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Post by dargon on Jun 5, 2010 20:48:26 GMT 1
Alright lets get this recruitment started! Fluff: Sometime in the future Earth had been entering a new age of technology and wealth when an unknown massive oots cloud object was discovered to be on a collision course with Earth. Panic ensured causing much damage, but luckily the astronomers made a small miscalculation and the meteor hit the moon instead. This shattered the moon and sent hundreds of smaller meteors crashing into Earth causing massive damage from the impacts and the ensuring earthquakes and tsunamis. The problems were just beginning for now all space based technology was destroyed by the cloud of rock that used to be the Moon and the rock that hit it. Also without the Moon the tides were messed up, the Earth's rotation increased and extreme weather became more common. With all the debris in the sky and the dust thrown up from the impacts the winters are colder and the summers shorter. All of these factors should have wiped out humanity but somehow we survived and now who shall rule in this new Earth? OK other information turns will happen once a week barring something unusual like Internet failure or a vacation. If your late sending your End of Turn report in, send it in anyway and I'll edit the results appropriately. If you fail to send it in, I'll assume you would want to maintain your status quo and just have you protect yourselves. I left the tech level unknown so you can go nuts on nearly anything with just one major rule, no colonies on the other planets. I want to keep this on Earth only. The stats will be the same as other Total War games. World opinion will also have an effect on moral. For example if you ally with the most hated people in the world your moral Will decrease. I look forward to seeing what everyone comes up with! Any questions? Or did I miss anything important?
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Post by krennel on Jun 6, 2010 0:36:47 GMT 1
Name: The Citadel of The Sun Symbol: A skull and several bones in the shape of a sword. History: As the rocks came to earth they annihilated Africa, uncovering rich uranium deposits. Most of the populace died off within months, but a small percentage survived. They are divided into categories based on their mutations. These mutations go from most to least common, and are passed on to offspring. Vulture: Aggressive and quick, these humanoids hunt in packs, usually lead by an Alpha vulture, their much stronger cousin. The favor ambushes, and are not particularly smart, though their claws, filed on steel and cement, are dangerous. They are otherwise human beings. Alpha vulture: As a Vulture but taller and stronger, they can speak halfway decently. Their skin is usually covered in cancerous growth that are as hard as rock. Life expectancy for both kinds of vultures is 27 years old. Blood Knights: Their personalities were changed from day one. Often called "Grave-Slaves" They live to serve their Gravemind master, in this case the Leader of the Imperium. They can control Vultures by entering their minds, as well as basic animals, like worms. more complex minds are harder to read, and impossible to control. Lesser Graveminds: Lesser Graveminds retain most of their personality from before they turned. Additions are schizophrenia, to some extent, or manic depression. They also have the ability to control matter that is dead or destroyed, though they split their amplified intelligence when they do. They can mentally connect themselves with more powerful Graveminds. Per 100 vultures, there are about three Graveminds, and they often fight. Death Knights: Tall blonde haired Humanoids, they are not found outside of the Imperium. They coexist, using the Imperium for protection, and acting as shock troops. They are winged, with bones made from a substances as powerful as diamond. None are survivors of the blast, they were borne from those who thought themselves free of mutations. They are intelligent and independent, as well as long lived. They wear armor made from Uranium, layered in thin sheets and specially treated. they often wield swords or spears. they are as common as Lesser Graveminds. Major Gravemind: There is only one Major Gravemind in the Imperium. Major Graveminds have very severe paranoid Schizophrenia and manic depression. They are much smarter than most other humanoids, and retain some of their personality pre-transformation, though it is twisted by their newly acquired mental condition. They can control Large amounts of dead or destroyed matter, splitting their mind. the highest recored number of controlled object is 97, where lesser can only control somewhere in the 30's. Their life expectancy is 82 years, though if another Gravemind enter the area the life expectancy is shortened by half for both. Anyone living in the area between the two loses two thirds of their life expectancy. Territory: They control the area between Nairobi, and Kisumu, formerly called the Mau forest in Kenya. They have a significant presence on the lake. Strengths: The diversity of the different mutants, coupled with their special powers make them superior fights. The Death Knights in particular are almost unmatched. They have unquestioned control of their people, most are content with eating and screwing. The few humans who can stand to live among them aren't bothered much by anything smarter than a Vulture. They have a budding industry, as the Death Knights