The Firestorm: A crossover invasion game. Looking for a 40k faction player.

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Remember Start the Fire and As the World burns and Global Inferno (of course you do, it's still...
Compendium of native Sapients part 1
I also decided to start a brief compendium of native (and not so native) sapient kinds of sapients. This is part 1 of the compendium, more will come.

Ophidirax: Sometimes called the Serpentine or Snakefolk, Ophidirax are a tremendously successful species and have spread across most of the planet as long as it is not too cold. Their bodies are well suited to making the Underworld their home where they have frequently come to compete with other species. Many Ophidirax cultures are fond of eating other sapients; but others repudiate such things as horrid. Some are venemous, while others are not, but as largely obligate carnivores, until the refinement of create food spells they had issues with the amount of meat they needed to feed a large city; but with that population constraint removed, they have grown in huge numbers as each pair can create up to a hundred young per mating. The greatest Ophidirax state is the Imperious Realm of Irkstrask, spread throughout the underworld.

Kumun: Descendants of Moles, the Kumun come in four primary varieties; the stocky and stout Stone Kumun, the lean and skittish warren kumun, the huge and muscular underworld kumun, and the tall and majestically built ruler Kumun. Having come from another world, the Kumun infest the underworld and the primary clan that calls the place home; clan Jurmadrak and its vassal clans under its hegemony are ruled by a genocidal High Queen known as Ustralma who wants to make this world pure for the hordes of moles though other, more personable clans exist, many of which regard Ustralma as an insane tyrant.

Humans: Neither native nor the most common species on the planet, many humans on the planet are refugees from the cataclysm of the ten thousand years of strife that wiped out 90% of humanity and 70% of all life in general in millenia of grueling total war. Though the largest human nation is Teraga; founded by the oldest population of humans on the planet, many others have sprouted up elsewhere or have been present long before the refugees arrived.

Araneans: The first people from the "core regions" of the known universe to arrive to Xaramazdik via voidship and the people who gave the world its name, Araneans have leveraged their great intelligences, their ability to produce silk, and other traits to become inseperable parts of the economy of Xaramazdik under the Razortooth company that initially found the planet. The various Aranean companies are generally uninterested in actually holding territory outside of trade cities, but some have come to the planet in hopes of empire, though most such endeavors remain quite small.

Kobolds: Small, reptilian people who prefer to live underground but can adapt to just about anywhere, Kobolds are one of the most numerous species due to their rates of reproduction and their knack for making settlements that can pack truly enormous populations inside. The Kobolds call no one nation home on Xaramazdik, and their records show them arriving long before the Araneans with the aid of the dragons. Since then they've diversified a great deal. Kobold states tend towards being industrial power houses and due to their connection to the Eldest Races such as the Dragons; they often produce powerful sorcerers. While not physically powerful on their own, they've developed plenty of firepower to counter that.

Canceri: From the smallest shrimpman to colossal lobsterfolk, Canceri are a very varied group of people who prefer coastal or underwater homes. With great natural armour and the larger ones being some of the strongest sapients around, Canceri are frequently regarded as physically intimidating; especially as they often prefer to send warriors who are over six meters tall to do battle, some of whom have pincers that reduce a man to pulp with a simple snap, or slam down walls with sledgehammer like pincers. However, given that the Canceri physiology prefers water, they don't poke into the surface too much, though they can often muscle into wetlands, rivers, or lakes.

Dwarves: The largest and most well known Dwarf clanholds on the planet belong to Clan Steelbane, but other Dwarven clans have come to stake claims on the rich world of Xaramazdik. Not native to the world, and with the Dwarven people proud of their role in bringing the League to victory over the fascistic Alliance during the ten thousand years of strife, the Dwarves are coming in with a zeitgeist and a sense of manifest destiny; Dwarf populations on the planet are booming even as the populations of declining species such as humans and goblins have only begun to recover from the wars.

