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The Manticoran Empire
Postmaster-General
 
Posts: 10506
Founded: Aug 21, 2015
Anarchy

Regiments and Battalions of the NCR Army

Postby The Manticoran Empire » Sun Sep 27, 2020 3:33 pm

1st Infantry Regiment
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The First Infantry Regiment was formed in 2220 as one of four regiments, formed to protect the fledgling NCR. The Fighting First won renown at Navarro in 2241 and again during the NCR-Brotherhood War and the Mojave Campaign during the NCR-Legion War, serving as the Hoover Dam Garrison. The First is considered one of the most prestigious of the regular infantry regiments, with only the best assigned.

2nd Infantry Regiment
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The Second Infantry Regiment was formed in 2220 as one of four regiments, formed to protect the fledgling NCR. The Second was absent from Navarro, sent to the frontier to deal with remaining Khan holdouts. However, it would more than make up for its absence at Navarro by taking Helios One during the NCR-Brotherhood War and holding Camp Forlorn Hope against Caesar’s Legion during the NCR-Legion War. Despite being a founding regiment of the NCR Army, the 2nd is often regarded as an unlucky regiment, due to the high casualty rates it has suffered in its career.

3rd Infantry Regiment
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The Third Infantry Regiment was formed in 2220 as one of four regiments, formed to protect the fledgling NCR. The Third fought at Navarro in 2241, winning renown as it held against repeated Enclave counter-attacks. In spite of heavy casualties, the Third held long enough for the Brotherhood of Steel to evacuate their wounded (and the hordes of Enclave data they had really been after). However, the lack of any support from the Brotherhood left the Third to lose 70% of its manpower and created a longstanding hatred of the Brotherhood and the Enclave within the Third, an institutional prejudice of sorts. The Third would rebuild its strength in time to battle the Brotherhood in Nevada, attacking Brotherhood patrols and allegedly refusing to accept the surrender of any Brotherhood member, regardless of rank, role, or ability to defend themselves. The Third would miss out on the Mojave Campaign and the NCR-Legion War, spending most of the 2270s hunting down remnants of the Brotherhood and the Khans in Nevada and northern California.

4th Infantry Regiment
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The Fourth Infantry Regiment was formed in 2220 as one of four regiments, formed to protect the fledgling Republic. The Fourth would fight at Navarro, suffering heavy casualties as it attacked over open ground against the Enclave’s heavily fortified base. However, they would succeed in their mission of cutting off the Enclave’s retreat, allowing the First and the Third to complete the destruction of Enclave forces in California. The Fourth would be redeployed to the Mojave against Caesar’s Legion, serving as the garrison for Camp McCarren. It wouldn’t fight the Legion too much, mainly taking out Legion patrols and providing fire support to nearby NCR outposts. It would, however, be the unit tasked with eliminating the Fiends and working with the Kings, as well as the Followers of the Apocalypse. The result of this was that the Fourth Infantry became incredibly popular in Freeside and many of its more recent recruits hail from the slums around New Vegas.

5th Infantry Regiment
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The Fifth Infantry Regiment was formed in 2240 at the start of the Enclave War to reinforce the NCR Army. As a green regiment, however, it was sent to the north to fight the Khans instead of fighting at Navarro in 2241. It did win glory in the NCR-Brotherhood War, supporting the Third in the capture of Helios One and, later, would serve as the garrison of Mojave Outpost. During the NCR-Legion War, the Fifth Infantry would often find itself scattered across the Mojave, defending Primm and hunting down escaped Powder Gangers. As a result, it had one of the highest casualty rates against the Legion during the entire campaign.

6th Infantry Regiment
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The Sixth Infantry Regiment was formed in 2240 to reinforce the NCR Army during the Enclave War. However, it missed out on the Enclave War and wouldn’t see major action until the NCR-Brotherhood War, where it fought to defend Redding against Brotherhood attacks. The Sixth would later take part in the Bitter Springs Massacre before being returned to Redding to defend against tribals in Idaho.

7th Infantry Regiment
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The 7th Infantry Regiment was formed in 2241 shortly after the destruction of Navarro. Initially authorized to reinforce the NCR Army against the Enclave, it found itself repurposed to protect the NCRs southern border in Baja California. It would miss out on both the NCR-Brotherhood War and the NCR-Legion War, primarily skirmishing with chem-cartels in Baja California and fending off mutated sea-life.

8th Infantry Regiment
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The 8th Infantry Regiment was formed in 2241 shortly after the destruction of Navarro. Like the 7th, it was initially formed to reinforce the NCR against the Enclave but was, instead, sent to Baja California to secure the NCR’s southern border. It missed out on the NCR-Brotherhood War and NCR-Legion War, fighting only a handful of skirmishes with chem dealers and the occasional deathclaw.

9th Infantry Regiment
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The 9th Infantry Regiment was formed as part of a major military buildup in 2245, during the leadup to the NCR-Brotherhood War. It would see significant action against the Brotherhood and, later, the Legion in Nevada and Arizona, serving at the Battle of New Reno, Battle of Redding, and both Battles of Hoover Dam. In more recent years, however, it has shifted into reserve status with its headquarters in Fresno.

10th Infantry Regiment (Mountain)
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11th Infantry Regiment (Airborne)
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12th Infantry Regiment (Mounted)
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13th Infantry Regiment (Power Armored)
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14th Infantry Regiment (Power Armored)
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15th Infantry Regiment
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16th Infantry Regiment (Power Armored)
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17th Infantry Regiment (Airborne)
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18th Infantry Regiment
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19th Infantry Regiment
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20th Infantry Regiment (Power Armored)
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21st Infantry Regiment
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22nd Infantry Regiment
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23rd Infantry Regiment
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24th Infantry Regiment
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25th Infantry Regiment
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26th Infantry Regiment
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27th Infantry Regiment (Power Armored)
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28th Infantry Regiment
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29th Infantry Regiment
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30th Infantry Regiment (Power Armored)
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1st Ranger Battalion (Power Armored
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2nd Ranger Battalion (Power Armored)
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3rd Ranger Battalion (Power Armored)
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4th Ranger Battalion (Power Armored)
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5th Ranger Battalion (Power Armored)
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6th Ranger Battalion (Power Armored)
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7th Ranger Battalion (Mounted)
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8th Ranger Battalion (Mountain)
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9th Ranger Battalion (Airborne)
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10th Ranger Battalion (Airborne)
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11th Ranger Battalion
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12th Ranger Battalion
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13th Ranger Battalion
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14th Ranger Battalion
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15th Ranger Battalion
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16th Ranger Battalion
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17th Ranger Battalion
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18th Ranger Battalion
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19th Ranger Battalion
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20th Ranger Battalion
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21st Ranger Battalion
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22nd Ranger Battalion
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23rd Ranger Battalion
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24th Ranger Battalion
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25th Ranger Battalion
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26th Ranger Battalion
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27th Ranger Battalion
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28th Ranger Battalion
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29th Ranger Battalion
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30th Ranger Battalion
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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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The Imperial Warglorian Empire
Powerbroker
 
Posts: 8104
Founded: Oct 10, 2015
Ex-Nation

HEAVY WIP

Postby The Imperial Warglorian Empire » Tue Sep 29, 2020 9:28 am

Faction/Nation Flag:
Image

Image

Faction/Nation Name: New Russia
Faction/Nation Territory: Washington State (at least the western half of it)
Capital City/Faction HQ: New Moscow (Greater Seattle Area) (official)/Fort Sparta (Joint Base Lewis-McChord Air Force Base) (de facto)
Population: 50,000 (mostly in Washington State, with only about 2,500-5,000 being located outside of the main territory)
Government: (How does your nation run? Or if a faction, how does the faction run?)
Leaders: (Please list all leaders and respective positions of your faction or nation here. Such as President or Elder, etc.)
National/Group Ideology: (What is the ideology of your nation or group? What are the goals, ambitions, etc.)
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:
-New Vladivostok (Panama Canal) (allows for sea connection between Atlantic trade outposts and mainland New Russia)
-New Sakhalin (Isla de la Juventud) (trade settlement)
-Semyongrad (Corpus Christi, Texas) (trade settlement)
-New Khabarovsk (Niceville and Eglin Air Force Base) (trade settlement)
-New Wrangel (Marco Island, Florida) (trade settlement)
-New Diomede (Bald Head Island, North Carolnia) (trade settlement)
-New Dezhnev (Southport, North Carolina) (trade settlement)
History: (How did your nation or group come to be?)
Call me Warg or Antic
Yeah, u do that and I’m gonna have to force u to pull a France, and then a Vichy-Wargloria, after one of his allies proposed pulling an Italy

PROUD MEMBER OF THE FEDERATION OF ALLIES!