reconstruct factories and rediscover the arts for their monastery. Weaknesses: Only Blood Knights can integrate into human societies, but even then they are found quickly, making espionage nonexistent. Talon also despises other knowing secrets. The world hates them, they are different, and very few humans live within their borders. Those that do live at the Death Knight monastery mostly. Technology is little beyond basic guns. Guns are primarily used as main weapons by Death and Blood Knights, while Vultures are barely smart enough to use them. The Death knights are the only ones making advances, and they don't need most of them. they can already fly, why build an airplane? VIP's: Talon; A former gangster, he was twisted by the blast of uranium. He woke up and killed the rest of his gang, and for a while was content to live in a self made barren desert. Then he ran into another Gravemind, and his plans changed. After nearly being slain, he started a small refuge for Mutants, in an attempt to better protect himself. He runs the Gravemind Imperium, which is under the Control of the Monastery, much to his dismay. Sir Roderich; The current head of the Monastery of the Sun, the Citadel that makes up the Death night's home on Goroba. He trains his Knights for the eventual war between human kind and the mutants, though he keeps the side he will be playing for tucked close to his chest. He is the one to talk to if anybody wants anything done. Emily Roderich-Talon: The adoptive daughter of both Sir Roderich and Talon she is a tall and beautiful woman, un-scarred by the ravages of the Uranium wastes she came from. She is a powerful Sol, but does not fight. She takes care of orphaned children from the Uranium wastes and from the Citadel and Imperium themselves. She runs the Orphanage out of the Citadel, where the children work on a small farm at the foot of the mountain.
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Post by Crazed Banana on Jun 6, 2010 22:16:44 GMT 1
I'm thinking gypsy/bandit nomads in America. Crap economy, but fair level of scavenged tech.
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Post by dargon on Jun 6, 2010 22:22:54 GMT 1
go for it.
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Post by Crazed Banana on Jun 8, 2010 0:50:25 GMT 1
I'll put up a nation when I have the time for it.
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Murska
Officer
But I thought we were friends...
Posts: 155
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Post by Murska on Jun 8, 2010 15:03:58 GMT 1
Name: Zoar Settlements
Symbol: A human hand, the colours and background of which depend on the situation and the settlement in question.
History: Throughout middle Europe, a few shelters survived the cataclysm. As the people emerged into the changed world, they began rebuilding with the supplies they had taken with them. They met each other, and due to similar cultures and a mutual problem of how to stay alive for one more day, formed a strong tight-knit human community. They've been doing rather well for themselves until now, all things considering.
Once they emerged and saw what had happened, they decided that the best way for human race to survive this would be to work together and gather as much information on the current state of the world as possible. To this end, they've sent lots of expeditions all over, scavenged for technology and created contacts to other groups.
Territory: Their settlements are placed mainly around the border of France and Germany, but they pretty much control a rather large area around them, being the authority in the area.
Strengths: The shelters kept much of their technological advancements alive, although they didn't of course have room to take in the most unpractical things. This means they have a reasonably high quality of life. Their intelligence network is huge in comparison, what with their focus on knowing as much as possible about the world around them. They have expeditions and people all over and contacts in most groups, and have a reputation for paying a lot for valuable information. They have radios, maps and surveillance equipment. There is very little that doesn't catch their attention.
Weaknesses: Some of the shelters had a few guns, just in case, and they've found a few more, but they lack the means to produce much and have very little in the way of an army. The weaponry they do have is distributed to the people who can use them and kept as a home security guard, but they don't really have much to attack with and, in case of a larger enemy, little to defend with either. There are purists in the nation who believe only pure human beings without mutations should be allowed to live, which creates both internal and external conflicts. The lack of many mutations also means a lack of superhuman abilities.
VIPs: To come when I think of someone.
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odin
Officer
Confused Wanderer in the War Zone
chuch
Posts: 161
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Post by odin on Jun 8, 2010 20:56:49 GMT 1
Name: The Iron Lords
Symbol: Widely varying heraldic symbols, biker gang patches, or a flag with an image of a man on a motorcycle.
History: When the Apocalypse happened most of the United States was thrown into chaos. Looting, rioting, chaos, murder and death. Some of the most successful groups in this time period where gangs and other criminal organizations. The most successful of these where the motorcycle gangs.