Kroatanga: The Fungoids were created long ago as instant cannon fodder in a different universe in a war now forgotten. Now these belligerent creatures follow their genetic programming, bringing the plague of warfare wherever they go as they access genetic memory to create the tools needed to wage warfare on a large scale. With an innate talent for making use of esoterical abilities, the Kroatanga are a frustrating opponent to deal with as one can cut down an entire war migration only for another wave to be born and start the process again in even greater numbers in virtually no time at all unless one burns or freezes their corpses.

Tendriculous: Extrauniversal creatures who have colonized the plane of darkness, the Tendriculous who frequent Xaramazdik are a mysterious; amorphous and malevolent species that serve a being known as "Dis Pater Tenebrous". Capable of changing their state of matter, possessing other beings or even inanimate or mechanical objects; infusing them with their strength and control, and hopping between the Dark plane and the Materium plane; the greatest weakness of the Tendriculous is their adversity to light. Light burns and boils their frames, and they need to have a host to survive in daylight, and light based attacks damage them greatly; even when possessing something. Thus they prefer to cling to areas corrupted by their dark work and twisted science, that give them a little feeling of the toxic nature of home right here.

Frost-Folk: Humans and Elves who made a bargain with the Cold Elementals in the millenia after the collapse of Rune Elven civilization as they brought the hordes of madness, the tendriculous, the black hand, the kroatanga, and more into this reality through their experiments, the Frost-Folk have been changed by the elementals to be immune to the cold so that they can inhabit lands tolerable to the lords of ice. They have grown tall, strong, and the ice curse weighs heavy on their souls, leading most to serve either the Elementals or some other master with but a handful of Holms resisting outside dominance.
 
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Compendium of native Sapients part 2
Compendium of native sapients part 2.

Fae: The fae are a very diverse group better divided into numerous species, but they are essentially intelligent manifestations of the planet itself meant to serve as an environmental check and balance against environmental overexploitation. The fae are divided into three basic categories, Retribution, Maintenance, and Reconciliation. Retributive fae are made to punish civilization for transgressing against the planet and so are generally hostile to civilization as a rule, though not entirely unreasonably so. Maintenance Fae concentrate on making sure that the processes of nature continue smoothly and work to repair damage caused by others, and generally will not bother civilization unless they want to draft civilizations into their repair duties or they need help defending nature. Reconciliatory fae are frequently thought of as nature at its gentlest, and are there to ensure harmony between civilization and nature, and will tend to be diplomatic, though they will join other fae in war if needed. However, Fae are still sapient creatures, and thus have very often diverged from their original purposes and created their own cultures, though they have internal programming that establishes a few ground rules, encouraging an environmentalist way of thinking.

Faeries: Human sized, elfin eared, butterfly winged, with hair, skin, and eye colour combinations being as varied as an artist's palette, Faeries are often considered the "generic" fae, and can slide all throughout Retributive, Maintenance, and Reconiliatory. The Faeries are often thought of as amazingly beautiful by other Elfin (the term for humanoid, as Elves came first here), species, and if an Elfin child is half-fae, chances are the fae parent in question was a faerie. Faeries have an innate talent for esoterics, especially Arcana, Divinia or the emotionally based Aethyry; and are intensely resistant to corruption by outside sources, and while perhaps more slight of strength than a dwarf or a human, and perhaps shorter than the elves; the Faeries tend to command respect and notice when they interact with civilization. Whereas many fae are typecasted into single environs, Faeries can make themselves at home anywhere.

Pixies: Phenotypically speaking, Pixies are like really small faeries who can fit in the palm of an elf's hand. They are highly numerous and are generally focused on maintenance or reconciliation, with rather few being well suited to retributive duties simply because of their lack of physical imposingness. They, like the fae, are a cosmopolitan species spread out just about everywhere not urbanized.

Zarxozin: Repto-insectoids noted for their impressive foldable sailbacks, the Zarxozin are truly native to Xaramazdik. With their mandibles and jaws of teeth and six eyes, they can be rather intimidating to others, especially with their imposing four armed frames that average about two and a half meters tall. Native to desert and hot plains regions of the planet, the largest nation of the Zarxozin is the newborn country of Zin, which was encountered by the prophet Mazdak who ended up on this world after stepping through a wormhole who converted a number of city states to his faith; inspiring the city states to band together under a single King of Kings and begin wars of conversion and conquest. And with their esoterical ability to glide through the sand and earth to surprise opponents and extend this power to their equipment, the Shahdom of Zin has proven to be unstoppable, conquering a vast region in but five years before spending some time to consolidate, and a new wave of expansion is about to begin.

