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Nation Building CS Fallout

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General Deth Glitch

Two Thousand Club
FALLOUT CS PAGE OF DETH!

Code:
[B]Nation form:
Flag[/B]:
[B]Name[/B]:
[B]Prewar History[/B]:
[B]Foundation[/B]:
[B]Recent History[/B]:

[B]Culture[/B]:
[B]Type of Government[/B]:
[B]Strengths[/B]:
[B]Weaknesses[/B]:

[B]Resources[/B]:
[B]Population[/B]:
[B]Military[/B]:
[B]Foreign relations[/B]:

[B]Other[/B]:

[S]-----------------------------------------------------------------------------------------------------------------[/S]
[B]Leader(s) Form:[/B]

[B]Name[/B]:
[B]Appearance[/B]:
[B]History[/B]:
[B]Notable Possesions[/B]:

[B]Likes[/B]:
[B]Dislikes[/B]:
[B]Personality[/B]:

[B]Other[/B]:

If you need/want a flag feel free to ask me and explain what you want
 
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The Empire of Liberty

Empire of Liberty!.png
Prewar History: One of the Vaults created in preparation for the Great war was created under the Metropolitan Museum of Art, Vault 115 was filled with people who were told that they were related to important figures from history, many being told they were related to European and, often more specifically, British nobility. The Overseer was told both that he was a distant relative of the Current Queen (Before the Great War) and that his ancestors were going to be given vice-royalty over America if they hadn't had revolted.
Foundation: While the Bombs fell the members of the Vault were sipping wine and discussing their newly found heritage. They quickly fell into a hierarchy based on their 'ancestors' status. Some of them were told they were related to important figures from science or conflict and so they took their roles. Those told they were related to Newton or Einstein took to running the vaults systems and took pride in something they knew nothing about and learned to use, going from having no knowledge to gloating over their 'natural affinity' to do their job. Likewise those told they were related to Sun Tsu, Alexander the Great or Erwin Rommel took roles in the Security force. They seemed to take the knowledge and ability of their ancestors and something innate within them and while not perfect, largely due to fact few, if any, were actually significantly related to who they were told they were, it worked.
Recent History: After a Hundred years 'King George VII' declared that they would 'sally forth' out into America and 'reclaim their birthrights'. So it was that Vault 115 Opened its door and swiftly reclaimed the Metropolitan Museum of art as it capital building. In time they had retaken much of Central pack and its surrounding areas but many were resistant as, from their perspectives, some vault dwellers calling themselves kings think they can just take what they want. This back and forth over central New York wasn't to last as part of the Vaults deal was to house many valuable artefacts from the Museum. 'Archduke Napoleon V' devised a plan, seeing that many of those they were fighting were driven purely by greed he made them an offer, that they would help the Empire reclaim city and in return the more obviously valuable artifacts, like those made of gold, silver or inlaid with gems. The battles before had been small, filled with give and take and resulted in very little gain. The conflict that followed the deal was on a scale never seen before, before long the Upper East side all the way up to Hudson heights were quickly assimilated. To take the rest of the island took more time and more lives but eventually the entirety of Manhattan Island was under the control of the 'Kingdom of America'. While the area from the Central Park Zoo to Times Square was simply too infested and so it was contained and allowed to rule itself.
In time they expanded to take the rest of the metropolitan area and it became apparent that Napoleon VI, the son of the Archduke that had created the deal and allowed them to conquer the island of Manhattan would not be as willing to passively submit like his father and his supporters looked to be plotting a coup. To sate the power monger and ensure that civil war was avoided the Court decided to grant him there current holdings in Long Island. They also decided that having a hole in the map wouldn't be very good and so they set the Independent region an administrator and ensured that they could solve any major issues. The infested, irradiated and pest ridden area was still beyond conquest but at least it was under Imperial control and, if anyone chose to try and live there, they could collect taxes. As part of this shift they also renamed themselves from the Kingdom of America to the Empire of Liberty as a permanent garrison was to be kept on Liberty Island

[WIP]
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Nation form:
Flag
:
combined_syndicates_of_america_flag__stripes__by_whitedragon2500-dbw6bg9.png
Name: Midwestern Technate of America

Prewar History: The technate was born from Vault 314 housed within the depths of the Midwest. Like most vaults, Vault 314 was gifted with a scenario to test, however, it wasn't like others in that the scenario was a grim one. Vault 314 was the vault where the classes of society was split between the intellectuals and the average man. The overseer was titled the "Director" following the standard procedure, his aids the "Council", the security the "Peacekeepers", and finally the average folks in the vault the "Workers". It was under these conditions that the structure of the Midwestern Technate took form.