A close knit camaraderie combined with mobility and a militant attitude saw motorized gangs quickly reach supremacy in the wide open plains of the Mid-West.
As things began to settling down the rampaging bands of thugs stopped pillaging every population center they came across and instead just taking a portion of their food and supplies so they could come back and do the same next year.
Fighting stopped being between the gangs and normal people and began being between rival gangs fighting for ownership of territory. After a time, influenced by more restrained groups like Hogs in Ministry and The Redemptionists, a pseudo-feudal system began to develop.
In exchange for protection from other "knights" the people gave their motorized protectors food and supplies. Groups of knights gathered together to create petty kingdoms. These Lords in turn banded together to defeat rival Lords and establish ever larger kingdoms.
Now there are a dozen kingdoms each ruled by an Iron Lord, spread throughout the Midwest. In an effort to maintain stability, a counsel consisting of the twelve most power Iron Lords, along with the leaders of a handful of the leaders of knightly orders, and a single High Lord who along with being the most powerful of the Lords is also the leader of the Iron Council.
Territory: The Great Plains, stretching all the way from Southern Canada to Northern Mexico.
Strengths: A strong military along with a large agricultural based economy.
Weaknesses: Not the most subtle or cloak and dagger types. While the knights have technology on par with pre-apocalypse levels, the average peasant type might not have anything more advanced then their medieval counterpart. The military while large and highly trained is specialized in only one form of warfare.
VIPs:
High Lord John Burnside- The oldest and most powerful on the Iron Lords. He's pushing Sixty but still rides religiously and occasionally even participates in tournaments. He's a charismatic bear of a man and his force of personality goes a long way to holding the Iron Council together.
Mathew Cornwall- The Grand Master of the Redemptionists, a proselytizing motorcycle gang turned knightly order. While the Redemptionists don't have any territory of their own, they have chapter houses spread throughout the Midwest and beyond, and have considerable resources and influence with all the high lords. Cornwall is himself a skilled warrior and often leads the fundamentalist christian Redemptionist on miniature crusades throughout America.
Nathan Schmidt- The Grand Master of HIM, or the Hogs in Ministry, they are the knights Hospitaller to the Redemptionist's Templar. They're major concerns are the well being of the people not military glory. While often disdained by the more brutal of the Iron knights, they are often considered living saints among the common people. Schmidt is a overweight jovial man, while not as skilled a warrior as other knights he has a quick wit and is quite skilled in medicine.
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thefalcon
Squad Officer
Corrupt Corporate Executive in the Warzone
Posts: 51
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Post by thefalcon on Jun 9, 2010 1:18:36 GMT 1
Name: Empire of Hood
Flag: The U.S. bald eagle, crowned, on a black flag
History: In the immediate aftermath of the cataclysm, all forms of electronic communications were knocked out. The U.S. military, unable to know what was going on around it, simply fragmented. Where military control remained, generals declared martial law, trying to keep things organized and hoping for the best. In most places, they failed. Lack of equipment, a desperate populace, or just plain bad luck caused most of these armies to dissolve and scatter.
One place where this did not happen is Fort Hood, Texas. Under the leadership of General Ezekiel Corvus, the Fort and its thousands of inhabitants survived the immediate effects of the Cataclysm. Through strict military discipline and a determination to see the U.S. through the disaster, General Ezekiel Corvus kept law and order, fended off raiders, and kept the populace from starving. And for years, the armies of Fort Hood hunkered down waited, listening through radios for orders from Washington. The soldiers of the Protectorate eventually came across a Predator scout drone, undamaged. After having it refitted, the drone was sent to the Eastern seaboard to ascertain the situation there.
Flying over the East Coast, the drone picked up dozens of images. Washington D.C., obliterated. Savages and raiders and bandits wandered the land. The last image the drone sent back before running out of fuel was a grim sight: the Statue of Liberty itself, in ruins. General Corvus concluded that the United States was dead.
After months of brooding, the General came to the conclusion that there was no hope in resurrecting the old nation. Not in his lifetime. So he would have to make his own way, instead. He declared the creation of the Empire of Hood, with himself as Emperor. His troops, the sort who would have followed him to the ends of the earth, supported him enthusiastically, and the civilian populace dared not challenge him. Ever since, the Empire has been conquering and expanding. Through campaign after campaign, they've retaken Texas and Louisiana, and expanded into what was once Mexico, determined to impose their emperor's peace upon the whole world.
