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Nation Building 2376, Three Hundred More. A Fallout RP set in 2376 NS's

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)
blank-north-america-map_430607.png


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'

Dracos flag Fallout 7.png

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'

Church of America.png

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)
Map22.png
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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Vault 137

Screenshot_20180922-183511.png

Population: 16,412.​

Category: City-state, encompassing both of the twin interconnected fallout shelters of Vault 68 and Vault 69 constructed underneath Rock Island Arsenal.

Culture: Their heritage as Americans tainted by the hardships of the Resource Wars and shaken by the devastating few short hours of the Great War, the sickening revelations of Reclamation Day shattered the rose tinted lenses the dwellers of Vault 137 once saw their little slice of the old prewar world through. The Vault Tec Corporation, and even the Thirteen Commonwealths, were no longer fit to be glorified and romanticized by their jaded eyes. Notably, the vault is much more uninhibited, mature, and educated about sexuality than the conservative society of their predecessors.

Government: An Overseer is the most qualified individual available to perform a leadership role in their subterranean community; selected by the G.O.A.T. (Generalized Occupational Aptitude Test) to expand and maintain the bunker they supervise while keeping the vault dwellers under their charge safe and happy in any way they see fit. Before the passing of Reclamation Day, Vault 68 and Vault 69, respectively, possessed their own such Overseers, but now together share the same administrator in a move to simplify administration following the mass intermarrying of the famed Great War Generation.

Economy: Vault 137 exports organs, limbs, chems, sandcrete, plastiwood, radiation free water, radiation free food, and energy cells. The vault strictly limits its imports to a necessary variety of construction and manufacturing materials or on occasion their needed associated raw resources. When it comes to services rendered, the vault regularly undertakes expensive advanced medical procedures for outsiders on a case by case basis. As such it operates on a healthy trade surplus and possesses a substantial treasury. Even if contact with the outside world stopped, life would go on.

History: Vault 68 and Vault 69, the 'twin vaults' were opposite extremes of each other when it came to the gender ratios of their respective inhabitants. The Societal Preservation Program put in motion plans to make Vault 68's one thousand dwellers comprised of one woman and nine hundred and ninety-nine men, while Vault 69's one thousand dwellers were to be comprised of one man and nine hundred and ninety-nine women.

Strengths: Overqualified overseer, reinforced fallout shelter, and sophisticated medical technology.

Weaknesses: Xenophobic dwellers, prevalent vault depressive syndrome, and agoraphobic dwellers.

Military: Originally composed of merely twenty security officers clad in bullet resistant vests and riot helmets wielding Colt 6250 10mm pistols and police batons for weapons, the security forces of Vault 137 have since then dramatically expanded their ranks and improved their combat capabilities.

Jack Parker

Appearance: A seemingly perpetually cheery pale skinned thirty year old blond blue eyed man that sports a shaven head and five o'clock shadow who manages to fill out his skintight vault jumpsuit quite nicely with a stature of six feet and a weight of approximately two hundred pounds of muscle.

Possessions: Vault 137 shielded jumpsuit, Vault 137 goggles, radiation suit, Overseer's Edition Pipboy 3000, Vault 137 canteen, Colt 6250 10mm pistol.

Personality:

Biography: Jack Parker has lived a comfortable and meaningful existence in Vault 137. Ever since his birth, he's outperformed his peers in every measure, from the classroom to his work duties. Being set on the supervisory track by an extraordinarily high G.O.A.T. score, he spent years performing his duty to the vault until being selected for the position of overseer.
 
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((HEAVY WIP))

Nation

Flag:
Lone Star America.png

Claimed Region:
South Carolina, North Carolina, Virginia

Name:
The State of America

Founding History:
The State of America was forged out of some rival republics, towns, cities and settlements in the Carolinas by a single man's vision: Captain Alwin Hoover. Hoover was a member of the Enclave who followed Colonel Autumn's ideology of recreating the American nation without the more extreme measures President Eden wanted to implement. When Raven Rock fell, Project Purity captured by the BoS, Colonel Autumn killed by some kid from a vault and the last hope of the Enclave regaining their footing was destroyed Hoover took some of the survivors with him down south, far away from the BoS and found himself in an area devoid of strong factions to hamper him or to really do anything about anything else.