Foundation: As time passed on in the vault, the new generations housed themselves comfortably within their prescribed roles. The new overseer was elected out of the brightest of them all, the Council was formed by those who followed closely behind, and so forth. Unlike the first generation, the originals, the new generations were more accepting of their duties and began enforcing the tenants of a meritocracy. The vault society was reorganized with emphasis on education and being a lawful citizen, where the smart and law-abiding were put upon a pedestal and the low-lives cast into the shadows. At first, it was brutal on the "failures" of their great project, but a near-rebellion forced the elite to reorganize their plans to a more humanitarian form.

When they first stepped out into the open wasteland, the vault dwellers of the technocratic society had a purpose to fulfill. The director at the time ordered the exploration of the wasteland under the guidance of the peacekeepers. Placed in-between Minneapolis and La Crosse, the young nation used the river to the best of their ability. Unlike the disorderly opponents they faced, the well-maintained and well-trained peacekeepers were able to suppress their opponents, either to submission or complete annihilation. It was rhythmic in how they expanded, reaching along the riverbanks of the Mississippi and taking control of the small towns, whether they were abandoned or occupied.

Recent History
As the young technate grew with its meager holdings, it became more ambitious and greedy. Unlike prior campaigns where they were only able to hold portions of their holdings due to the lack of manpower, years of state-promoted growth allowed the more enlarged technate to be more capable of holding their prizes. Soon, Director James Fairweather grew ambitious and set his eyes upon the great metropolis, Minneapolis. Wishing to take the city as the future capital of the young nation, he prepared a decently sized force of peacekeepers to wrestle the control of the city from the savages and tribes that inhabit it.

At first, the peacekeepers sent from Hastings faced trouble with fighting the natives of the ruins. It wasn't helpful either that due to the distance from their industrial areas, the soldiers' supplies were strained. Fortunately, with the employment of willing deserting natives of the city and clever logistical development, the peacekeepers were able to gain foothold into the city. From there, it was a gradual wrestling of control from the savages. Fighting their way into downtown Minneapolis and crushing opponents around the city, it became clear who was in control of the city. After weeks of fighting, the city collapsed into the control of the technate. It was at that moment that the Midwestern Technate of America was officially established.

Refurbishing the State Capitol of Old Minnesota to the best of their limited capabilities, the technate peacekeepers hoisted the flag of the young nation upon the building. From there, it was established that the Twin Cities will be declared the capital where both the director and the Council will work from. After years of cleaning the streets, restoring order to the chaotic surroundings, and affirming their control over Minneapolis's twin city, the technate looked ready to expand outwards.

WIP
Culture
: The Midwesterners, as the technate citizens like to refer to themselves, believe in a strong disciplined society that favors education over more trivial matters. Years of conditioning also taught them of being the good-citizen that is willing to help their neighbors and the state. While they still have parts of Old America within their culture, they abolished things that they deemed unfavorable. Individualism, for an example, while not wiped out completely, was neutered from a potent force of liberty to a more docile form.

Type of Government: Meritocratic-Technocratic Dictatorship

Strengths: A well-established and battle-proven infantry-based military with a very minor focus on power armor, armored vehicles, and air support. Has an excellent nationalistic citizenry, especially from the middle educated working class. Has a healthy civil industry with military factories focused on weapons/armor production for infantry. Also has a healthy scientific community.

Weaknesses: Holds a vast territory that has weak military presence outside of outposts established by the river, thus settlements far away from the river suffer from raider/slaver attacks. Due to its foreign policy on entities and culture, the technate has made many enemies, thus it is isolated from trading and is forced to depend on itself. The technate also has to be careful in maintaining a strong military in order to prevent any hostile movement from the tribes that surround it. Due to the military focusing mostly on infantry-scaled combat, the technate suffers from not being able to deploy quickly in its vast territory and is vulnerable to any large scale armored attack. Finally, since it lacks any fast transport outside of its river merchant fleet and how high-quality its infantry force is, it is logistically intensive for any large in-land campaigns.

The technate also has to keep civil unrest down by pacifying the "failures" that failed to pass its educational standards. Due to its booming population, the technate also has to carefully manage its resources in order to avoid a potential famine.

Resources: Half-repaired factories, access to minor amounts of raw metals, a large river for water and produce, and a major metropolitan area (Twin Cities).
Is able to depend on moderately-repaired industrial factories for civil goods and infantry weaponry/defenses. Is able to depend on the Mississippi for water (using purifiers) and produce. Finally, due to its capital being situated in the Twin Cities, it also holds a major metropolitan area.