Varhuadin: With heads like frilled sharks and bodies well suited to the ocean, Varhuadin are not native to Xaramazdik but the shark folk have extensively colonized it anyway. Noted for their distinctive webbed dorsal fins and maws full of seemingly endless numbers of teeth, the Varhuadin who have colonized Xaramazdik fall in largest part under the nation of Vargralk; a Theocratic feudal state under the stern guidance of the Great Priest-Zargran Izacthys who has made the whole of daily life revolve around the worship of the Yskantras pantheon, deities who demand conquest to please them. Others have formed their own states and communities outside of the purview of Izacthys, but generally they may as well live on another planet than surface dwellers who don't inhabit the coast or Estuarine regions.

Kaftar: The Hyena men, sometimes called Gnolls or Bultungin, are a particularly disagreeable batch of sapients, as they were forcibly created by a malignant deity of savagery who desired more worshippers out of already foul tempered Hyenas. The particularly blessed among their number can take the form of especially large four legged hyenas at will, often earning them the moniker of "werehyena", and many have been mated to the fiendish servants of their pantheon; acquiring new and deadly powers. Due to the nature of their creation, it is rather hard for Kaftar to develop personalities that do not fit the programming of their gods, and thus it is rare to find Kaftar who have not given into violent interactions with other sapients. They generally prefer hot and flat climates like the Savannah or hot deserts; leading them to battle frequently with others who find these lands desireable.

Coleopteran: The Beetlefolk are among the most diverse and prolific of Xaramazdik's sapients. Capable of living just about anywhere, the Coleopterans have colonized just about every biome and are ubiqutous. Stronger, faster, and tougher than humans and all capable of flight, the Coleopteran body plan is one for success. Perhaps the most famous cultures are the "beetle lords", who prefer nomadic existences riding on giant beetles; particularly giant tiger beetles, racing around the land at speeds that would seem a blur to the eyes of men. These beetle lord cultures place their homes on the backs of titanic beetles so large that one will generally feel the tremors of their approach before they ever see them, and can be found on plains, tundra, and deserts across the world. Others have adapted to city life or the underworld, and some even colonize the waters and some plucky tribes have even tried to make the poles home. The largest Coleopteran countries are Vorag and Krogord, which under their Vhoxoxes; Ystrungr and Razugadai, and both are rapidly expanding across all the land they can claim under the belief that their destiny is to one day rule the world.

Lizardfolk: Extremely advanced and wise, the Lizardfolk are reclusive, preferring to contemplate the mysteries of their alien gods than poke about in the world of standard geopolitics. Essentially existing at a level beyond most other species, the Lizardfolk are so advanced as to create little stars for the sole purpose of lighting, because they can. When they do go to battle, it is because they have come to believe a threat is so severe that if they do not act; reality itself may be threatened or someone has stolen their science and advances in magic. Their warriors strike like power armoured lightning bolts, a flurry of energetic and reality twisting death that leaves virtually none standing when all is said and done. But despite years of trying, the Lizardfolk have yet to divest even the smallest scraps of their wondrous knowledge to outsiders; leaving people to wonder at their achievements.
 
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Compendium of native Sapients part 3
Compendium of native sapients part 3.

Djinn: Elemental spirits who stand distinct from the elementals proper, the Djinn are beings of great magic, though only some can grant a truly reality altering wish rather than simply carrying out a command to the best of their abilities. The most well known are the Efreet, who appear as smokeless flames in the shape of men and women, beautiful to behold if ever so vaguely menacing as esoterical energy is tightly bound to their frames. However, Djinn for the other mystical elements can appear as well.

