General Deth Glitch
Two Thousand Club
Rules for Creation:
1. Population is capped at 1/30th of the Real world Population of your area
2. Be reasonable with military (however still be creative). If you rely on a trained standing army it can't be a massive percentage of your population but if you raise a percentage of your population during war much like in the medieval era then you will be able to have a larger military but it will have worse training and prolonged wars could ruin your economy
3. While this is obviously a massive over simplication of the types of nations that exist in Fallout and the types that can theoretically exist I will limit it to just these broad categories for my own convenience
A) Mercenary Band: While they are different to that I have used the named Mercenary band, FO example of this is the Brotherhood while a real world example could be the Knights of Malta. They are defined by a small amount of land but a large amount of military or political weight especially if it extends far beyond its physical reach.
B) City State: These are nations with very little land but still have a major city. They are often in strategic or economic spots and therefor they citizens usually enjoy a great deal of technological and economic advantage over other nations as well as more political freedom. FO has many examples of these but the most prominent would probably be Diamond City or Rivet City.
C) Nation: This is the standard. You hold large amounts of land, a selection of resources and a strong enough military to defend them. They are relatively stable and powerful. They sit firmly in the middle ground but cannot compete with the Empires. FO examples of these would be if you unified the Commonwealth under the Minutemen thus implying the CPG did eventually form while a Real world example would be France or Thailand
D) Empire: These are the big boys. They hold great swaths of land, a large pool of resources and a military to be feared by all. They also have unstable politics, by holding such different regions with different cultures and politics a great deal of their resources are needed to police or placate these regions to keep them in tow and in line and stop splintering. FO Examples are the NCR or The Legion while Real World Examples are the United States or Russia
Please size yourselves reasonably for whichever type you claim
4. Remember its been 100 years but dont forget there will be other players, if your the NCR don't write in your history that you beat the Legion as a player might apply as the Legion in those cases discuss it with the person and if an issue arises pass it by me.
5. Be creative, imaginative, logical and ask if you are unsure
Here is a Map for you to use for claims I will probably find a better one (Im a bit of a map snob but you can make as horrible a claim as you wish I will collate them into a beautiful map)
Nation
Important Figures
NEW TO 2K18!!!!!: The Claimed Nations And Areas!
Pat: CPG (Institute lead) - Connecticut, Rhode Island, Massachusetts, Vermont, New Hampshire and Maine
DarkianMaker: The State of America - South Carolina, North Carolina and Virginia
Keidivh: Unknown - New York
Locke: New anchor - Alaska, Most of Canada, North Dakota, Northern Minnesota, Eastern Montana and Greenland
Reserved by GOD (If you want and land I have reserved don't hesitate to chat with me and ask for it this list will expand once more people join)
Delmarva (Delaware and parts of Maryland and Virginia) - Vancouver Island - The Mississippi River (Areas along it from its Mouth up to St. Louis) - The Colorado Mountain Range
AI Nations to Note
Name: Commonly referred to as The Seadragons or The Seafolk. Other names for them are Seadevils, Waterfolk, Stormfolk, Seapeople and many others.
Information: They are, as some of their names suggest, people of the sea, particularly that of the Atlantic Ocean. Their cities are on giant Cargo Containers far out to sea, a small number of which they can actually move but the majority of them are anchored, often in groups. They also have some small islands and influence in some European Ports but very little physical presence on American soil due to fairly well armed raiders and the lack of lucrative coastal towns weak enough to be easily plundered. Dispite this they are not above raiding small villages or even full scale sieges of cities. They are well armed but mostly with improvised weaponry and use very little military grade weapons, due to their tendency to fail when covered spending time in the ocean atmosphere. They are renowned for their use of improvised flame weapons, which often have very impressive range. What they loot from the US they sell in Europe and Vice Versa. They are the cause of a great deal of the slave migration between the two continents. They sometimes visit Africa and South America but this is generally less lucrative for them. They are very religious and its been noticed by slaves that they wont attack if the 'signs' are unfavourable. Due to originating in Europe and having strong influence in France and some spanish ports as well as America and Britain they speak a latinized version of English that can be understood mostly by English speakers.
Name: The Enlightenment, also The Enlightened or The Truth Speakers
Information: Zealotry is common, people often seek an escape from the torments of life, to believe that there is something more. However, unlike the majority of these faiths The Enlightened believe that their word is not only the supreme truth but also that any suggestion, however slight, to the contrary, was heresy. Heresy was punishable on a sliding scale from losing your hand to death and death could come in many ways, all to cleanse your soul from its wrong doings. While this itself might seem bad enough the book they worship, the tenants they follow, is that of the old world, but only those they found at founding. So it can often appear very free and liberal in one aspect only to have your tongue cut out for saying you found the teachings of the catholic church mildly interesting. Situated on the Delmarva peninsular they have turned their lands into a fortress, surrounded by water on all sides only the chosen few are allowed access, along with a few well behaved merchants who find very lucrative trade, especially if they try and deal in things considered illegal by the Enlightenment, however the risks rise swiftly with the rewards.
Current Claims (kinda mostly subject to change)
Deep Red: New Anchor
Bright Red: New-york Faction
Blue: New American State
Dark Grey: The Kings
Dark Green: Abbey of the Road
Light Green: Humboldt Republic
Orange: Red Star Union
Dark Turquoise: The Enlightenment
Red Stipe: Draskmen area
Yellow/Black Stripe: Area of Avoidance
1. Population is capped at 1/30th of the Real world Population of your area
2. Be reasonable with military (however still be creative). If you rely on a trained standing army it can't be a massive percentage of your population but if you raise a percentage of your population during war much like in the medieval era then you will be able to have a larger military but it will have worse training and prolonged wars could ruin your economy
3. While this is obviously a massive over simplication of the types of nations that exist in Fallout and the types that can theoretically exist I will limit it to just these broad categories for my own convenience
A) Mercenary Band: While they are different to that I have used the named Mercenary band, FO example of this is the Brotherhood while a real world example could be the Knights of Malta. They are defined by a small amount of land but a large amount of military or political weight especially if it extends far beyond its physical reach.