Population: The technate has been activate in promoting a large population and gives incentives to its populace to procreate. This resulted in a large population that is under 21 years old that would, in the future, become the backbone of the growing nation. Unfortunately, the amount of men it can draw from this pool is limited as most are young and are underdeveloped for the harshness of the Peacekeepers' military training. It also has a healthy populace that are 21-40 years old (fitting for Peacekeepers and civil duties).

Naturally, for a booming population, it brings strain to the nation to keep on supplying the goods needed. To combat this increasing need of resources, the technate spends most of its time repairing the Twin Cities and establishing lines of purified water to grow crops to feed its large populace. While the technate wishes to expand outwards and to conquer areas to draw resources from, its current limited military capabilities force it to focus on the slow but long term plan of establishing farms and even small scale ranches.

Military: The technate's military is centered around the Peacekeepers, a force that is majorly infantry-based with a knack in river combat. It generally employs men and women from its middle-educated class. Due to the fact the Peacekeepers require people to meet strict physical requirements, it limits the pool of men and women it can draw from, and often times, requires it to draw people from the folks (a term used to describe the failures in a more decent way). Currently it employs a strong 2,050 men that is employed around the technate, thus is spread thin, with a strong presence of two-hundred men in the Twin Cities.

The technate has managed to repair severals boats and built a couple of rowboats as well that it uses to transport men across the Mississippi and to deploy to settlements along the river. Generally, these boats are equipped with several machine-guns and the large boats carry anti-armor weaponry if needed.

Foreign relations: Antagonistic towards any tribe or nation that is weaker than itself. Is willing to wage war to absorb smaller communities into its fold, especially if it allows access to resources to fuel its meager industries. Is in cold war with any nation that is equal or stronger to it.

Other:

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Leader(s) Form:

Name: James Fairweather
Title: Director
Appearance:
large_e1f2df39-718a-406a-8c09-906356e148eb.jpg
History: Director James Fairweather is a fifty-six year old man with a rich educational background in Vault 314. Chosen at a young age as a potential successor to the current and aging director at the time, he was groomed to be adept at governing the complex underground city that was Vault 314 and to lead its people into the wasteland. His early years as a pupil of the at-the-time Director Godwill was a shining time where he was able to deal with problems and juggle the increasing demands of political parties. Soon, when he succeeded Director Godwill, he initiated his order to reclaim America and to bring the light of technocracy to the savages.
Notable Possesions: A complex, intricate, gear-based clock handed down from generations. Director Fairweather also carries a single fountain pen and a small pistol for self-defense.

Likes: Expansion, growth, order, and science.
Dislikes: Uncultured behavior, lack of discipline, raiders, and slavers.
Personality: James Fairweather is a fair yet strict man who believes that proper governing requires a soft but strong hand. He is also a man of strong resolution and would challenge anyone that dares to question his authority.

Other:
 
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Nation form:
Flag:

30lmnsw.png
Name: Holy Knights of Lansing
Prewar history: The Lansing Catholic Church was a big part of the Lancing community, with even people from out of the city joining in on the weekly mass. The High Priest of the Church's community, Mr. Hughes, had some extremely authoritarian views, but was always nice to the people inside his community. This is why, after the vault under the Church was constructed, he continued on preaching his beliefs even when the war started.
Foundation: After the war, many of his followers were confused on what to do next. The great-grandson of Mr. Hughes, and the new High Priest of the community, decided to take control, as he knew survival was the first priority. He called his group the Holy Knights of Lansing. However, some other people in the Vault refused to follow him, either because of disbelieve or because of the fear of losing their freedom. High Priest Hughes looked at them with disgust and told his followers "Capture them and bring them to the city's jail." After this, nobody in the group dared to question High Priest Hughes. Whenever the group found new people, they were forced to either convert to Hughes' Authoritarian Catholic views, or be thrown in jail as well. When they found the local car factory abandoned, Hughes decided to make the prisoners work there, as slaves. The nation made their primary occupations raiding, slavery and scrapping, as they started searching for more people and usefull items within and outside of the city of Lansing.
Recent history: WIP

Culture: WIP
Type of government: Catholic Dictatorship
Strenghts: High unity, located in a capital city (with many supplies and factories), experienced raiders
Weaknesses: Slave unrest, agressive towards other nations

Resources: Water (rivers), multiple factories, convenience stores, two hospitals, a research facility, an airport
Population: 25.000 (3.700 slaves)
Military: 3.400 Lansing Knights, 57 armed cars
Foreign relations: WIP

Other: WIP

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Leader(s) form:

Name: High Priest Hughes
Appearance:
220px-Hans_Westfal-Larsen.jpg

History: WIP
Notable possession: His thrusted revolver

Likes: Authority, Catholics, expanding at the cost of others
Dislikes: Disbelievers, rebels, diplomats
Personality: WIP

Other: WIP
 
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Thirteen Commonwealths
(also known as: Enclave, Remnants)
Supercomputer Technocracy
Population 10,684

USA_Flag_Pre-War.png

History: The Enclave before the Great War was the shadow government that pulled the strings of the Thirteen Commonwealths and the greater world - a collection of politicians, magnates, and generals whose illicit activities were through their deception unseen by the public. Led by the President of the United States of America, they were able to prepare for the apocalypse well in advance. Carefully selected candidates were sent to their fortified oil rig fallout shelter off the coast of California to familiarize themselves with and improve the facilities that would help them weather the coming storm. When destruction came to the people they abandoned, they shut their doors and quietly prepared for the day when the atmospheric readings of their bunker told them it was safe to repopulate the planet. Two centuries later, having prepared Hawaii for their arrival by gradually removing the residual radiation and exterminating the former mutated inhabitants of the island chain utilizing robotic hands, they now exit the oil rig that was their home for two hundred years in the hopes of reclaiming the fiftieth state of the union.

Culture: As they say, the culture of the Enclave, is the culture of America. Conflictingly however, every citizen believes in their heart that their government is the last true bastion of not only democracy, but also human civilization in the world, ignoring the current themes of the authoritarian rule they live out their lives under and the obvious sentience of the mutants they wish to one day exterminate entirely from the shattered globe.

Strengths: Experts in removing radiation, plentiful radiation-free food and water, access to near limitless electrical power, technologically advanced, incredibly well-equipped and well-trained military personnel.

Weaknesses: Low population, inability to conduct diplomacy/trade, small military, reliance on domestic birthrate; unopened healthy vaults for growth, automated security system blindspots, proximity to active volcano.

Resources: The Enclave possesses food and water supplies untainted by radiation, generous power rations, the ability to create sophisticated alloys, ceramics, and polymers, and lastly, fully operational production facilities and fully staffed research laboratories.

Foreign Relations: At best, the Enclave refuses to recognize the legitimacy and sovereignty of outside 'nations'. If that didn't make any sort of diplomacy a virtual impossibility, their citizenry's universal propensity for sterilizing even the collaborators they enlist and exterminating everyone else they come across in the wastelands due to their mutations most certainly has.

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Military

Consisting of five hundred and forty-four men and women, the military of the Enclave relies on automation and it's great technological edge to remain relevant as a valid contender for the fate of what's left of the Thirteen Commonwealths of the United States of America. Typically, the average soldier enjoys the protection of a suit of X-02 'Jackal' or X-03 'Hellfire' power armor, wields a Q-35 plasma rifle with a Novasurge plasma pistol as a backup weapon, possesses an impressive physique, and finally, are battle hardened by means of untold weeks spent within vicerally realistic combat simulation pods. In addition to it's human soldiers, the Enclave operates hundreds of eyebots, dozens of mr. gutsys, a handful of sentry bots, and thousands of automated plasma turrets. For purposes of transporting troops and conducting aerial assaults, a fleet of VB-02 stealth vertibirds - a more advanced postwar version of the more commonly found VB-01 vertibird, is maintained. Presently, there exist eleven transport variants and thirty-seven gunship variants within their arsenal. For achieving air superiority, fifty-seven Eidolon multirole stealth fighters are kept on hand. An advanced jury-rigged largely automated superbattleship serves as the Enclave's only naval asset. To support ground operatives in pitched battles, several automated long range plasma artillery gun batteries are employed. To quickly and securely fortify areas of interest, the Enclave employs strong forcefields and prefabricated defensive barricades. Oh, the Enclave also has FRANK MOTHERFUCKING HORRIGAN.

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Colonel Augustus Autumn

Colonel_Autumn.jpg

Biography: Augustus Autumn unlike his scientist father before him enjoyed pursuits of a military rather than of an academic nature. Given his family's standing within the Enclave, his successes in his chosen path only further guaranteed him the lofty position of colonel.

Possessions: Colonel Autumn's war crimes coat, Novasurge plasma pistol, Southerner's accent.

Likes: When he's hitting it from the back and he moans 'God bless the Enclave', fully armed and operational water purifiers, did I mention war crimes yet?

Dislikes: Mutie scum, three letter codes, superiors who are also genocidal pseudopresidential supercomputers.

Personality: Like a soggy piece of arrogant, mayhaps bipolar, cardboard cutout of a stereotypical villain.