Recent History:

Size Category:
Empire

Culture:

Type of Government:
Autocratic Republic

Strengths:

Weaknesses:

Resources: (Try to base these on Real World equivilent even if loosely)
Prewar: Hydro-electric power, tobacco, textiles, furniture, sweet potatoes, pigs, poultry, cotton, cattle, dairy products, soybeans, hay, rice, chemical products, paper products, machinery, automobiles, automotive products, airplanes, computer chips, coal, military hardware, ships, wine, tomatoes, peanuts, medicine.

Population:
792,260 (real world: 23,767,808)

Military:

Foreign relations:

Other:
 
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The Abbey of the Road
chi rho.jpg

Founding History: The Abbey of the Road was founded AD 2098 by the Blessed Clausewitz, who was said to have survived a hanging by a gang of raiders due to divine intervention. This preceded his conversion to Christianity, and his establishment of the Abbey on the grounds of the old ruined monastery of Perryville, Ohio. For a century, the Abbey slowly recruited and gained followers. They sent out expeditions to explore pre-war ruins and compiled a library of scientific and historical knowledge to rival the Followers of the Apocalypse. By AD 2180, their missionaries could be found as far west as the Boneyard and as far east as Far Harbor. Wherever they went, they networked with groups of orthodox Christians to restore the old monasteries to good working order. In 2185, word reached them in the form of a papal envoy that Vatican City had survived the calamitous fire-deluge and wished to reestablish communications with the churches in America. The Abbey of the Road was entrusted as a seat of papal authority in the North American Wasteland.

Recent History: The Abbey of the Road has most acutely concerned itself with the spread of powerful evil artifacts in the post-nuclear wasteland, namely the ancient blasphemous tome known as the Krivbecknih. They have also sought, much like the Followers, to alieviate the suffering of the people of the wasteland and devote much of their resources to charity. Their missionaries, like the BoS, are concerned with cataloguing pre-war knowledge, but also in using this knowledge to bring about good ends for society. They mostly remain neutral in the squablings of the factions unless directly threatened.

Size Category: Religious Order

Culture: (Catholic) Christianity

Type of Government: Theocratic Hierarchy

Strengths:
-Knowledgeable Members: Members of the Abbey are literate and generally well-educated.
-Widespread Notoriety: They are known throughout the Wastes as generous and charitable.
-Wealthy: The Abbey and its associated organizations have lots of wealth from donations.

Weaknesses:
-Small Population: Nuff said.
-No Military: The Abbey has no official soldiers and relies on laymen who may be veterans to protect them, or hires mercenaries.
-Corruption: A noticeable problem in areas farther away from the prying eyes of the Inquisitors is graft and priestly corruption.

Resources: Knowledge, Wealth, Influence

Population: 18,000 (Priest and monastics + Laity employed by the monasteries + Security + Subjects of the Abbot)

Military: Most of the "military" of the Abbey is made up of militias formed by the laity to defend their churchmen. The land immediately surrounding the Abbey of the Road that are the temporal domains of the Abbot are patrolled by a small footguard known as the Watch. The Inquisitors of the Abbey are a pseudo-military warrior sect that have martial training, but function primarily as anti-corruption officials.
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missionary.jpg

Foreign relations: WIP

Other: WIP

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((WIP))
Flag: 1537230113715.png

Claimed Region - Alaska, Canada, North Dakota, Northern Minnesota, Eastern Montana, Greenland

Name: New Anchor

Founding History: During the Resource wars Many troops were deployed in the newly annexed Canada and in Alaska, Many of the troops and supplies were focused around the recaptured Anchorage front in Alaska, In 2077 on October 23rd the bombs fell devastating the world for centuries to come. Due to their hoarded supplies and fortifications a large chunk of the military in anchorage survived when compared to the Civilian world, quickly Gunnery Sergeant Benjamin Montgomery found himself becoming the leader of this broken force, he pulled them together and lead the first large scale effort know as Project Recovery, where many of the soldier took off in search of other military bases, supplies and most importantly men. Doing this he was able to create a loose band of military outposts throughout Canada and Northern America... One of his followers lead a mission down south to try to find the Southern bases and Mexican outposts, his name R.B. Vickers he was never seen from again. many setbacks proved their organization to be a struggle, as more and more people began to rise from the ashes his brothers came at risk, one by one most of the bases fell or where abandoned because if not they'd be cut off. As these people fled they came back to Anchorage, now colloquially named New Anchor as it was what kept the once great military grounded. After that they became more of a nation under President Rick McMahon they rebuilt becoming much like the USA of the stories their father told them, one by one they reconnected all of the loosely connected outposts increasing their presence and power striving for the old glory that once was and can be theirs again.