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The Twelve Isles
Minister
 
Posts: 2309
Founded: May 15, 2016
Ex-Nation

Postby The Twelve Isles » Sat Oct 10, 2020 12:14 am

Faction/Nation Flag (Optional):
Faction/Nation Name: TexExpress
Faction/Nation Territory: TexExpress is not a nation or militarized faction. Instead, they are a company, and hold no real territory outside of the many way stations they operate. In terms of where the company is based out of however, their corporate headquarters is located in Austin Texas, with several subsidiary offices, way stations and warehouses spread around the Dallas, San Antonio and Houston triangle.
Capital City/Faction HQ: TexExpress is based out of the Vault 37 shelter in Woodway Texas, located outside of Waco beneath a post office.
Population: TexExpress maintains a genreal retinue of about 550 employees, including warehouse workers, bookkeepers, way station attendants, company guards and the all important Express Riders, who are themselves tasked with transporting and delivering their packages for employers.
Government: As a for profit company, TexExpress is run on a business model. There is a CEO, in charge of running the day to day affairs of the company, and a board of directors, who are tasked with monitoring the companies affairs and ensuring its continued success. Outside of the higher echelons, every one of the major cities in the Dallas, San Antonio and Houston triangle in which the TexExpress operates has a district manager, in charge of monitoring his or her specific district, and various branch managers, who keep tabs on their own individual slices of the company, be that a way station, warehouse, stable or anything else to that respect.
Leaders: Alejandro Mijeres, acting CEO
National/Group Ideology: TexExpress is a for profit company, and therefore cares for only one thing and one thing only. Money. They make their profits by transporting what people pay them to transport, and are known for never asking questions, never snooping, and never complaining. They charge merely by weight and by labor, and if one can pay the money needed to have a package shipped by TexExpress, they will go anywhere. (Though typically they rarely leave Texas.)
Military: TexExpress has no formal military, though they do employ guards at their facilities. All in all, TexExpress maintains a retinue of about 75 to 90 guards, usually one to a way station and five to a warehouse, with corporate offices having higher numbers of guards. TexExpress does not equip their guards, and to get a job as a guard, one must come with their own weapons and armor. Most often, guards are equipped with shotguns, submachine guns and pistols, and are protected by old flak jackets pilfered from police stations, national guard bases and other such locations. Most often, due to the requirements of guards to bring their own equipment, TexExpress guards are often former gunslingers and wastelanders looking to find more steady employment and/or settle down.

However, roughly 100 of TexExpress's employees are its riders, the ones tasked with the actual transport and delivery of packages. Due to the dangers of the road, and the rough quality of their job, many of the TexExpress riders are themselves well armed and experienced.
Major Towns or Locations: TexExpress maintains offices in Austin, Waco, Dallas, Fort Worth, Houston and San Antonio. Additionally, TexExpress maintains way stations for their riders to be able to reach as far as El Paso, Laredo and Oklahoma City. However, seeing as these routes require riders to travel through largely unmaintained, unpoliced and unprotected roads, the Oklahoma City, Laredo and El Paso runs are considered to be the most dangerous and are only given to the most experienced riders.
History: TexExpress was founded only within the last generation, by the current CEO's father, Julio Mijeres III, in an effort to capitalize on the growing east west trade from Arizona and Texas that was made possible by the rise of Caesars Legion. They started small, transporting predominantly mail and small packages from further west between the major settlements around Waco through Austin, regularly sending riders and guards to meet with representatives from New Mexico.


Name of Character: James Henry Barrow (Jimmy to most, Red to those who know him.)
Age of Character: 21
Appearance:
Gender: Male
Faction Alignment: TexExpress rider.
Character S.P.E.C.I.A.L: (40 Points)
S:
P:
E:
C:
I:
A:
L:
Equipment:
Character Backstory:

Companions:
Proud member of the Federation Of Isles.

The Lamplighter will return in times of Blight.
When you are lost in darkness, search for the light.

"The crown and whales will always provide."

Emperor Tyrus Willun The Conqueror.

User avatar
Versail
Negotiator
 
Posts: 5246
Founded: May 21, 2012
Corrupt Dictatorship

Postby Versail » Tue Oct 13, 2020 11:44 pm

The Twelve Isles wrote:
Faction/Nation Flag (Optional):
Faction/Nation Name: TexExpress
Faction/Nation Territory: TexExpress is not a nation or militarized faction. Instead, they are a company, and hold no real territory outside of the many way stations they operate. In terms of where the company is based out of however, their corporate headquarters is located in Austin Texas, with several subsidiary offices, way stations and warehouses spread around the Dallas, San Antonio and Houston triangle.
Capital City/Faction HQ: TexExpress is based out of the Vault 37 shelter in Woodway Texas, located outside of Waco beneath a post office.
Population: TexExpress maintains a genreal retinue of about 550 employees, including warehouse workers, bookkeepers, way station attendants, company guards and the all important Express Riders, who are themselves tasked with transporting and delivering their packages for employers.
Government: As a for profit company, TexExpress is run on a business model. There is a CEO, in charge of running the day to day affairs of the company, and a board of directors, who are tasked with monitoring the companies affairs and ensuring its continued success. Outside of the higher echelons, every one of the major cities in the Dallas, San Antonio and Houston triangle in which the TexExpress operates has a district manager, in charge of monitoring his or her specific district, and various branch managers, who keep tabs on their own individual slices of the company, be that a way station, warehouse, stable or anything else to that respect.
Leaders: Alejandro Mijeres, acting CEO
National/Group Ideology: TexExpress is a for profit company, and therefore cares for only one thing and one thing only. Money. They make their profits by transporting what people pay them to transport, and are known for never asking questions, never snooping, and never complaining. They charge merely by weight and by labor, and if one can pay the money needed to have a package shipped by TexExpress, they will go anywhere. (Though typically they rarely leave Texas.)
Military: TexExpress has no formal military, though they do employ guards at their facilities. All in all, TexExpress maintains a retinue of about 75 to 90 guards, usually one to a way station and five to a warehouse, with corporate offices having higher numbers of guards. TexExpress does not equip their guards, and to get a job as a guard, one must come with their own weapons and armor. Most often, guards are equipped with shotguns, submachine guns and pistols, and are protected by old flak jackets pilfered from police stations, national guard bases and other such locations. Most often, due to the requirements of guards to bring their own equipment, TexExpress guards are often former gunslingers and wastelanders looking to find more steady employment and/or settle down.

However, roughly 100 of TexExpress's employees are its riders, the ones tasked with the actual transport and delivery of packages. Due to the dangers of the road, and the rough quality of their job, many of the TexExpress riders are themselves well armed and experienced.
Major Towns or Locations: TexExpress maintains offices in Austin, Waco, Dallas, Fort Worth, Houston and San Antonio. Additionally, TexExpress maintains way stations for their riders to be able to reach as far as El Paso, Laredo and Oklahoma City. However, seeing as these routes require riders to travel through largely unmaintained, unpoliced and unprotected roads, the Oklahoma City, Laredo and El Paso runs are considered to be the most dangerous and are only given to the most experienced riders.
History: TexExpress was founded only within the last generation, by the current CEO's father, Julio Mijeres III, in an effort to capitalize on the growing east west trade from Arizona and Texas that was made possible by the rise of Caesars Legion. They started small, transporting predominantly mail and small packages from further west between the major settlements around Waco through Austin, regularly sending riders and guards to meet with representatives from New Mexico.


Name of Character: James Henry Barrow (Jimmy to most, Red to those who know him.)
Age of Character: 21
Appearance:
Gender: Male
Faction Alignment: TexExpress rider.
Character S.P.E.C.I.A.L: (40 Points)
S:
P:
E:
C:
I:
A:
L:
Equipment:
Character Backstory:

Companions:

I like the idea, but a couple things.
One is that there is a faction in the Austin area, don't know if you knew that or not.
Second is that most OOC conversation takes place in the discord not on nationstates itself.
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
Postmaster-General
 
Posts: 10506
Founded: Aug 21, 2015
Anarchy

Postby The Manticoran Empire » Wed Oct 14, 2020 1:55 pm

The Twelve Isles wrote:
Faction/Nation Flag (Optional):
Faction/Nation Name: TexExpress
Faction/Nation Territory: TexExpress is not a nation or militarized faction. Instead, they are a company, and hold no real territory outside of the many way stations they operate. In terms of where the company is based out of however, their corporate headquarters is located in Austin Texas, with several subsidiary offices, way stations and warehouses spread around the Dallas, San Antonio and Houston triangle.
Capital City/Faction HQ: TexExpress is based out of the Vault 37 shelter in Woodway Texas, located outside of Waco beneath a post office.
Population: TexExpress maintains a genreal retinue of about 550 employees, including warehouse workers, bookkeepers, way station attendants, company guards and the all important Express Riders, who are themselves tasked with transporting and delivering their packages for employers.
Government: As a for profit company, TexExpress is run on a business model. There is a CEO, in charge of running the day to day affairs of the company, and a board of directors, who are tasked with monitoring the companies affairs and ensuring its continued success. Outside of the higher echelons, every one of the major cities in the Dallas, San Antonio and Houston triangle in which the TexExpress operates has a district manager, in charge of monitoring his or her specific district, and various branch managers, who keep tabs on their own individual slices of the company, be that a way station, warehouse, stable or anything else to that respect.
Leaders: Alejandro Mijeres, acting CEO
National/Group Ideology: TexExpress is a for profit company, and therefore cares for only one thing and one thing only. Money. They make their profits by transporting what people pay them to transport, and are known for never asking questions, never snooping, and never complaining. They charge merely by weight and by labor, and if one can pay the money needed to have a package shipped by TexExpress, they will go anywhere. (Though typically they rarely leave Texas.)
Military: TexExpress has no formal military, though they do employ guards at their facilities. All in all, TexExpress maintains a retinue of about 75 to 90 guards, usually one to a way station and five to a warehouse, with corporate offices having higher numbers of guards. TexExpress does not equip their guards, and to get a job as a guard, one must come with their own weapons and armor. Most often, guards are equipped with shotguns, submachine guns and pistols, and are protected by old flak jackets pilfered from police stations, national guard bases and other such locations. Most often, due to the requirements of guards to bring their own equipment, TexExpress guards are often former gunslingers and wastelanders looking to find more steady employment and/or settle down.