Territory: Texas, Louisiana, the Mexican states of Tamaulipas, Nuevo Leon, and Coahuila.
Strengths: Pride in the US of A was able to be redirected quite well to pride in the new Empire, and the populace is patriotic. The military is very large, very well-trained, and very well-equipped. The Empire has several intact factories capable of producing modern military equipment, along with all the oil they'll ever need. Most tech has been repurposed for military use, leaving Hood with the most advanced war machine around.
Weaknesses: Most technology has been repurposed to military use, leaving the populace to find low-tech equivalents. Oil lamps, horses and wagons, etc. The Empire's weaker neighbors look at Hood as though its troops could come rolling in any minute. That also means it's pretty tough on the Hood Empire's spy efforts.
VIPs:
Ezekiel I, Emperor of Hood-Former United States General and one-time commander of Fort Hood, the Emperor Ezekiel I has turned his old patriotism into a thirst for empire. While not a warmonger in and of himself, the Emperor will not hesitate to wage war if it meets his goals. His soldiers have been with him through thick and thin, and view him as a father. He neglects most of the luxuries he could give himself as Emperor, keeping to his old uniform and Fort headquarters. Power is merely a means to an end for him, a way of keeping order.
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Post by dargon on Jun 9, 2010 2:11:03 GMT 1
Cool I look forward to the conflict between the Empire of Hood and the Iron Lords.
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Post by Crazed Banana on Jun 9, 2010 2:32:31 GMT 1
Go Canada!
Name: Confederate Republic of the West Coast Symbol: One red star on a white backgrund, surrounded by 6 yellow stars. Territory: Vancouver area, stretching down to Seattle, and across to Victoria. History: After the Cataclysm, the world went into chaos. Countries like the United States, where owning a firearm is commonplace, were vulnerable to looting and raiding. Canada was as well, but to a lesser degree. The big cities were hit hard, though the few elements of the police and military left tried to combat it. Over time, some of the police became corrupted, and turned to looting themselves. Various communities throughout the Vancouver area began to band together, and pushed out the raiders. Over time, these communities untied themselves to form a fairly effective government over the Vancouver/Surrey area. Most chose to stay in the city, but others went out in caravans, searching for other survivors and supplies. They found that survivors all along the coast, and inland, had formed alliances like themselves. The leaders of these states met, and decided that it would be in everyone's best interest to form a union. The elected leader of each state meets in Vancouver an makes a decision via ballot. Strengths:The people of the Republic have faith in the government. That and a general belief in strength in numbers keeps the together. Most of the cities infrastructure remained intact: factories, electricity, running water. The economy is fairly good because of that. Science is almost pre Cataclysm. Weaknesses: Almost no espionage. Canada, especially the west coast, was never a particulairly strong military area. There isn't a surplus of weapons, and those that exist go to defending the cities, except for civilian hunters. Attacking is an almost unviable option, unless all of the states agree on it. FO is average. The States: Vancouver: The largest, encompasses Greater Vancouver, Surry, Richmond, Abbotsford, Chilliwack, Burnaby, Coquitlam, and other small outlying towns. Center of government. Victoria: The richest of the states. Encompasses Victoria and proximate settlements. Bellingham: Encompasses Bellingham and area. Mt. Vernon: Encompasses Mt. Vernon and area, Anacorte, and Oak Harbour and area. Seattle: One of the largest states. Encompasses Seattle, Shoreline, Lynnwood, Kirkland, Redmond, and area. Kent: Encompasses Renton and Kent. Tacoma: Taqcoma and area. Other small states. Victoria, Seattle, and Vancouver are the main states. Vips wil come later.
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Post by dargon on Jun 11, 2010 4:03:25 GMT 1
We're going to need a map of North America, this is getting a little confusing.