Dragons: The Eldest species of the sky, Dragons are a diverse and personality filled lot, ranging from tiny hatchlings to great wyrms who can crush cities. With bodies charged with esoterical energy and minds far keener than an Elf or a Human could claim to boast, Dragons are movers and shakers when they want to be, and even those who choose to be recluses are typically given wide berth. Many dragons have even taken the path of true godhood, to take the veneration they receive to the next level in the search of ineffable divinity. But even without the divine spark, the splendour and wealth available to a dragon is something to truly behold.

Grootslang: Creatures like the mixture of elephants and snakes and possessed of tremendous size, Grootslangs are the Eldest species of the land. Like dragons, they come in many varieties and shapes, and can go from being quite small as newborns to being mind bendingly enormous when fully grown. Some Grootslang are kindly and approachable, often wise rulers of nations of younger species, some are cruel tyrants, and some just want to watch the world burn. Any imaginable personality can be held by a Grootslang just as they can be held by a Dragon or other species. Grootslangs tend to congregate in herds more than Dragons, as their lack of flight makes it harder to congregate before they unlock powers of teleportation.

Kraken: The Eldest species of water, the Krakens combine the features of Natuloids, Lampreys, and just a bit of shark, Krakens start off as perhaps the smallest of the Elder Species but on the same hand can grow up to be perhaps the largest. Krakens are not seen too often by those who don't have too much business with the water, but in the oceans they rule. Krakens who decide to become tyrants are virtually unstoppable when they reach the proper size and age; their physical bodies and esoterics all but matchless beneath the waves, and those who decide to be forces for justice will surely see it done where their influence rules.

Anasni: The eldest species of the underground, Anasni take from the traits of spiders, though hints of the scorpion and centipede can also be found. Their passage through the underworld can create tunnels large enough to conduct air battles in, and they make sure that the underworld is maintained and new tunnels and caverns are created. The Anasni are among the least seen Eldest Species by surface dwellers, as they do not like to go above the underworld unless they need to, but they have acquired reputations as tricksters and tellers of stories; though one can find incredibly dour and serious Anasnis. However, with the power and age they have; it is very rare to find someone who does not respect one.

Anguiliarii: These eel like sapients prefer deeper waters or coral reefs, rarely venturing outside of these two biomes and being particularly unfond of kelp forests. They are well noted, and feared for the ability of a fully grown Anguiliarii to swallow a grown man whole in a single gulp and crush him into pulp with powerful muscular actions. Venturing as far down as the abyssal regions of the sea, the Anguiliarii don't particularly like fresh water, so avenues of contact with surface dwellers are limited under most circumstances, but the great empire of Nazakar spans an enormous and well travelled shipping lane, and the Empire demands a toll from all ships passing their waters, and with the aid of spells; they can venture onto land or into fresh water to punish those who avoid giving the Emperor his due.

Elves: Fractured into many successor species of the old rune elves, the Elves are bound together by some common phenotypical traits, a propensity towards height, ears coming to a point, more gracile features than humans, and very long natural life spans; though with healing magic being able to undo aging the last trait is of little importance. High Elves are relatively rare on Xaramazdik, for the simple reason that they generally don't have much business here; with Syresh being their largest concentration; and even that was founded by Wood Elves. Wood Elves are among the most common kinds of Elf here, and can be found across most of the world, and the dark magic twisted deathly pale and cruel Dark Elves cluster primarily under the Death Suns warband though many seek other places. Deep Elves have made their homes in the underworld and have gradually adjusted to the low light conditions there.

Ikrastropin: These turtle like sapients are found nearly anywhere that isn't outright permafrosted. With beaks with knife edges and serrations to allow for an omnivorous diet, they were widespread when the dragons first brought them to the planet and have only grown in number as the age of civilization began. Tough and hardy and standing at a generally robust four meters tall, Ikrastropins are generally not people who you want to tango with in a fight, as they have been known to smash open the skull of a troll in a single punch and their bites can make mincemeat out of an opponent. The state of Turgord, a constitutional monarchy and a premier maritime power; is the largest state founded and dominated by Ikrastropins.
 