However, roughly 100 of TexExpress's employees are its riders, the ones tasked with the actual transport and delivery of packages. Due to the dangers of the road, and the rough quality of their job, many of the TexExpress riders are themselves well armed and experienced.
Major Towns or Locations: TexExpress maintains offices in Austin, Waco, Dallas, Fort Worth, Houston and San Antonio. Additionally, TexExpress maintains way stations for their riders to be able to reach as far as El Paso, Laredo and Oklahoma City. However, seeing as these routes require riders to travel through largely unmaintained, unpoliced and unprotected roads, the Oklahoma City, Laredo and El Paso runs are considered to be the most dangerous and are only given to the most experienced riders.
History: TexExpress was founded only within the last generation, by the current CEO's father, Julio Mijeres III, in an effort to capitalize on the growing east west trade from Arizona and Texas that was made possible by the rise of Caesars Legion. They started small, transporting predominantly mail and small packages from further west between the major settlements around Waco through Austin, regularly sending riders and guards to meet with representatives from New Mexico.


Name of Character: James Henry Barrow (Jimmy to most, Red to those who know him.)
Age of Character: 21
Appearance:
Gender: Male
Faction Alignment: TexExpress rider.
Character S.P.E.C.I.A.L: (40 Points)
S:
P:
E:
C:
I:
A:
L:
Equipment:
Character Backstory:

Companions:

YO! WELCOME MY MAN!
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
Draos
Minister
 
Posts: 2369
Founded: May 25, 2018
Inoffensive Centrist Democracy

Postby Draos » Thu Oct 15, 2020 2:50 pm

tag
Prime Minister and former Foreign Minister of Union of Free Nations
Draosians are a species of Gigantic Reptilian extra-terrestrials resembling Bipedal monitor lizards standing at an average of 8 feet tall and weighing around 450 pounds

User avatar
Draos
Minister
 
Posts: 2369
Founded: May 25, 2018
Inoffensive Centrist Democracy

Postby Draos » Thu Oct 15, 2020 3:54 pm

I'm debating between a claim in Puerto Rico or the Gulf Coast area of Florida and Alabama if anyone has a preference please let me know.
Last edited by Draos on Thu Oct 15, 2020 3:56 pm, edited 1 time in total.
Prime Minister and former Foreign Minister of Union of Free Nations
Draosians are a species of Gigantic Reptilian extra-terrestrials resembling Bipedal monitor lizards standing at an average of 8 feet tall and weighing around 450 pounds

User avatar
Draos
Minister
 
Posts: 2369
Founded: May 25, 2018
Inoffensive Centrist Democracy

Postby Draos » Fri Oct 16, 2020 4:40 am

Faction/Nation Name: the Kingdom of Puerto Rico
Faction/Nation Territory: (Please be as specific as possible) Puerto Rico
Capital City/Faction HQ: (If no capital city, please specify a bunker or other installation where you mainly operate.) Nuevo San Juan
Population: (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.) 1,000,000
Government: (How does your nation run? Or if a faction, how does the faction run?) The Kingdom is an absolute monarchy run by the House of Sainz
Leaders: (Please list all leaders and respective positions of your faction or nation here. Such as President or Elder, etc.) King Daniel Sainz
National/Group Ideology: (What is the ideology of your nation or group? What are the goals, ambitions, etc.) the Kingdom is a relatively conservative nation. However, the new king is Ambitious, Expanositic, and Imperialistic, planning on seizing other Caribbean islands to form an Empire under his banner.
Military: (Detail every single detail about your military. They are armed with, how are they trained, what are they trained in, what equipment they use, bases, military doctrine, etc. If it's military-related, it should be here:) the Royal Army is about 50,000 strong and armed with weapons like the .308 sniper nicknamed the crown by Puerto Rican forces, The 5.56 mm R91 assault rifle, the N99 10mm pistol is the preferred sidearm of the Army. However, special forces such as the Royal guard use AER9 laser rifles and AEP7 laser pistols since they are in short supply; artillery support is provided by Mortars and Restored Krupp guns that were taken from the former US military bases, Seized along wth their stockpiles of weapons were several sets of T-51 power armor left at Fort Buchanon near the capital there is also Fort Allan which is the Headquarters of the Military as well Camp Santiago and the Isla Verde National Guard camp. The army is Lead by General Ernesto Cruz, who has instilled a Bottom-up Doctrine in the army, allowing junior officers to make changes to orders in the field at their discretion due to them having a better view of the tactical situation of their units. The navy consists of 3 Aragon-Class Cruisers 10 Royal-Class screw Frigates and 15 Troop Transports made from old passenger vessels and cruise ships to carry as many as 1,000 troops to the battlefield.
Major Towns or Locations: (Do you have other significant 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 essential.) New Ponce is a secondary trade hub, with Caguyas being the industrial heart of the Island. The Military is headquartered at Fort Allen in Juana Diaz to prevent an easy capture of the capital in the case of a Coup.
History: (How did your nation or group come to be?)[/box]
A former Possession of the Pre-War United states since 1895, Puerto Rico was highly Americanized as the United States sent in numerous settlers, eventually outnumbering the Native Puerto Rican population; Following the Great War, the survivors on the island were cut off from the mainland and quickly took the opportunity to declare themselves an independent state as the Republic of Puerto Rico. Decades of political unrest followed as the People always fought over how to run their island. Finally, a Charismatic leader named Craig Sainz seized power and the capital of Nuevo San Juan. After announcing an Absolute monarchy naming his nephew Daniel as his heir. He quickly began a campaign against the Ghouls known as the Cleansing that wiped out 95% of this population and driving the rest into hiding. King Craig died in 2285 after 15 years on the throne, paving the Reign for his Nephew to Take over.
Last edited by Draos on Sat Oct 17, 2020 11:52 am, edited 5 times in total.
Prime Minister and former Foreign Minister of Union of Free Nations
Draosians are a species of Gigantic Reptilian extra-terrestrials resembling Bipedal monitor lizards standing at an average of 8 feet tall and weighing around 450 pounds

User avatar
The Manticoran Empire
Postmaster-General
 
Posts: 10506
Founded: Aug 21, 2015
Anarchy

Postby The Manticoran Empire » Fri Nov 06, 2020 4:09 pm

Draos wrote:
Faction/Nation Name: the Kingdom of Puerto Rico
Faction/Nation Territory: (Please be as specific as possible) Puerto Rico
Capital City/Faction HQ: (If no capital city, please specify a bunker or other installation where you mainly operate.) Nuevo San Juan
Population: (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.) 1,000,000
Government: (How does your nation run? Or if a faction, how does the faction run?) The Kingdom is an absolute monarchy run by the House of Sainz
Leaders: (Please list all leaders and respective positions of your faction or nation here. Such as President or Elder, etc.) King Daniel Sainz
National/Group Ideology: (What is the ideology of your nation or group? What are the goals, ambitions, etc.) the Kingdom is a relatively conservative nation. However, the new king is Ambitious, Expanositic, and Imperialistic, planning on seizing other Caribbean islands to form an Empire under his banner.
Military: (Detail every single detail about your military. They are armed with, how are they trained, what are they trained in, what equipment they use, bases, military doctrine, etc. If it's military-related, it should be here:) the Royal Army is about 50,000 strong and armed with weapons like the .308 sniper nicknamed the crown by Puerto Rican forces, The 5.56 mm R91 assault rifle, the N99 10mm pistol is the preferred sidearm of the Army. However, special forces such as the Royal guard use AER9 laser rifles and AEP7 laser pistols since they are in short supply; artillery support is provided by Mortars and Restored Krupp guns that were taken from the former US military bases, Seized along wth their stockpiles of weapons were several sets of T-51 power armor left at Fort Buchanon near the capital there is also Fort Allan which is the Headquarters of the Military as well Camp Santiago and the Isla Verde National Guard camp. The army is Lead by General Ernesto Cruz, who has instilled a Bottom-up Doctrine in the army, allowing junior officers to make changes to orders in the field at their discretion due to them having a better view of the tactical situation of their units. The navy consists of 3 Aragon-Class Cruisers 10 Royal-Class screw Frigates and 15 Troop Transports made from old passenger vessels and cruise ships to carry as many as 1,000 troops to the battlefield.
Major Towns or Locations: (Do you have other significant 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 essential.) New Ponce is a secondary trade hub, with Caguyas being the industrial heart of the Island. The Military is headquartered at Fort Allen in Juana Diaz to prevent an easy capture of the capital in the case of a Coup.
History: (How did your nation or group come to be?)
A former Possession of the Pre-War United states since 1895, Puerto Rico was highly Americanized as the United States sent in numerous settlers, eventually outnumbering the Native Puerto Rican population; Following the Great War, the survivors on the island were cut off from the mainland and quickly took the opportunity to declare themselves an independent state as the Republic of Puerto Rico. Decades of political unrest followed as the People always fought over how to run their island. Finally, a Charismatic leader named Craig Sainz seized power and the capital of Nuevo San Juan. After announcing an Absolute monarchy naming his nephew Daniel as his heir. He quickly began a campaign against the Ghouls known as the Cleansing that wiped out 95% of this population and driving the rest into hiding. King Craig died in 2285 after 15 years on the throne, paving the Reign for his Nephew to Take over.

