory.
Government: The Motor City is run by the Union leadership, the workers elect officials who represent their needs and organize said workers into an effective workforce. Things such as production lines, quotas, and who will be receiving their products and for how much are determined by the Worker's Council.
CEO of the Board: Augustus Keane, son of Irish Immigrant turned business magnate and industrialist.
Chief of Security: TBD
Corporate Union Liaison: TBD
Chief Maritime Operations Officer: TBD
[/b]
National/Group Ideology: Fordism, Liberty, Social Democracy
Military:
Due to the heavy industry that has survived, the Motor City enjoys easy access to prewar grade firearms and refurbished equipment. The most common sidearm in service is a copy of the AKM in NATO calibers, and is commonly sold throughout the Midwest. Stamped steel submachine guns are also popular due to their ease of use and cheapness. Cannons in their various forms, from 20mm autocannons to 75/105mm howitzers are often found on combat vehicles, but heavier firepower is limited in use.
Internal Security Service: Tasked with securing the Board's interest within the Motor City, the ISS acts as the dagger behind the Board's cloak. If you do anything to cross the Board's interests and cause enough trouble, don't expect to last long with these people on your trail.
100 Operatives, equipped with the best the Republic has to offer. (Pre war quality milled guns, energy weapons, etc.)
Vehicles:
2 UH-60 Helicopters
2 OH-60 Armed Scout Helicopters
8 Pontiac Catalina Enforcers

Michigan Highway Patrol: If the life blood of the Motor City is trade, the highways are its veins, and the highway patrol are the white blood cells and platelets combined. Patrol Stations are built along the trade roads and highways maintained by the Motor City, where patrols are regularly made of the surrounding area and act as local law enforcement. Doctrine relies on mobility and superior firepower to make up for their lack of numbers. Patrolmen are usually assigned 2 to a vehicle, one to drive, the other to operate whatever weapons are present. Two patrol vehicles form a "wing", which is the smallest unit size that is deployed. Most patrol stations have at least 2 wings, and the interconnected nature of the patrol stations insure that at any given time multiple stations are within a a few minutes drive from one another, such that any problem can have an easily scaling response. The lightest vehicles in service are refurbished prewar cars with some reinforcements, and light armament not exceeding .50 BMG in size. At their heaviest they drive prewar IFVs and APCs. In addition to the patrolmen, there are heavy response units with higher grade equipment to deal with larger scale raider or mutant attacks. The Civil Engineering branch helps to maintain the roads and provide services to paying clients.
Patrolmen: 2500
800 Patrol Cars
200 M3 Half Tracks- 30 "Bushwacker" variants with quad.50 mounts, 20 "Demolisher" variants with 75mm howitzers
40 M-48 tanks with bulldozer blades, fusion engines, turrets detached when not at war.
Civil Engineering Branch:
400 men
10 Road Pavers
10 GMC 2.5 Ton Trucks, Fusion engines, used for material and personnel transport.

Motor City Merchant Marine: Similar in concept to the Highway Patrol, except on the Great Lakes. There are two distinct parts of the fleet, the refurbished prewar ships, and the freshly produced hulls from the Motor City Dry Dock Complex. While most of the fleet are just armed merchant vessels, in times of dire need most vessels can have their cargo space filled with firepower, with the crown jewel of the fleet being a restored laker capable of mounting siege guns for coastal bombardments.
2,000 sailors
20 Patrol Boats
4 Gun barges positioned around the Motor City Port
10 Schooners/Sloops
7 Brigs
3 Lakers converted into siege barges. Uses mortars.

Additionally, the Union has a militia that also provides security maintaining the border wall of the MC and regulating who enters and exits the city.

Major Towns or Locations: Detroit, Toledo, Cleveland, Erie, Lansing, Flint, Niagara Falls, Buffalo, Sarnia.
History: More details to come, but basically imagine Detroit as a Mega City filled with a giant auto-workers union of ghouls run by a board of shadowy business figures
Last edited by Motor Cities on Wed Sep 23, 2020 5:15 pm, edited 2 times in total.

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Versail
Negotiator
 
Posts: 5044
Founded: May 21, 2012
Corrupt Dictatorship

Postby Versail » Thu Sep 24, 2020 10:33 am

Alrighty I'm on mobile for the time being but rest assured that the finished apps have been accepted.
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.
http://freerice.com/#/english-vocabulary/2499

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