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Jack Hansan sheet
Here's what I have so far for my faction.

European Union Trans-Dimensonal Expedition
European Union circa 2017: Tier B.
Leader: General Robertson
Why are you here?:

10 Great war engines: N/A
50 war engines: N/A
1,000 beasts of war:
450 Challenger 2s
100 Leopard 2s
200 Leclercs
150 MLRS
150 AS-90

10,000 cavalry:
2,500 Warrior IFV
3,000 FV107 Scimitar
2,000 GTK Boxer
2,500 B1 Centauro

5,000 elite infantry:
1,250 SAS
1,250 Polish JW Komandosów
1,250 KSK
1,250 French SOC

200,000 Infantry:
25,000 British Army Soldiers
75,000 German Heer Soldiers
75,000 French Army Soldiers
25,000 Polish Army Soldiers

20 heroes: N/A
10 ships of the line:
French Aircraft Carrier Charles de Gaulle
Italian Aircraft Carrier Cavour
Spanish Aircraft Carrier Juan Carlos I
Aircraft Carrier HMS Queen Elizabeth
3 British Vanguard-Class Submarines
3 French Triomphant-Class Submarines

50 Galleons:
HMS Tireless
HMS Torbay
10 Type 212 submarines
12 Type 45 Destroyers
15 Horizon-Class
5 Cassard-Class
6 De Zeven Provinciën-Class

1000 galleys:
350 Type 23 Frigates
200 Álvaro de Bazán-class
250 Bremen-Class
200 Brandenburg-Class
10 airships: N/A

50 heavy aircraft:
5 C-17 Globemaster IIIs
5 Airbus A330 MRTTs
30 CH-53G Sea Stallions
10 CH-47 Chinooks

1000 light aircraft:
200 Panavia Tornados
400 Eurofighter Typhoons
200 AugustaWestland Apaches
150 AW159 Wildcats
50 UH-60s

8,000,000 Civilians

Location:

blue dot to the left of Teraga.
 
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Chimeraguard Sheet
Azjol-Nerub Expeditionary Force
Tier D
Leader: Spider Lord Abjur-Atum, son of Spider King Abjur-Drakfar
Why are we here?: It is decades into the reign of Spider King Abjur-Drakfar, may his reign continue to be long. The Nerubian Empire has destroyed the combined Legion-Undead force at Icecrown before it could rise and overrun Northrend, and now has colonies and embassies across the continents of Azeroth. Now, after extensive study of the Titan Waygates and the Dark Portal, the Nerubian Empire has begun the largest project in its history: the colonization of the world of Xarmarazdik.

Initial Forces
Tier D gets
40 Great War Engines
-Exchanged for additional Elite Infantry

200 war engines
-200 Nerubian Siege Golems: Extremely large versions of Nerubian War Golems, often used to assault cities or super-heavy opponents. These are also clad in Refined Saronite, making them extremely tough, resistant to magic, and fast for their size.

4,000 Beasts of War
-2,250 Massive Jormungars: Even larger versions of the Greater Jormungars.
-1,250 Nerubian War Golems: Large Cobalt Golems designed to wade through enemy lines and batter them into submission.
-500 Nerubian Cannons: Large artillery pieces that use gunpowder and liquid pyrite to create a devastating explosion.

40,000 cavalry
-25,000 Armored Giant Spiders: Large, aggressive spiders given armor, can also shoot webs and spit venom.
-15,000 Tamed Greater Jormungars: Large worms with muscular, flattened bodies and rows of crystalline spines along its flanks. Used to carve out massive tunnels underground and spits acid.

20,000 x2 = 40,000 elite infantry
-24,000 Nerubian Seers: Half-humanoid, half-spider Nerubians skilled in the various arts of Magic. Most commonly using Fire, Frost, Arcane, and Shadow, with more recent additions of the Light and Voodoo.
-6,000 Nerubian Paladins: Elite Nerubian heavy infantry and officers skilled at wielding the Light. Armed and Armored in Titansteel and also given a series of Saronite grenades.
-6,000 Snobold Geomancers: Snobolds skilled in the arts of Geomancy.
-4,000 Nerubian Rogues: Nerubians skilled in the arts of subterfuge. Can burrow, are armed with daggers and poisons, and occasionally long rifles to use when they want to snipe.