So first ditch the sentences in parentheses. Those aren't required in the app, rather they are there to give you an idea of what goes where.

Now, we can get to the fun stuff. You mention that the Kingdom is a conservative absolute monarchy. How does the Monarch secure his claim? Latino culture, to my understanding, is heavily influenced by the Roman Catholic Church so an excellent way to solidify the power of the ruling family is by making Craig Sainz the pre-war Archbishop of Puerto Rico who, in the aftermath of the Great War, would probably be seen as the single most likely unifying force for Puerto Ricans and could count on surviving bishops, priests, and deacons to serve him as governors and mayors. Under his leadership, the Church can return to a place of prominence, believably blaming the cataclysm of the Great War on the Godlessness of America. With the blessing of God, Sainz can then solidify his rule and effectively rule as absolute monarch. Certain reforms in the Church could be made to solidify the Priesthood as a sort of hereditary aristocracy, further bringing the island under his control. With heavy influence of the Church, conservative Catholic views would become enshrined in law and would enable easy justification for expansion and imperial ambitions. Afterall, the Wastes must be reclaimed from the Hands of Hell and returned to His Light. Only when the True Gospel is spread across the lands will the Wasteland once again bear fruit.

Next, the Armed Forces. For any authoritarian state, the military is a double-edged sword. On the one hand, it secures your power and ensures the obedience of your subjects. On the other hand, it can also be a means for your removal. As such, it would be very important to ensure the loyalty of the Armed Forces above all else. For this, the religious aspect is very useful. If the King is the head of the Church and, by extension, responsible for the very survival of life on Puerto Rico, then to betray him is to betray God. Two centuries of Catholic propaganda shoved down their throats will solidify the loyalty of the Army. One need look no further than the Hitler Youth of World War 2, children who within a matter of years were willing to turn their own parents over to the Gestapo for expressing doubts about the Nazi Regime. Keep that in mind. Focus on educating the children to your viewpoint and it doesn't matter what some of the adults will think. The children will be loyal their whole lives and will raise their own children to be loyal. And, over the course of 8 generations, that will be a very solid base of support from which to draw your army.
Which, of course, brings us to organization. It isn't enough to have the Army be armed with R-91 Assault Rifles, .308 Sniper Rifles, N99 Pistols, Laser Guns, and whatever other armaments they have in place. How they are structured and employed in battle is very important. Perhaps the simplest solution is to organize around battalions of around 500-800 men. There's a proposal in the UK (found in a military blog rather than a government site but an interesting proposal nonetheless) that would adopt a Universal Infantry Battalion of 700 officers and enlisted men. With 78 municipalities in Puerto Rico, you could raise possibly 26 such battalions and establish their companies in different municipalities. This would accomplish several things. First, it would allow your Army to support law enforcement in controlling the population. Second, it will foster a sense of community between the battalions and the locals, increasing support for the army. Third, it would reduce logistical strain on any one community while also providing a series of defensive nodes to deal with incursions. No matter where an enemy lands, there is going to be a force available nearby to intercept and assess the situation, buying time for other forces to assemble and converge on the incursion point.

These are, of course, just thoughts but I think they would add a lot of flavor to your faction.
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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Ormata
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Founded: Jun 30, 2016
Iron Fist Socialists

Postby Ormata » Mon Nov 09, 2020 7:28 pm

Faction/Nation Name: Frozen-Eyes
Faction/Nation Territory: N/A
Capital City/Faction HQ: N/A
Population: ~28,000
Culture:
    Cultural Advantage: By My Blood
      The survivors of harsh and brutal war, of a deliberate upheaval and journey across and into unknown lands, has lent to the Frozen-Eyes a degree of strength and will which might otherwise have never emerged. They are markedly more willing to fight to keep what is theirs, to save their own whenever possible, to salt the fields of their enemies and break the rules of common war to ensure that the point is made that the Frozen-Eyes will not be trifled with. The friend will be honored but the enemy will pay twice over what they have cost the Frozen-Eyes.


    When able to settle down on a plot of land the Frozen-Eyes build their homes and settlements in a very particular manner.

    The primary material for such structures is oak, with such buildings built about criss-crossed heavy logs covered in planking, the corners build with notched vertical beams of especially large trees. Buildings themselves are roughly 8 feet per floor and rarely stand above a singular floor, though they are sunken into the ground by 6 feet with stairways leading down to the door itself. Roofs are kept as horizontal as possible while allowing water to drain into troughs running the length of the same. The size of such buildings are variable, though most commonly measure 70ft x 30ft. They consist of a single common room with two 30ft x 15ft rooms, most commonly a bedroom and kitchen. Wood stoves are the most common for such use. Light is provided for by small slit-windows in the day which may be closed by thick overlapping blocks and oil lanterns at night.

    Settlements are built in a circular manner about a central point surrounded by a wall about 15ft high and 3ft thick. This wall is built of logs and packed earth with a singular gatehouse and singular high tower directly opposite of the gatehouse. This guard tower is thin, tapering visibly, and commonly rises up to a height of 40ft, and normally contains space for a small platform 7ft by 7ft at the apex, accessible by a ladder. If the settlement grows beyond the useable space in the wall, a secondary wall will be build farther out and housing can then be made with streets cutting through each added as neccessary. The result of this would be a series of concentric circles with a multiple main 'road' cutting through each to the center. The most common Frozen-Eyes tribe settlement would house under three thousand and measure less than five kilometers in diameter, though this could be somewhat greater with a larger and more condensed population.
    When a Frozen-Eye dies, the body is dressed as they might have been in life and laid upon a stockpile of oil-soaked timbers some mile from settlements. There, as family and friends each tell stories of the deceased, as they drink and eat, the body is burnt. Following this 'remembrance party' as some outsiders name it, the ahes are collected and distributed about where the deceased once worked, such as the fields were they a hunter or scavenger, so that they might watch over those who come after. It is considered bad luck on the living for rain to interrupt the ceremony and extinguish the fires, leading to some putting off such a thing if rains continue for some time and others to soak the timber stockpile in chemicals to ensure it continues to burn. The more superstitious may try to read the fires for messages from the dead, information they failed to pass on in life and now try to in death, but for many they simply say the spirit was at peace and let the dead rest easy.
    Traditional Frozen-Eyes fare is centered about a large variety of meat, fish, and bird cooked in a number of ways. Meat, normally larger creatures but also smaller game such as fox and hare, is cooked by stove and normally heavily salted, as is fish and bird. It may also be smoked in a covered dug-in space, hung over the enclosed fire. Elk jerky is a traditional 'fast snack'. To accompany this, gathered berries are normally eaten for some variety of flavor. These same are occasionally ground into a thick paste as a treat for the more eccentric. In terms of grains, the Frozen-Eyes are completely lacking. Insofar as liquids, boiled water is most preferred and taken with most meals, usually still somewhat warm as to present a reassurance, though in settlements wells have been known to crop up here and there for freshwater. Alcohol is somewhat known, mostly in terms of drinking Pre-War bottles which survived, and as such is reserved for those in higher offices and drunk in moderation. It is uncommon, but not unknown, for some to trade with the more establiahed cities and factions for alcohol though for obvious reasons this is done only when the surplus for sale is enough after necessities are traded for.
    Long ago the Frozen-Eyes domesticated what they only called wolves. While it is somewhat confused as to who and how caused this, but for practical means they were domesticated nonetheless. Affected by radiation and an ever-changing diet, these massive two- and three-headed beasts look roughly similar to shaggy haired wolves and are treated much in the same way as dogs might have been in the Pre-War world. Mates are paired by husbanders mainly looking at the traits of size and speed with some by more arbitrary terms like tenacity, an agreement made to split the litter following the weaning period, and the two allowed to do the job in the privacy of a space. By and large the pups are trained for what role they seem suited for with the larger and more docile, if such a thing can ever be said, used in more of a draft horse role with smaller wagons being hitched. Others go to the Elder, kept in case Hunter Companies are called forth and relegated largely to aiding hunters afield in finding a quarry. A small minority and traded for and become 'house pets', guards who also tolerate a small being playing about them and who may actually play back in a rare case. These wolves make up the majority of domesticated animals within the clan with only small pockets of cats and dogs here and there, traded for from outsiders as novelty. Dogs in particular are an oddity, most Frozen-Eyes seeing them as simply miniature wolves. While still fierce, common wisdom dictates that a wolf will likely always be nearby, always will be bigger, faster, stronger, and will always be in greater numbers, and as such they are viewed of as more cute than serious.
    Frozen-Eyes speak an ergot English with a light sprinkling of corrupted French, a product of both the attempted complete American-isation of Canada during the occupation insofar as the eradication of those who would speak French and the resultant counter-movement which, while it otherwise had little to no interest in speaking French, felt it apt to adopt that which the foreigner was trying to wipe out while they planted bombs and set ambushes to kill that very same foreigner. Words spoken in this corrupted French are most often exclamatives or explicatives spoken in the heat of the moment, another product of that revolution. The accent spoken is slow and measured in cadence, deliberate in the choice of words.
    Believing in monogamous relationships, when a man finds a woman attractive or vice versa, the process goes rather in a linear, straightforward manner as they offer to help them when nearby, learning how they are as a person while learning of their job in the littlest sense. A female cook who finds a male hunter attractive might go to help him strip and prepare what he has brought in, chatting and generally making pleasant talk to gauge him, and such things leads to an obvious statement of intent to most. Jokes might be made for the men in the kitchen helping the young ladies, true, but their intentions are rather clear. They may be politely rebuked at this point. At such a point, after the other has been gauged, their family is approached and asked for their opinion on the matter. If they find it satisfactory, have heard nothing ill, then the blessing is given.