Recent History: Under the Current and 53rd President of New Anchor, President Alton Reese they have gained a region in the former contiguous United states known as Northern Dakota, this has spurred a newfound great national pride, a new destiny to manifest. They must become like the Bald Eagle and rise once again from the ashes of the old world and reclaim what is theirs by right...

Size Category: Empire

Culture: Americana

Type of Government: Federal Republic

Strengths: Strong Nationalism, Military Might, Resource and Land Abundance, Capitalism, Free Speech

Weaknesses: Decentralized, Slow, Low Density, Vast

Resources: Lots of well maintained prewar military supplies as well as newly made supplies, Timber, some Crude oil, Diamonds, Metals, Syrups, Pelts, Ice, Animal Products, Clean Water, Liquor, Industrial Factories, Hydroponics, Windmills, Quarries, Coal, Uranium, well bred men.

Population: 1,327,276.5 (Realworld pop aprox. 39,818,295)

Military: 132,727 (10% not all active duty, but to work of the government requires military reserves at least) 26,545 (of those 132,727 are active duty trained Armed Forces)

Foreign relations: WIP

Other: WIP
 
(WIP)
750px-Flag_of_Cross_of_Burgundy.svg.png

Name: Imperio de Nueva España (Empire of New Spain)

Claimed Region: Caribbean, Florida.

Founding History:

Recent History:

Size Category: Literal Empire

Culture:

"From España we come,
Our will shall be forever done.
To civilize we come,
Enlightening shall be forever done.
To flourish we come,
Our foes shall be forever done."
- Part of the Supreme Anthem of New Spain

The people of New Spain have the same 'expand, explore, exploit, with a dash of religious conversion/burning at the stake' that many growing/colonizing empires have had in the past. It forms a large part of the national culture seeing as just about all of its citizens either care about the Gran Conquista, actively aid it, or are Conquistadors themselves. Most people come from Western and Northern Europe, although many thousands, mainly from Florida and Cuba, have integrated themselves into New Spain. Thus the culture in general is Spanish oriented with dozens of regional twists. Americana and Socialism are not allowed and are often actively hunted down due to their strong ties to the Great War. Despite how different -or in the case of many natives, insane, comical, or barbaric- some of the people are, they are united under the flag of a strong, stable, and Christian nation.


Type of Government:

Strengths:

Weaknesses:

Resources: (Try to base these on Real World equivilent even if loosely)

Population: (Cap is Realworld/30): 2,051,213 (Calculated w/ Caribbean pop and Florida pop minus Puerto Rico pop)

Military:

Foreign relations:

Other:
 
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HEAVY WIP
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  • Name: The Kings of Vegas

    Type of Government: Autocratic Republic.
    The dictator, known as the Presley or Prez, operates as an overseer and final say in legislative affairs. A successor dictator is hand selected by the current dictator when they retire and must be at the least a distant relative. Immediate family members are prohibited from being the next leader to ensure that everyone is recognised as being a king.

    Population: 48,000 citizens - 6,000 residents.

    Size Category: City State.

    Foreign relations:
    Primm - Independent allies.
    Novac - Independent allies.
    Nellis Boomers - Independent Neutral.
 
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WIP​
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  • Claimed Region
    WaKeDnY.jpg


    Founding History: The Red Star Union found its roots in the remains of the exiled Brotherhood members that were sent east after the fall of the master in 2162, after the defeat of the Calculator and Vault 0 in 2198 the original members of the brotherhood were far and few between and their influence over the tribals they had recruited was fractured. As the years meandered on the focus of the Midwest Brotherhood shifted as leadership was wrestled from the last surviving member of the original brotherhood. With a new leadership the brotherhood was pushed to the back-burner and by 2213 it was a minority faction - driven by various loud voices proclaiming it was a religion - in what was now known as the Four Star Union, named after the four major cities that made up the confederation. While the original tenants of the Brotherhood had been drowned in the various cultures of the peoples they had brought on the orderly, militaristic paranoia it had instilled remained.