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Post by deadhunter on Jun 14, 2010 22:45:05 GMT 1
Bio-dome City of Polaria
Symbol – A tree in a circle (representing the Bio-dome)
Territory – Mid to Northern Russia
History When scientists discovered the meteor that was heading straight for earth they couldn't just wait around for it too hit. The United Nations put together a project which would be able to withstand the blast and preserve technology and history. Due to this a city was created with the most advanced technology to date and the facilities to actually reproduce them. The city itself is located in one of the few places where a drop in temperature would be noticed least, northern Russia. It is there that the plants and animals were suffering due to the prior warming of the globe and now with the temperature drop, they are doing better then ever. The city and some of it's surroundings are covered by a two layered barrier that is more commonly referred to as the bio-dome. The internal layer is a physical barrier that is clear and hard, the outer layer is covered by a thick energy field. This energy field creates an impenetrable barrier that also eats away at whatever touches it. This is not only useful for the protection of falling moon debris but also prevents plants, animals and microorganisms from growing on the bio-dome. Because it was not clear if the world would even be habitable again by people, the bio-dome is completely self sufficient. Scientific breakthroughs have caused geothermal technology to be more efficient then ever. By converting the heat to energy the bio-dome has an inexhaustible supply of energy. The city is fully functional on all levels and is only lacking manufacturers of many unessential items (i.e, blenders, name brand clothes).
Strengths - Technology was not only maintained from before the incident but was still being built upon. They have the facilities to allow for ongoing research making them a technological powerhouse.
- Higher populations mixed with technological advancements produces a very advanced and capable military.
- Inexhaustible power source have allowed for citizens and buildings to use as much power as needed without the need for them to be taxed. Tax dollars can then be used elsewhere. This along with the selling of energy, technology have led to a superb economy.
Weaknesses - Because of population caps on a bio-dome and because not just anybody being allowed to enter the bio-dome, the world seems to look upon the city of Polaria with envy and distaste. They plan to make the world a better place but in order to do so they can't just go help everyone all at once. That is a major resource drain and is most inefficient.
- Although the military is very well trained and equipped however they have never seen combat.
- Although they are exceptionally equipped technologically, they often prefer to use this technology for facilitating growth of themselves and others and not so much for hindering them. Besides why would we waste our time taking other peoples technology when ours is better anyways?
VIP's – To come.
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Post by dargon on Jun 15, 2010 2:16:09 GMT 1
Here are some NPCs The Survivors of the Japanese Disastor Japan had the incredibal misfortune of suffereing a direct impact from one of the bigger shards of the meteor as well as a couple smaller impacts. That combined with multiple tsunamis from ocean based impacts, and some volcanoes erupting have left Japan a series of barren mostly volcanic islands. Still some have survived and they are determined to rebuild their homeland no matter the cost.
Territory: The remains of Japan
Strengths: These people have probaly suffered the most brutal set back on Earth and survived; They are very tough and determined
Almost fanatical unity and loyalty to each other and Japan
Good defense from the inhospitable terrain
Weakness The terrain can't support much development anymore
not much tech survived and what remains can't be repaired.
The Great Fleet
History: After the disaster many people took to the ocean to try and find a new home to settle. Traveling around the world the only thing they encountered were more people like themselves. They almost gave up to dispair before they relized that the ocean itself could provide nearly everything they needed. Together they formed a massive fleet ranging from high tech mobile fortressess to old fasioned sailboats to luxery yahts. They travel from place to place taking necessary supplies from the land, mixing raiding and trading almost randomly. Always welcoming new ships to the fleet, the only rule is that once you join you can't leave.
Territory: All oceans
strengths: Very mobile and hard to attack with conventional tactics
Good economy from trading and salvaging of rescources
weaknesses: Very anarchtic with very little tolerance of failure tends to lead to very short leader lifespans
Having almost no security does tend to let spies have almost free reign
VIPs:
The Pirate King Alec Cussian: An man with an Austrailian accent, he's the latest in a long line of so called Pirate Kings. He tends to keep his men under control with the promise of wealth and so far he hasn't let them down. Leads from the front knowing that to show weakness is to invite a successor to take his life and title away.
The Merchant Prince Marco Valino: The captain of an old supertanker he is one of the most welcome sights to see pull into your ports as he always has something of intrest to buy and tends to show the whole town a good time. However it can be expensive to have him around as he tends to get the best side of the deal no matter how shrewd the barginer.