    The actual marriage ceremony itself is a community affair as the tribe majority is gathered in the village center and a tame party is thrown for the two. Dancing, music, and eating well are the highlights of such things as well as physical competitions. The competitions are usually between the groom and the bride's father, brothers, and cousins as they integrate him through a share of their own banter and play, though it is a poor groom who would win against the elderly father. If able, swimming races may be held though a footrace is just as eagerly taken to. Following these festivities, the bride and groom are put before the Elder, he declares the two's love for one another with often a small story of embarrassment involving one of the two's youth, and asks them each if they desire to be with the other, bride then groom. Should they say yes, as is the case nearly every time, then he declares them husband and wife and the new couple are, by the opposite family, picked up off their feet, carried to whatever home they own with a hearty amount of singing, and bodily thrown into the bedroom and onto the bed. Usually such songs are long, jubilant double-entendres.

    In terms of homosexual relationships, marriage is normally not afforded to such as it is seen that marriage is a method to delineate lines of family by blood in order to prevent inbreeding, not an affirmation of the amount of love between a couple. Such may be together, often still going through the same methods as above, yet they are not married. The expectation from these couplings is that they should adopt any orphaned children, be they Frozen-Eye or found, and raise them as their own.
    Naming conventions for Frozen-Eyes follows a pattern seen traditionally in Pre-War communities with a personal name and surname, though there are some additions for an individual's full title. The order of such is as follows:
    1. Title: A given title, such examples are Low Elder, Elder, and Letenet. Those who once held a title but no longer do so due to Abdication are entitled to hold the titled 'Honored' in it's place while those who have lost their title due to a vote of failure must re-earn such things if ever that is possible. The title category does not include lay occupations such as hunter or warrior.
    2. Personal: Given by parents of a child, this naming is usually some six months after a birth. The personal name is used by those within the immediate family and by close friends with it's use by an outsider or one who is unfamiliar being considered a social gaff. Those who are so unfamiliar may refer to the individual by their title if it so applies followed by the Surname.
    3. Surname: The family name, in marriage the wife takes the husband's last name as her own. Such are then given to any resulting children, by blood or adoption. Surnames normally follow an occupational theme such as Carpenter, Haymaker, and Waterman, even if such occupations are no longer found in the culture, though some few are more creative in their naming systems.
    4. Tribe: The tribe of origin, this is moreso used in terms of knowing where one might stand as far as introductions go. When the Frozen-Eyes were settled down, such let sentries know that a message had come from across the clan lands or if it was from nearby. It is normally not utilized.
    5. Clan: The Frozen-Eyes, this portion of the name is simply for announcement when amoung those from differing lands.
    One such example may be Low Elder Karl Ferrier, of Paulbrooke, of Frozen-Eyes.


Economy:
    The economic strength of the Frozen-Eyes lies primarily in the trade of large game, insofar as both meat and furs as well as other resources, and scavenging, both mundane for resources and of Pre-War sites for pieces of technology. While the tribe has been nomadic in a practical sense for some months and removing the inherent infrastructure for a well formed economy and industry, most of the economic talent lies is resource collection and sale, not resource processing. Likewise, while being nomadic has removed the familiar trading partners during that journey the focus has been in making enough food for oneself, not creating the excess. Large game such as yao-gui and elk present a variety of materials able to be processed from the meat of it for food, the furs for clothing, and horns for possible crude weaponry. Likewise smaller furnaces have been transported in the journey aboard wagons which has lead to limited, restrained salvaging efforts.
Government: Tribal Democracy
    Organized loosely into a series of tribes, each of which being geographically defined in the past, the Frozen-Eyes operate a crude, fluid representative democracy. These tribes are ruled by a singular Elder who has overall control over the inner workings such as the allocation of manpower, the construction of new buildings, and the production of weaponry, taking advice as he does so from an informal council known as Low Elders. These Low Elders are subject matter experts such as retired hunters, immigrants from other lands with some knowledge, fishermen, elected by their own groups for their ability to give reliable information to the Elder.

    Over all these is the High Elder, a psuedo-king whose power lies in the overall disposition of the tribes, and in emergency matters. When the whole of the clan is threatened in some matter, such as weather or war, the High Elder is empowered to make direct orders to tribes for warfighting purposes, such as raising levies or initiating offensives. The determination of such an emergency is hy a vote of the Elders. In order to keep communication, the Elders meet with the High Elder twice a year to discuss matters of importance. This meeting is known plainly as the Congress. It should be noted that a High Elder must be first an Elder and that the Low Elders of his station, when he is elected, are referred to as Lay Elders with all the same processes involved as a Low Elder.

    In order to become a Low Elder, Elder, or High Elder, there are two routes:
    • Death/Abdication: When one dies or if they wish to step down, an election is held between the respective constituents. For a Low Elder, this would be those of the same trade such as craftsmen or hunters. In regards to an Elder, this would be among the whole of that tribe. For a High Elder, the Elders themselves make that vote. Once the voters are gathered in a singular location, candidates either move themselves in or are put forth by another should they make no objection. Thereafter, candidates are spoken for, positive or negative, by those most affected by their decisions. For a Low Elder, this would be effectively by all involved and the vouching becomes moreso akin to a discussion as would befit the smaller group. For an Elder, they would be spoken for by gatherers, scavengers, and those in the homes such as cooks. Gatherers and scavengers are put forward as they are the most at risk when out in the field, the first avoiding conflict and the latter experiencing a wide range of potential enemies which cannot be predicted, while those who stay in the village gauge the personality and temperament of the individual. Once vouched for, each speaks for themself in turn before the vote is cast. The High Elder's voting is somewhat different. Once the Elders are gathered and candidates put forth, the meeting is disbanded immediately. Thereafter over the six intervening months each Elder will visit each candidate's tribe, seeing the leadership in motion, how effectively they rule. Those in the tribe are questioned at random. It should be noted that these Elders, when conducting their visits, do so unannounced. When reconvened at the following Congress, Elders then vouch in turn from the smallest tribe to the largest. The High Elder is then voted upon.
    • Failure: Should a leader of these positions be found incapable by their peers and superiors, a vote of failure shall be made. Initiated by those directly above, Elder for Low Elder, High Elder for Elder, and a direct, immediate vote by the Congress for the High Elder, the initiator first looks into the matter either personally or via a second to determine the merit of the accusation. Should merit be found, the constituents of the accused will be gathered. Those who have grief speak their case openly before the accused may then respond. The vote is then made. Should it go through, an immediate vote for the Low Elder, Elder, or High Elder will be made in the same manner as an abdication or death.
    The overall government and culture of the Frozen-Eyes is based about a simple set of rules and orders which keeps civility intact. Chief among such rules is the right of every person to life, liberty, and property. One should be capable of living as they desire so long as such life does not burden others about you or prove a detriment to those who depend on you; for a hard life, waste cannot be tolerated. One should be able to make the decisions which affect themselves, to do as they wish, should such decisions not prove to be a negative to the tribe. If the only healer in the smallest village wishes to be a hunter, they should teach others how to do so first before making such a leap. If a man makes a thing, hunts and takes furs and meats, builds his own home, plants his own field, then to take without blessing or knowledge is thievery. Such thieves cannot be tolerated; the greed corrupts them and some is never enough for them. If hard times fall on one, let them as for aid from their neighbor, but if the objective is to take, not to raise themself up with it, then they provide nothing to none. If a group hunts or builds, let them distribute equally or according to their agreements. The punishment for infractions of these were well known rules depends on the aim of the crime and the actual effect; a man who plans a murder, gathers his tools, and is found out before he strikes is punished more severely than the man who, ashamed for his troubles, steals a spear to hunt. For the most severe crimes, the punishment is death by private beheading.