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Captain Arcade Gannon

Arcade_Gannon.jpg

Biography: Arcade Gannon followed the example his father set for him as faithfully as he could, unable to devote himself fully to the medical profession and the soft sciences he enjoyed. In time, he became captain of the Enclave's revered elite unit, Sigma, and today leads his personal squad, the Lettermen, into combat.

Possessions: Tesla Hellfire power armor, Novasurge plasma pistol.

Likes: Guys, reading about failed socioeconomic policies, independence because he needs no man.

Dislikes: Slavery, MUTIES still drawing breath.

Personality: Antisocial awkward weirdly well-spoken NERD.

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Lieutenant Brian Richter
(decade younger, no tattoo/scar/beard)
GZ_Brian_Richter.png

Biography: Notably, Richter is immune to radiation, a fact that has made him a celebrity and invaluable genetic stock asset for the Enclave. His skills with a variety of weaponry and willingness to keep his mouth shut and follow orders elevated him to become not only a member of Sigma, but of the Lettermen as well.

Possessions: Hellfire power armor, Q-35 plasma rifle, Novasurge plasma pistol, Tesla-Beaton cannon.

Likes: Mutie genocide.

Dislikes: Tribals.

Personality: Abnormally violent sociopath.

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Union of Detroit
16gesmp.jpg

(STILL WIP)

  • Prewar History
    The history of the Union does not begin before the war, only the surrounding buildings have history.


    Foundation
    The Detroit area was, for all intensive purposes, a war zone for many years, being filled with multiple groups of raiders, warbands of super mutants and packs of terrifying mutated beasts. Throughout this seemingly never ending war a new group arrived amidst the chaos setting up their territory in the old abandoned Henry Ford Detroit Main Hospital. Though laughed at as new players to these deadly games they were soon proven to be underestimated by the other groups. Their leader, known as Ford the Ironclad, would run into battle wearing his scrap iron power armor and armed with his super sledge he would be a shield for his boys, by shielding his followers and slaughtering his enemies his position in power was maintained. Following behind him were his boys clad in scrap iron armor and wielding scrapped together guns and forged scrap iron blades. The blood continued to spill as they fought over their new turf slowly absorbing any raider groups willing to follow, scrapping any metal for weapons for getting old world vehicles working. Though still needing to fight for it Ford soon declared that Detroit would belonged to him.


    Recent History
    The Union has, through conquest or assimilation of other raider groups, taken control of territory surrounding the hospital and further south of it making their way to the heart of Detroit. Training all the new raiders he has obtained in the art of scrapping and forge working the Union soon developed a well armored, for raiders, and death dealing band. With the addition of the new raiders, new understanding of the old world tech allowed for them to jerry rig some vehicles to start working again. The wars for the conquest of Detroit are many to come but the Union’s warbands were ready and thirsty for blood.


    Culture
    Scrapper/Raider(WIP)

    Type of Government
    Raider Autocracy

    Population
    WIP
 
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The New California Republic
1720972-ncr_flag.png


  • Prewar History:
    The NCR has no prewar history really.

    Foundation:
    The New California Republic was born out of the remnants of the survivors of Vault 15, a sister vault to Vault 13 that opened earlier and released its occupants out onto the wasteland. Abandoning their vault (after scavenging most of what they could from the surviving technology and collapsed lower levels), the former residents of Vault 15 founded the small walled farming community of Shady Sands, a town midway between Vault 13 and 15. In 2161, the community was led by Aradesh.
    After many years, the village of Shady Sands began to grow and became an economic power within New California. They would soon replace the Hub as the most influential area and in 2186 the New California Republic was formed and Shady Sands was named the capital. The ideals of the NCR would spread over New California very quickly, with their morals representing that of the old world. By 2189 they would already consist of their first five states and would become aware of the Brotherhood of Steel. These states were Shady Sands, Maxson, Hub, Los Angeles and Dayglow.

    In 2196, the first president of the NCR, Aradesh, would die. In response, the council of the NCR would unanimously elect his daughter, Tandi, as the nation's second president. By 2241, the city of Junktown would join the NCR state of Shady Sands. Also around this time, the NCR's vast supply of brahmin would be key in the growing world of economics. This would give them meat for food, leather for clothing and force competition with other growing states such as San Francisco and Vault City.
    In 2241, the NCR would face problems from the New Khans, run a propaganda campaign against Vault City and aim to annex the squatter town that had taken up residence out of the ruins of their old vault, Vault 15. Hired by Tandi, the Chosen One, would act as an agent of the NCR and wipe out the New Khans, allowing the NCR to annex Vault 15.
 
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