The Freed Mutants of the Amazon Before the disaster a dictatorship in Brazil decided to create a work force that was stronger, could last longer on less food, and clearly not human in order to avoid labour laws. This resulted in a species being create via gentic engineering and strange crossbreeds. After to apocalpyse the surving humans found that their creations could survive better and were much smarter then previously thought. Luckly the creations didn't feel the need to extract too much vengence so the humans managed to survive with their creations help. This has lead to a civilization with three distinct groups
The Grunts: The exslaves turned saviours are powerful 4 armed canine humans with a powerful consitution and great strength. Most of them look down on humans as weak and treat all but the most capable with disdain.
The Hybrids: Predessors to the Grunts who were deemed too human to be used as slave labour, they nonetheless were shunned by society. They are almost a straight cross between human and animal in almost any combination possible. While this does have advantages it has also lead to poor health and strange disorders.
The Humans: The few humans who remain are mostly those who can handle the pressure of being normal. Mostly these are ancestors of liberal groups in the dictatorships who had fought for rights for the Grunts. This lead to them being spared by the Grunts and are now fighting to survive along side them.
Territory: The Amazon
Strengths: The Grunts make good soilders and craftsmen. But they arn't exactly numerous
The humans make great spies and its hard for outsiders to adapt to the complex society leading to good security
Being made up of genetically engineered creatures would normally be bad in the world's eyes but breaking free of slavery and saving your masters seems to have given the world a good opinion of the Freed Mutants
Weaknesses: There is still social clashes between the three groups leading to tension and disunity
They have almost no tech with even some medival inventions like armor being out of their reach.
VIPs Ophelia Feline: The leader of the Hybrids and top diplomat of the FMA, Ophelia is a half cat, half human with extraordinary patience. There arn't very many people who can resist her playful attitude or kindness.
The Chinese States With the doom of the world upon them the leaders of China hid themselves away in bunkers and prayed, leaving billions outside to fend for themselves. After the disaster they old leaders found that just though sheer numbers and good fortune people managed to survive. However these people had no desire to let their old leaders back into power after such a dick move which lead to conflict and anarchy. Now China is broken up into different states with some being ruled by the desendents of the leaders and others being lead by revolutionary survivors. The states range in size with the smallest being half a city. There is almost constant battle and competion for rescources inside China now.
Territory: Most of China
strengths: A strong and experinced military from the constant fighting
Weaknesses: There is no unity and almost constant fighting.
New Athens A small group based in the ruins of Athens that belive they are a new begining of civilization. Their culture is very beurucratic and is very accepting of other nations and cultures. They also do alot of restoration work and aid work.
Territory: Athens
Strengths: People are happy and accepting of one another. Most of them belive in the cause of humanity and would do nearly anything to help.
The restoration efforts have lead to a good economy with plenty of resouces for expansion
Weaknesses: The group consists of a little too many pacifists so military strength is poor
The group might be too friendly to strangers leading to an influx of forign spies and agents.
The Nile Confederacy Dispite the horrible damages to Africa the people managed to survive and even prosper. Many people fled to the old lifebringer, the Nile. This massive influx of people caused many problems at the begining but with wise leadership they managed to control the problem and even benifit from the people. However with the rise of the mutants south of them even more people have fled to the security of the Nile Confederacy leading to mutant intolerance as well as straining the already streched rescources of the Nile Confederacy.
Territory: The Nile and the land surronding it.
Strengths: A large population base allows for a large military to be formed.
The security has been tightened to reduce spies and some surviving tech helps as well.
Weaknesses: The influx of refugees hasn't appealed to the people who feel that they shouldn't be expected to take on others problems while the refugees feel that the current residents are greedy hypocrites
The rescources of this nation are streched to the limit and with more refugees arriving every day something is going to have to change or there will be a famine.
A little more to come Should we keep recruiting or shall we get this started?
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Murska
Officer
But I thought we were friends...
Posts: 155
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Post by Murska on Jun 15, 2010 2:19:14 GMT 1
I'd say do both. People can join mid-way if necessary.
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Post by dargon on Jun 15, 2010 4:08:08 GMT 1
An issue I missed due to unfamilarity with States geography. The Iron Lords and the Empire of Hood intersect in Texas so I was thinking that Eastren Texas would be under the Empire's control with the Westren Side under the Iron Lords control. The Empire could then be expanded to Westren Mississipi.
Is this acceptable?
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