    It should be noted that these agreements and rules extend, in the minds of the Frozen-Eyes, to those within the tribe only. Outsiders are granted such rights in passing only through the twin virtues of hospitality and ignorance. An enemy made is an enemy made, but a stranger kept a stranger may one day be an ally or friend, and through this intention are passerby travelers not attacked. Of course this is not to say it is a purely logical decision, as the emotions insofar as compassion do affect, but it is a reason. Insofar as ignorance, the Frozen-Eyes do not know who a random traveler may represent or command and, as such, would rather not start a war by accident. To those outsiders who arrive more often, special writs to ensure safe passage may be granted after speaking to the local Elder. Such writs come in the form of iconography, a carved eye with a date inscribed to the front for when that specific traveler is expected to arrive per a certain margin of days and per a certain frequency. In addition to this generosity in the extension of rights, however, comes the general agreement for an outsider to abide by their laws.
Leaders: High Elder Mallow
National/Group Ideology:
    The Clan First
      If your neighbor is hungry, feed him with your excess. If your neighbor is cold, clothe him with your blanket. These are simple, fundamental truths which come as common sense to nearly every Frozen-Eye. Those who do well for themselves do well for the tribe by bringing up the others, thereby bettering the clan as a whole. This thought process is not driven by unlimited patience however, and such aid comes with the unspoken agreement that something is owed. After all, after being aided one should give back, reciprocate to their good friends who helped them in a time of trouble. Those who perpetually find themselves hungry or poor likewise will quickly drain the patience from their neighbors, eventually resulting in a visit from a Low Elder for education. Such aid is an embarrassment and, should the Low Elder need it, often enforced by those same neighbors.
    Spiritualism
      In every place of the earth and every cloud in the sky, in every beating heart from rabbit to wolf, lay the natural spirit. It's name is nebulous, undefined, and yet it is there all the same. One must respect it as it respects you, thank it when you hunt for providing the meat for your table, the furs for your clothes, as well as apologize for taking a life for your own continued being. Prayers are often simple apologies after the kill, thanks as one skins, and priests to this faith are nonexistent save for a few who advise against the abuse of the lands. Just as it gives to you, you must give in return, must maintain the land and keep it healthy so it may provide for you and your children. Those who give insult to it will one day find their lands barren and their waters empty. As such, Frozen-Eyes feel little need to tale revenge; Mother Earth will do so herself, in her own good time.
Military:
    Number: ~7,000
    Organization:
      Often kept with their own tribes as hunters, when mustered together in a coherent military force the Frozen-Eyes field a total of approximately 7,000 troops organized into seven warbands. These warbands are known in terms of geographic areas where they were first mustered and coalesced, leading to names as Band of Twin Peaks and Band of the River North. A warband is lead by an appointed Elder or Low Elder of military repute. Each of these warbands are further divided into five Companies of 200 each. Such units are lead by a warrior or Captain apointed among themselves, often by age or experience. The Company is then divided into four Platoons of 50 each, lead by a Letenet who is appointed by the Captain. In sympathy to their civilian processes, Elders, Low Elders, Captains, and Letenets often form their own informal cadres of advisors while on campaign.

      Mainly infantry, it should be noted that two of every five Companies in a warband are denoted as Hunters. Equipped in a heavier manner than their more usual counterparts, they are accompanied by wolves from their native homeland, domesticated and trained for war. Larger than the average, these beasts often measure over ten feet long and five feet tall with thick, shaggy hides and muscle, some even possessing twin heads. Their strength is both in their senses of smell and sight as well as in the speed of their first assault, the surprise therein, leading to such Hunter Companies to be used in the assault and ambush role when not tracking targets. In terms of organization, they are largely similar with the addition of three dedicated Low Elders for directing troops how to care for the creatures as well as the performance of more specialist actions, such as removal of parasites if necessary.
    Equipment:
      The standard cloth for Frozen-Eyes warriors is the traditional woolen shirt, a light fur jacket, thick fur-lined trousers, and heavy boots with wraps. Stuffed, quilted armor known as gambuseon is relatively common, mainly to halt cruder weaponry. Some, especially those in Hunter Companies and dedicated scavengers, will wear salvaged armor of a cobbled nature. Old marine breastplates may be worn alongside crude metal pauldrons, all with the gambuseon. Few warriors wear full suits of armor due to the issues of finding such pieces, of maintaining them, and the fact of encumbrance in tandem to Frozen-Eye tactics. By and large such armor simply isn't worth it.

      However, the style of weaponry is far less haphazard. Most carry a single shot rifle in the block breech style, ammunition within normal rifle caliber ranges with the most common being .30-06, while some carry a weapon nearly unique to the clan. Consisting of a heavy M2 barrel and a single shot breech, these .50 BMG rifles are prized for their range, deadly nature, and accuracy. Such weapons fell even the most armored foe and set chaos in his ranks. Smaller caliber carbines are uncommon, but not unheard of. A minority of weapons from Motor City have trickled to the clan, mainly in the form of easily repaired and reloaded stamped SMGs. Hunter Companies are known to utilize large bore shotguns for their assaults, though they reserve carbines for more common combat. Most dedicated scavengers keep powerful weaponry to themselves for as long as they may ensure it's operation, seeing it as their right for the risk, leading to the odd sight of plasma shot amidst a hail of rifle fire.

      Insofar as explosives and explosive weaponry, hand grenades of both improvised and pre-war origin can be found scattered throughout the ranks. This can vary from a high of one grenade per every two men to one grenade per every five. These fragmentation grenades are packed with loose scrap metal such as nails or shavings and, if improvised, often have inaccurate fuses and detonators. The result of which are grenades immediately thrown for fear of premature explosion. In terms of weaponry for the engagement of larger enemy targets and fortifications the Frozen-Eyes mainly rely on their. 50 BMG rifles, yet a small variety of heavy ordinance is present. Mainly single shot grenade rifles, these specialist weapons are scattered throughout the ranks in order to ensure indirect support is present in some small form. Grenade launchers can also be seen, medieval crossbows with a trebuchet's sling which bear some origin in World War 1. These explosive weapons are understandably only used sparingly due to either poor ammunition or a lack of it.

      Melee weapons are kept in abundance with axes being favored due to their agile nature and lesser requirement of metal. The emphasis on range keeps most blades in a secondary role, though Hunter Companies are known to be more attentive to such impliments. Large bladed spears with hooks, swords, and two-handed axes may be put to use in the ambush role, adding to an exceptional shock and awe. The majority of these are homemade, cruder weapons with the rare salvaged blade usually simply sold. A blade produced before the War won't cut armor better than one made now and flesh always tears. Nearly every Frozen-Eye owns a utilitarian knife however, measuring under six inches in length.
    Training:
      Those who take the field for Frozen-Eyes are lifelong hunters and scavengers and their informal training shows. Taught as sons by fathers, uncles, and older brothers these hunters value the art of the perfect shot, well capable in placing a round into an enemy's chest at ranges deemed unlikely. They are able in melee combat, knowing how to roll the foe, how to place the blade just right, matching such with a tenacity and will to live. Insofar as situational awareness, in knowing what is happening about and being capable of spotting a foe, they are likewise capable. The ability to cover great distances on foot is greatly valued, in part to catch wounded prey as they flee, leading to men able to run dozens of miles a day before the battle. While much the same in theory, Hunters are a different breed in practice, trained by experience and the dark haunts they roam to attack the enemy with little hesitation, to place shots quickly and effectively, and to break the foe by speed of action. They are more focused in training with the close action, with reflexes and bladework. In addition, they are experienced in handling animals due to the addition of wolves to their number.
    Bases: N/A
    Tactics:
      The basic unit of maneuver for Frozen-Eyes Bands is the Company. This 200 strong unit is often employed in harassing actions, using superior range in their long rifles to pick out enemy leadership and grind the morale of the foe down. Fighting is performed in a loose formation with a dozen feet or so spacing or otherwise at whatever suitable spacing as to stay behind cover. Warriors fight often from the knee or prone, if able from a shallow rifle pit, and if at all possible from such cover as to keep them safe. Should the enemy charge or attempt to advance, fire from the more numerous rapid-firing rifles is brought to bear once they come into range, often with another Company supporting, while the Companies slowly withdraw to try and draw out an enemy unit for isolation and subsequent destruction. Hunter Companies may be utilized for the ambush role as the enemy is drawn out, implementing terrain to hide their movements and their focus, their beasts, to break the enemy at close range.

      When presented with artillery, withdrawal out of their effective range is a favored tactic for standard infantry, biding their time until nightfall to attack and destroy those units specifically. For Hunter Companies, artillery is engaged by fanning out wolves and men in an envelopment action, flanking while charging to take advantage of slow reloads and more limited firing arcs before then using grenades and other explosives against their ammunition stockpiles. Heavier rifles may be used to set off such stockpiles at range, the .50 BMG round having a small charge, and flanking to unexpected positions of fire may be performed.
Major Towns or Locations: N/A
History:
    The precise circumstances for the initial creation of the tribe is unknown like many things lost to the years, the name itself a vague mystery. Many would swear that it was about even before the War, even before the bombs, and that the nuclear winter which ensued was simply another winter to such people. Others might say it was the result of the prison camps the Americans had built, that when the bombs fell so too did the walls as the prisoners escaped and the guards ran, the end already upon them. What is known is that the Frozen-Eyes lived in the remains of western Canada, plying the waters for massive fish and hunting the forests for the elk, the white-furred yao-gui. Ardent traditionalists, they existed in this manner for several decades, hampered by the new world and it's challenges. Creatures who died before to a single bullet required far more effort and, almost as a slight, such animals were far more aggressive. The night was no guarantee that they stopped prowling. Camps were attacked, dozens killed, and soon crude walls and stockades would be put up to halt the encroaching wild. For those first decades they would be bolstered by travelers and refugees, by those from the cities and towns nearby which had fallen. That first settlement would be named Spire.