800,000 Infantry
-440,000 Nerubian Warriors: Armored in Cobalt and equipped with a variety of melee weapons from swords to longaxes to warhammers, Nerubian Warriors form the backbone of the Spider Kingdom's army.
-160,000 Nerubian Webspinners: Virtually all Nerubians can spin webs, but Webspinners can spin them strong enough to use as bridges, throw them far enough to catch enemy flyers, and tough enough to entangle their foes for capture or easy killing.
-100,000 Nerubian Archers: Nerubians armed with Cobalt Bows and skilled at archery.
-100,000 Snobold Skirmishers: Snobolds used as light infantry, scouts, and skirmishers. Armed with a gun, usually a blunderbuss or light rifle and a backup melee weapon(which they will hopefully never have to use.)

2,400,000 Chaff Infantry
-1,400,000 Carrion Beetle Swarms: Vast swarms of giant beetles that eat the dead and lay eggs in vast quantities. Can also burrow.
-400,000 Spiderling Swarms: Children of Maexxna's Brood, have a poisonous bite and can shoot webs. Can also burrow.
-600,000 Nerubian Workers: Many Nerubians Workers follow the army for their skills in construction. If things are truly dire they can wield simple blades and other weapons with some competence.

80 heroes
-Acidmaw and Dreadscale: A pair of twin Dire Jormungars tamed and act as bodyguards to the Abjur-Atum. Surprisingly intelligent.
-Maexxna: An extremely old, extremely powerful, extremely large, and extremely hungry Spider Broodmother. After decades of being well-treated and fed by the Nerubians, she is loyal to them.
-25 Nerubian Spider Lords: The aristocrats of the Nerubian Empire, with powerful bodies and are unmatched warriors, with some magical arts available as well.
-26 Nerubian Viziers: Master Nerubian spellcasters who are skilled in all magical arts known to the Nerubians.
-26 Nerubian Assassins: Master Nerubian Rogues, skilled in assassination, sabotage, infiltration, and other arts of subterfuge. Can also burrow.

40 ships of the line
-40 Nerubian Battleships: Large Nerubian warships armed with cannons to blast apart enemy ships and coastal fortifications.

200 Galleons
-200 Nerubian Frigates: Escort ships armed with a series of ballistae for taking down lighter ships and enemy flyers.

4000 galleys
-4,000 Turtle-Boats: Giant Sea Turtle used as transports and light escorts. Various Cobalt Ballistae and squads of Nerubian Marine Caste forces are placed upon these relatively small vessels. The turtles themselves are also quite effective weapons.

40 airships
-40 Proto-Dragons: Bestial Dragons without the intelligence of the Dragonflights, but are still powerful combatants in the skies.

200 heavy aircraft
-200 Proto-Drakes: Lesser, bestial Drakes without the intelligence of the Dragonflights, yet remain powerful combatants in their own right.

4000 light aircraft
-2,500 Nerubian Flyer Swarms: Nerubian spiderlings that have developed membranes or laid webbing between their legs, similar to a bat's wing, allowing them to fly.
-1,500 Greater Locust Swarms: Tamed swarms of giant, flesh-eating Locusts.

You get 32,000,000 civilians(includes Nerubian Workers and Snobolds)

Advantages:
-Explosive Breeders: Nerubian Queens can lay dozens to hundreds of eggs at a time, while the spiderlings themselves mature at a rapid pace. Their Snobold servants are equally swift breeders. Large bonus to population growth.
-Master Architects: The Nerubians are (arguably) the greatest architects in all of Azeroth, and the grand city of Azjol-Nerub is (arguably) the finest city in all of Azeroth. Bonus to all construction and building.
-Devoted: The Nerubian Caste system means virtually all Nerubians serve without protest, while the Nerubians themselves are very resistant to corruption and mental domination.