B) City State: These are nations with very little land but still have a major city. They are often in strategic or economic spots and therefor they citizens usually enjoy a great deal of technological and economic advantage over other nations as well as more political freedom. FO has many examples of these but the most prominent would probably be Diamond City or Rivet City.
C) Nation: This is the standard. You hold large amounts of land, a selection of resources and a strong enough military to defend them. They are relatively stable and powerful. They sit firmly in the middle ground but cannot compete with the Empires. FO examples of these would be if you unified the Commonwealth under the Minutemen thus implying the CPG did eventually form while a Real world example would be France or Thailand
D) Empire: These are the big boys. They hold great swaths of land, a large pool of resources and a military to be feared by all. They also have unstable politics, by holding such different regions with different cultures and politics a great deal of their resources are needed to police or placate these regions to keep them in tow and in line and stop splintering. FO Examples are the NCR or The Legion while Real World Examples are the United States or Russia
Please size yourselves reasonably for whichever type you claim
4. Remember its been 100 years but dont forget there will be other players, if your the NCR don't write in your history that you beat the Legion as a player might apply as the Legion in those cases discuss it with the person and if an issue arises pass it by me.
5. Be creative, imaginative, logical and ask if you are unsure
Here is a Map for you to use for claims I will probably find a better one (Im a bit of a map snob but you can make as horrible a claim as you wish I will collate them into a beautiful map)
Nation
Code:
Flag:
Claimed Region
Name:
Founding History:
Recent History:
Size Category:
Culture:
Type of Government:
Strengths:
Weaknesses:
Resources: (Try to base these on Real World equivilent even if loosely)
Population: (Cap is Realworld/30)
Military:
Foreign relations:
Other:
Important Figures
Code:
Name:
Appearance:
History:
Notable Possessions:
Likes:
Dislikes:
Personality:
Other:
NEW TO 2K18!!!!!: The Claimed Nations And Areas!
Pat: CPG (Institute lead) - Connecticut, Rhode Island, Massachusetts, Vermont, New Hampshire and Maine
DarkianMaker: The State of America - South Carolina, North Carolina and Virginia
Keidivh: Unknown - New York
Locke: New anchor - Alaska, Most of Canada, North Dakota, Northern Minnesota, Eastern Montana and Greenland
Reserved by GOD (If you want and land I have reserved don't hesitate to chat with me and ask for it this list will expand once more people join)
Delmarva (Delaware and parts of Maryland and Virginia) - Vancouver Island - The Mississippi River (Areas along it from its Mouth up to St. Louis) - The Colorado Mountain Range
AI Nations to Note
'Draskmen'
Name: Commonly referred to as The Seadragons or The Seafolk. Other names for them are Seadevils, Waterfolk, Stormfolk, Seapeople and many others.
Information: They are, as some of their names suggest, people of the sea, particularly that of the Atlantic Ocean. Their cities are on giant Cargo Containers far out to sea, a small number of which they can actually move but the majority of them are anchored, often in groups. They also have some small islands and influence in some European Ports but very little physical presence on American soil due to fairly well armed raiders and the lack of lucrative coastal towns weak enough to be easily plundered. Dispite this they are not above raiding small villages or even full scale sieges of cities. They are well armed but mostly with improvised weaponry and use very little military grade weapons, due to their tendency to fail when covered spending time in the ocean atmosphere. They are renowned for their use of improvised flame weapons, which often have very impressive range. What they loot from the US they sell in Europe and Vice Versa. They are the cause of a great deal of the slave migration between the two continents. They sometimes visit Africa and South America but this is generally less lucrative for them. They are very religious and its been noticed by slaves that they wont attack if the 'signs' are unfavourable. Due to originating in Europe and having strong influence in France and some spanish ports as well as America and Britain they speak a latinized version of English that can be understood mostly by English speakers.
'The Enlightenment'
Name: The Enlightenment, also The Enlightened or The Truth Speakers
Information: Zealotry is common, people often seek an escape from the torments of life, to believe that there is something more. However, unlike the majority of these faiths The Enlightened believe that their word is not only the supreme truth but also that any suggestion, however slight, to the contrary, was heresy. Heresy was punishable on a sliding scale from losing your hand to death and death could come in many ways, all to cleanse your soul from its wrong doings. While this itself might seem bad enough the book they worship, the tenants they follow, is that of the old world, but only those they found at founding. So it can often appear very free and liberal in one aspect only to have your tongue cut out for saying you found the teachings of the catholic church mildly interesting. Situated on the Delmarva peninsular they have turned their lands into a fortress, surrounded by water on all sides only the chosen few are allowed access, along with a few well behaved merchants who find very lucrative trade, especially if they try and deal in things considered illegal by the Enlightenment, however the risks rise swiftly with the rewards.
Current Claims (kinda mostly subject to change)
Deep Red: New Anchor
Bright Red: New-york Faction
Blue: New American State
Dark Grey: The Kings
Dark Green: Abbey of the Road
Light Green: Humboldt Republic
Orange: Red Star Union
Dark Turquoise: The Enlightenment
Red Stipe: Draskmen area
Yellow/Black Stripe: Area of Avoidance
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