    Once those had come and gone, once the group found itself on good footing with the new nature and the new world, they began to gradually expand and grow. A thousand strong, they built themselves a proper town, a proper stockade, and began to trade with what few nearby settlements there were. Furs and meat were valued and the hunters brought in enough to sell, granting some modicum of modern defense against those monsters outside. Less fortunate camps slowly trickled in, enticed by stories of success and bolstering the population. In time, they would begin to spread themselves out from that first home, establishing another to their north along the ragged coast, and then another some decades later to the south. The name of Frozen-Eyes was kept by these new tribes and, in preparation for keeping their unity, the Elder of Spire appointed two others to rule the other towns and set about building the law which is known today. They continued on that same course, expanding while constantly trying to maintain a balance with nature. It was well known that, should they hunt too aggressively for one year, the crop the next would be more shallow and this cycle was one the Elders took to preventing. These would be the efforts which restrained the growth of the clan, true, but never was that growth runaway, never unchecked. They were adamant in keeping all gains solid, in taking few to no losses.

    In many ways, the Frozen-Eyes were peaceful nation as well, lacking much of the interior strife that others might. Yet this all changed in 2150 when the seas bore to them a foul package. Raiders sailed from the sea, men from the south, and their first attacks were devestating. They pushed inland, taking slaves by the dozens. Only at the forests did they begin to waver as ambushes brgan to be laid, desperate gambits with rifles and blade. While valient, this would not be enough and it seemed as though the end was nigh. The same year, a man from the east arrived at Spire, guarded by a dozen giant wolves. His figure was ragged, nearly broken, and yet he said he could aid the clan for a price. Confused, he would be taken before the High Elder and his council and bid to speak. The man asked why they were named Frozen-Eyes, for which was replied that those who died in the snow truly saw the beyond, that the mark of this sight was their namesake, to which the stranger told the High Elder that he would give his wolves to the clan, that six would bear a litter, and that those litters would help them to destroy the raiders and resume their life. This offer seemed fantastical, yet the stranger made a challange. Should he be able to fell the High Elder with not a touch, surely the spirits would be with him. The High Elder thought this true, and agreed before being assaulted by such a force that it tore against his brain and hammered his skull, the High Elder falling to the floor. The stranger laughed the sound of dead leaves underfoot and offered his services again with the condition that the High Elder pluck an eye from his head, feeeze it in snow, and give it to the stranger. For this, he gained the litters, the wolves, and the training of the stranger to command such beasts. The High Elder, an old man, asked for a night to think of the offer. That night he was beset by dreams unspoken of and that morning he gave the stranger his own eye, frozen. As a result, the wolves were given, gave birth, and thus was the story of how the Frozen-Eyes came to domesticate such ferocious animals. In truth, it is far more likely that a mercenary company from the east gave up such knowledge when fighting for the tribe, yet this legend is told to some.

    As the years passed they would turn aggressive; the desire for more materials drove them on and on, that wish to gain, and in this the Elders hired outsider scavengers, prospectors they might be called elsewhere, as well as assigned what willing and surplus hunters they had to go along with. These groups were sent to Pre-War sites and towns, places with or without security, and ordered to take ownership of anything they might find. Such groups would experience a wide range of success and failure in those first few monthes, some finding empty warehouses while other might find yao-gui in the same. Others were still guarded by ancient security systems which whirred noisely to life; against these those sent by the Frozen-Eyes learned a new kind of cunning. They exploited quirks in the system, the tendency to fire at moving objects gor example, and might play 'catch' with a sentry turret for half an hour before it would experience a jam. With this, they would gather minor caches or technology and weapons, pieces of the past to be sold or kept, and in doing so a measure of wealth was obtained. In one such raid a cache of nearly three thousand M2HB machineguns were found, a US Army depot from the occupation era, and though the mechanisms were jammed beyond salvation the barrels and sealed ammunition could be saved. It would be through this that their rifles were made. Others, the more hesitant and reserved, preferred to keep to the cities and salvage raw resources like steel, copper, and others. Such things could be sold in bulk or used by the Frozen-Eyes themselves and that was more than enough for such folk. These salvage operations placed the clan in conflict, however, as lands unmarked might be freely crossed and items taken. One, the White-Waters, would be particularly enraged by these acts of wanton thieves and would take to the field with a force of 3,000. Hearing this, the High Elder did the same, mustering under half his foe's strength before being forced to march against him. At the Battle of Two Gaps, in the shadow of the mountains, the armies clashed. The enemy took significant early casualties when an enterprising Hunter took to a tree with a missile launcher and fired it into the enemy camp. The result of this was the deaths of over half the enemy command, their war-leader wounded and put to the rear. Learning of their accidental success, the Frozen-Eyes began to maneuver up at once as the replacement leader reorganized his forces and discerned his plan. Catching the White-Waters by surprise, three full Hunter Companies ravaged the unprepared warriors as the others kept about the camp, picking off those who fled. It was a massacre with few equals in the minds of the Frozen-Eyes. Supremacy seemingly assured, demands were sent back to the White-Waters and news spread to those other concerned tribes. The demands were simple: Allow peace and send a quarter of your food reserves to pay for your warmongering. Declared heavy handed by some Elders, the High Elder at that time rode upon a wave of fervor in combat. He felt invincible. The White-Waters refused, of course, stating that they would not trade to gain both peace and starvation, and Blood Hounds as well as Whet-Noses delegates would voice their support of the White-Waters. The High Elder at the following Congress raved, stated that he would declare war against those two and thrash them all. The Elder of one of the smallest tribes then stood, declaring that a vote of failure should be made. It passed. The result of such would be the former High Elder being restrained, the Elder who declared being injured, and a new message was sent: Allow peace, we will not scavenge your lands. To pave the way for this, the High Elder was stripped of his properties and sent nearly penniless to the White-Waters border, exiled to those lands specifically. It was accepted and that same former High Elder was dead within the month.

    The following years found the Frozen-Eyes in a strange place. While peace now reigned, while their strength against those about them was clear and good, the hardships greatened. Nets became more and more empty with eqch fishing season and the fields afar seemed to be filled with less and less game. Fishermen tried to venture farther out to catch a better bounty and seemed to then disappear far more often. The hunters would range far and wide for the same number of game, trips lengthening several times over, and slowly the clan grew more and more hungry, desperate. Rationing would be instituted by many Elders across the clan, others working to get as much food from a single carcass as possible through more questionable methods. Sickness would strike as a result, tribesmen bedridden for weeks if they recovered at all. The scavenging halted for a time, efforts completely directed towards gathering food. Other clans saw their chance at that time. The White-Waters pushed into their lands rapidly, taking villages and executing Elders, Low Elders, and warriors with no remorse. Cruelty would be visited on the women and children, pushing them to work from dawn to dusk if they were lucky. The Blood Hounds moved in as well, burning two villages before their hostility was known to the High Elder. The man was at a loss completely, unused to warfare and already consumed by trying to keep his people together during the famine, and late one night he slit his own throat. The action shocked what Elders were already assembled to his side and the meeting called was one of the urging of action. The vote was cast for a man who pledged to break the enemy and the hunger, who wished to lead the Frozen-Eyes to the south and to fields far more plentiful. This man's name was Mallow, a ghoul from farther north who stood taller than any man there, broader than all.

    He quicky mustered the total strength of the clans, ordering the evacuation of those villages to the east and north and moving them to temporary grounds in their southern lands. The Hunter Companies were massed at Ten-Pines before ordered to march east and loop about the massed warbands of the White-Waters, lead as they were by Elder Drillings. The man, while old, was consummately aggressive in his fighting. His was the way of violence and retribution against the foe and as such, as to be expected and predicted, he cut a swathe through the enemy lands. Every village found was destroyed, every tribesman down to the last child butchered. There would be no tales told of the brutality visited upon the White-Waters for their betrayal and decision for war. Meanwhile, the other warriors fought delaying actions as more and more villages were evacuated to the southern lands. When Elder Drillings's Band of Ten-Pines found the White-Waters capital of Flooded Gate, a city built upon a dead dam, it was undefended. They had sent all their warriors to the west. He restrained his mercy only to spare a singular child, one he held high and held restrained to watch as all were butchered by Frozen-Eyes or eaten by wolves, before sending the child to the west to relay stories of the failure in the White-Waters. Then he marched north, into the lands of the Blood Hounds.

    The White-Waters were enraged by this, by the murder and desecration of their people, their homes, their families. They marched upon the Spire, capital of the Frozen-Eyes, a city already evacuated without their knowledge. Before they came upon it however, they would break upon the massed army of High Elder Mallow. In rifle pits and low walls across from a large field, the White-Waters charged through that field with a roaring howl, believing in their superior numbers and eager for revenge. Their leaders had told them that they would take the Frozen-Eyes women as wives and kill the children before making their clan anew and this idea resonated with the bloodthirsty, angry warriors. As they charged, tall explosions wrought holes in the ragged ranks of that formation, improvised mines slaughtering the foe as they realized their mistake. In the midst of a minefield, the Frozen-Eyes opened fire against the hapless warriors. Those who tried to move fast through the mines died from them while the careful died by rifle round. The warleader of the White-Waters, a man clad in scavenged power armor, would make it across that field and matched blade with the High Elder himself. They clashed, the White-Water with his blade and the Frozen-Eye with his long warhammer, one attempting to find the killing blow and the other raining two handed strikes down again and again, punching holes in the weaker metal with that cruel spike. In time, both bleeding, both tired, the White-Water fell to a knee in the weight of his armor and the High Elder brought his hammer down against the exposed neck of his enemy. The White-Waters had been exterminated and the Frozen-Eyes returned to their empty home, the High Elder taking the armor from his falled foe.