    Under the new name they slowly set themselves up as the premier faction in the Midwest, laying claim to large swathes of land and absorbing various tribes as the remaining brotherhood moved west towards Denver, reinforcing themselves against threats that had risen to prominence in that area. In 2246 they ceded the lands around the illinos river and the various tribes the lived on it as well as pushing out the re-surging raider tribes in Chicago, and in 2283 the First Northern War began against the Wiconsi tribes in the north that saw the rise of the Union as a threat. With their service in the First Northern War what was left of the Brotherhood was recognized as a faction that once again had prominence, though it was now called the Order and was now more of a religion than ever before, with its tenants twisted by the worship of "the Four" - The Lakmother, The Forgefather, The Protector and the Watcher.

    Recent History: With the appointment of Sarah Faraway to the position of Elder of the Order and subsequently Scribe to the Council has eased some tensions between the Faraway and Hyde families, putting an unofficial cease fire on their feud for the time being. This along with the end of the Second Northern War has relieved much pressure on the Foreman and. with the council's guidance, he has been consulting the old maps for the locations of "Polis" and "Detroit" two prewar cities he hopes will have enough resources and peoples to gain control over the whole of the great lake.

    Size Category: Nation

    Type of Government: The Union is a state with a single ruler, known as the Manager who is advised and watched by the Foremen ( a council of four) who reside at the respective heads of the four chambers of the Wintrust Convention. While the Manager and Foremen rule in broad strokes the Wintrust is open for any to come and speak their mind on the floor, whether it be complaining that crops are doing poorly because of a new law or to say they have spotted Wiconsi raiders near their towns.

    Within the Wintrust Convention there are four chambers; Economy, Law, Internal and External. The chambers of Economy and Law are almost self explanatory, one watches over agriculture, industry and trade while the other watches the convention and deals with matters regarding already passed laws. It is under the Law chamber that subservient courts are set up to maintain the peace of law in conquered territory. The Chamber of the Internal primarily deals with matters that would affect the citizens of the nation, like food supplies, religion or the defense of the nation. Quite the opposite the Chamber of the External is in charge of dealing with foreign diplomats and maintaining relationships with foreign states.

    While the Manager can set anything into motion by his word alone the Foremen are allowed to repeal his statement if 3/4ths of the Council agrees and while the Wintrust has no direct ability to stop the Manager the Chamber of Law most often chooses their Foreman with the idea of this in mind.

    Strengths: Unified core peoples, port access, military power, culturally diverse, opportunistic.

    Weaknesses: Lack of Manufacturing Resources such as Metal and Coal, smallish population, Prone to war, mostly uneducated, Skeptical of equal powers. technologically lacking

    Resources: Lumber, Fish, Livestock, Grain, Quarries, Beer,

    Population: 626,604 (approx 18,800,000 prewar using the lake michigan pop and some illinois pop)

    Foreign Relations: The Midwestern Brotherhood of Steel knows of them, but it has been many years and they may have crumbled by now. The Wiconsi tribes have been subdued after a long war and are peaceful for now. The Eastern Tribes and Monmouth Cabal both have trading agreements with the Union and the southern tribes, while not having been affected by Union Imperialism, are not particularly amicable.

 
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WIP
latest


Claimed Region
Northern California, Oregon, Southern Idaho, Northwestern Nevada
unknown.png


Name:
The Humboldt Republic

Founding History:
Soon

Recent History:
Soonish

Size Category:
Empire

Culture:
TotallyNotRussia

Type of Government:
Federal dominant-party semi-presidential constitutional republic

Strengths:
Everything

Weaknesses:
Crippling alcoholism

Resources:
To be done eventually

Population: 707,000

Military:
Probably first thing to get done

Foreign relations:
What are those

Other:
Maybe

Important Figures
Probably one of last things to be finished

Name:

Appearance:

History:

Notable Possessions:

Likes:

Dislikes:

Personality:

Other:​
 
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MAJOR WORK IN PROGRESS
Name: Chief Commander Alton Reese

Appearance:
1538365099214.png

History: Born on a Farm, on February 22nd 2319, just outside of the settlement of Tombstone to his father August Reese and Elizabeth Reese

Notable Possessions:

Likes:

Dislikes:

Personality:

Other:
 

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