    Upon hearing this, of the purge at Flooded Gate and the massacre at Spire, the Blood Hounds turned back home to protect their families and Mallow marched the army farther north. They would pay in blood before they paid in coin, this he knew, and soon enough the Blood Hounds found themselves engaged by the wolves of Ten-Pines as well as Mallow's long rifles. Their foraging parties simply ceased returning as the water went bad, poisoned at every stream found which might support them. Elder Drillings was a creative man, after all. Eventually the Blood Hounds ceased their northward march, sending a delegation to High Elder Mallow for the terms of peace. Three delegates sent were returned as two corpses lashed to the first, his arms shattered and splinted. There would be no easy peace. They next day came the battle as Mallow advanced his infantry, pressing the Blood Hounds into a defensive position before using his firepower to cover the Hunter Companies in their own stealthy advance. The Hunters came within a hundred yards, using the cover of terrain to keep themselves safe before sounding the charge. The infantry followed in immediately after, Mallow with them. In the end, the Blood Hounds would lose their capital, and a handful of villages along with their army, but a victorious High Elder declared that no more was necessary, that peace was at hand. The unity of that clan was shattered and, laden with the stores of two cities, the Frozen-Eyes marched back down south.

    The clan as a whole moved south, living from tents when they were used to living in cabins, the terrain nearly always unfamiliar. They marched through Washington's wastes, through those fields, defending themselves when necessary. Tribals probed the pickets twice until the thunderous rifle fire and occasional bouts of wolves, the corpses providing some level of extra rations for the ecstatic beasts. A raider attack on a gathering party resulted in two dead and five captured, hunters and scavengers mustered all together by the Elder present for a rescue and punitive raid. The party left, finding a raider encampment of some size and with some hundred slaves being held. It appeared to be a large market and, taking the opportunity, a full Hunter Company was organized and quietly infiltrated to the next market day, Mallow among them in his power armor. When the time came, the roar of rifle fire and heavy 20mm shotgun blasts broke apart the meeting and the raiders themselves, slaughtering them as two Companies took up position about the encanpment to rain in rifle fire. A second Hunter Company, bolstered by the wolves of the first, charged and broke the crude gate. It was a resounding success of a most brutal nature. This raid found the Frozen-Eyes bolstered by about thirty natives to the land, the rest returning to their various homes and tribes to include some few citizens of what they called a vast nation to the south. They now stand upon the border of that nation to the south, of a strange new land. Those they freed and those they have since have met call it the NCR.
Last edited by Ormata on Fri Nov 13, 2020 10:41 pm, edited 1 time in total.

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Ormata
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Posts: 4960
Founded: Jun 30, 2016
Iron Fist Socialists

Postby Ormata » Mon Nov 09, 2020 9:28 pm

HEAVY WIP

Name of Character: High Elder Mallow
Age of Character: 92
Appearance:
Gender: Male
Faction Alignment: Frozen-Eyes
Character S.P.E.C.I.A.L:
    S: 9
    P: 4
    E: 9
    C: 5
    I: 6
    A: 2
    L: 5
Equipment:
    Arms:
      Armor:
        T-45 Power Armor, Salvaged
          Taken from the White-Waters war chief when his people were at long last cut down for their transgressions, this trophy has since found a new owner. Patched and reinforced as may be with additional extra plates and quilted armor, it remains only lightly decorated. A fur cloak down to the calves obscured much of the rear of the armor, reaching up to a wolf's head as a hood,

      Other:
      Character Backstory:
        Born in the lands once known as Yukon in the ashes of the war, Mallow's family had been one of a strange providence. They were of a cult, the Church of Atom, and ardent was that belief. A village of less than three hundred stood upon the farthest outskirts of what had one been a US Army base, the eternal glow of that crater lighting up the sky every night. His beliefs were whole, dedicated, and that strange cult urged the children on in such things. The pastor gave them all a little vial of glowing water every month, calling it their benediction and salvation, and the people always drank it. Traders came and went every now and again to the village, never stopping for long, and every time would give the cultists an odd little look. At the time Mallow didn't quite understand it and when he asked the answer never did satisfy. He would do ask most children might at the time though, playing games where he could and studying the good word of Atom. Such things would continue until he turned about twelve. A young boy, at one typical servive the pastor received one of his visions. He shook and gibbered, eyes rolling to the back of his head as he convulsed and contorted, before then that pastor made a proclamation.

        He said that a child would meet God, meet Atom himself, that one was worthy among them before calling out Mallow's name. Walked to the front of that church, the pastor gave benediction with a weak little smile, the liquid a shining star this time, and the procession began to make it's way out. Each adult said their goodbyes, some blessing him and saying he was chosen by God to view his true form, to see something they never would, while others were far more solemn and sad. Then the pastor lead him away in the direction of the glow afar. The walk seemed to take so long, the child not fully understanding what was happening, what would happen. All he knew was what they had said; God had chosen him and so he felt glad, happy, and just a little afraid. He didn't want to act in the wrong way, say the wrong thing, and worried that Atom might ask hin to recite a prayer. He didn't want to speak a prayer to God with the wrong words before God himself, and so he ran through them in his mind. The pastor squeezing his hand shook him from the study. He said he could guide Mallow no farther, that he had to go on alone and told him not to be afraid. God had chosen him. It was comforting in a weird manner, comforting because the pastor was the pastor and he knew of such things. With that same weak little smile the man leaned down, hugged him for a moment, and stood to tell him to go. Mallow walked in that direction, looking for his sign of a place that Holy Atom might be, walked through the empty streets of low-built concrete bunkers and gutted hangars, walked as the ground eventually started to crunch underfoot. He came upon a church, ruined and broken, and stepped inside. There he stayed, waiting for Atom, stayed until dusk passed him by, then dawn, and then the same again. For two days he waited in that church, waited as the wind howled his prayers away yet he prayed all the same. One didn't disappoint God. One couldn't. He prayed and slept, the changes coming about as time stretched on. His skin peeled away in some places, peeled with no blood, his throat sore and hoarse. Hair came away in clumps as the third day came into view, his body aching for food, and Mallow decided that he had been forsaken by God for some misspoken prayer, for some transgression earlier in life. He began the long walk home, feeling himself a failure as no pastor was there to greet him. As Mallow began to approach the settlement he braced himself for being such a miserable failure, for being a disappointment to all. They had said he was chosen. The pastor had received a vision of it! All had been assured of the fact that Atom wished to reveal himself. It was a disgusting feeling.

        There was no sentry at the edge. There was no sentry tower. There were no people. There was no settlement at all. At the town square, in front of what was once the church, instead stood a large crater of black ash, of soot, of dull and dirty glass. None were nearby, the homes silent save for the ticking of the blessed Counters. Those instruments of Atom visiting his glory hung from every door, a wish that he would come to give them a gift, and they all clicked steadily. He had blessed them, Mallow was sure of it, and his own failure seemed complete. The child packed what he could and, knowing he could not stay for their return, traveled south to find a family who did not know his failure. It was a miracle he survived that event along with the journey; radiation as a child is never helpful, especially when from the close glow of a recently detonated mini-nuke. And yet, as he walked south south that pack, walking for another family or something, anything really, the skin kept on sloughing off his body, the blood never spilling, hair never growing. He was cursed, that Mallow knew, cursed by Atom for his lack of piety and faith.

        It's hard to know how long he walked, but eventually Mallow met another human being. In fact, he was quite lucky; he met four, not one a raider, though by no means werr they four paragons of virtue. He met four scavengers, a self-styled family who looked at this ghoul child in many a ways. Jeanne, a technician and steel-cutter if the wasteland could produce such a thing close to that, saw him with pity and sadness; no child should go through that, she said. Desmond, the trader and salesman, didn't want to deal with the kid. He knew he was going to die and three dead didn't need a fourth. Isiah and Orel saw him in a more commerical light, a radiation-resiatant who could go where they didn't like to. In any case they took him in, treating for injuries and feeding the now malnourished child. Mallow, for his part, largely didn't talk about his life before. He knew people were suspicious of Atom and besides, it was a non-starter. It didn't help him. As time went on, though, the kid would start to "apprentice" under the two prospectors. He went along with them, helped to maintain equipment, and overall just kept on growing.
      Companions:
      Age of Character: 36
      Appearance:
      Gender: Female
      Character S.P.E.C.I.A.L:
        S: 4
        P: 5
        E: 4
        C: 8
        I: 9
        A: 5
        L: 5
      Equipment:
        Arms:
          Armor:
            Other:
            Character Backstory:
              Age of Character: 19
              Appearance:
              Gender: Male
              Character S.P.E.C.I.A.L:
                S: 8
                P: 4
                E: 10
                C: 2
                I: 1
                A: 8
                L: 5
              Equipment: N/A
              Character Backstory:
                Age of Character: 47
                Appearance:
                Gender: Male
                Character S.P.E.C.I.A.L:
                  S: 5
                  P: 8
                  E: 4
                  C: 5
                  I: 5
                  A: 7
                  L: 6
                Equipment:
                  Arms:
                    Armor:
                      Other:
                      Character Backstory:
                        Last edited by Ormata on Fri Nov 13, 2020 4:33 am, edited 1 time in total.

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