(Possible) Drawbacks:
-Psionic Lack: Whether from their past as servants of the Old Gods or some other reason, Nerubians find themselves lacking the ability to utilize Psionics.
-Terrifying: Many Nerubians are nice people once you get to know them. Unfortunately, knowing them means moving past the fact that they're gigantic spiders with traditions like eating the dead and having adopted "deities" like the Loa. (Slight malus to diplomacy)
-Hatred of the Demonic: Decades spent battling against the Burning Legion have left the Nerubian people with a deep loathing for them, and most things that appear similar. (Significant diplomatic penalty with any Devil or Demonic forces. Cannot use any magic related to them.)


Light Purple Dot in the Southeast.
Also, since the Nerubians had most of their kingdom underground, I'd like to start in the Upper Underdark.
 
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Estro Sheet
Conshelf Collective.
Conshelf Ten: Tier B
Leader: Kepler Masterman
Why are you here?: After the UN ruling on the moon, and a subsequent ruling recognising the Conshelfers, the Conshelves had unprecedented power. For once they were allowed to keep a military, mint their own currency and do as any small nation would. For the most part, these powers were left unused. However, a decade after leaving, Kepler Masterman came back from the moon to live as a Conshelfer. The press, of course, had a field day: The first moonbaby renouncing his heritage? It would cause press even if he wasn't the son of the moons Governor. But he was, and that speculation followed him, even down to the bottom of the sea. Working in Conshelves Ten Security/Milliatry he became well known for fairness in dealing with everyone, from Toplander to Gillman. After almost a decade went by, and when the formal creation of the Conshelf Collective, a treaty between the various Conshelf Cities and the Gillmen creating an government between them all, his name was atop the list for leadership. Over the next decade, even as a new Cold War broke out amongst the Toplanders, Kepler pushed onwards, creating formal schooling, a process to go through if you wished to become a Gillman (as well as the provision of electrolarynxs to them so that communication is much easier), as well as a system of formalised draft. At the end of that decade, the Conshelvers were better off then ever before. And then the Cold War became hot, and the nuclear war destroyed the surface of the planet. The Conshelvers were safe, due to the water absorbing the radiation easily. And now they poke their head out after the war, and notice that, perhaps, they aren't on earth anymore.


20,000 elite infantry - the Conshelf Secuirty force, the only full time army.
200,000 infantry - conscripts, aged 19-30. It's like the Swiss Military. Except they can function underwater.
50 ships of the line - 50 Nuclear powered submarines, each armed with torpedoes and large, conventional, missiles. Like MOABs, if they were long range missiles,
250 Galleons - Non nuclear powered submarines, armed with cruise missiles and torpedoes. Think modern day U-boa,ts.
3000 galleys - various smaller craft, all submersibles.
10,000 Gillmen (in place of cavalry) - armed with breaching tools and dart guns, they are hugely effective against most ships and submarines, who are usually not capable of dealing with human sized targets making holes in them from under the sea level. I mean, what can they fire at them without damaging their ship?

8,000,000 Civilians


Traits:

Underwater specialised: Due to the skill and sheer time that they spend underwater, all of their Naval technology is as known to them as the back of their own hands. They produce and research naval units for 2/3rds the cost and time as other powers.
Bounty of the Sea: Treat the sea well, and she treats you well in return. Food and population growth is 1.5 times normal
Natch: If they've built it, it's waterproof. They receive no penalties for operating in water when doing anything.

Drawback:
I ain't no Topsider: They are inexperienced in the ways of land warfare. They fight at 80% effectiveness on land.
Once again for the audience: After the second cold war went hot, the Conshelvers are -understandably- wary of atomics. Huge penalty when researching or constructioning non conventional weapons
Prestidigitation? Hah!: Due to the scientific nature of the original Conshelves, they receive a malus to any magic or psionics

Blue, below Turgord

Done! Hopefully this all makes sense.
 
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MS-21H 'Hawke' sheet
Faction Name: GDI Colony of Elysium
Faction Origin: C&C 3 GDI with some C&C4 Units, and some custom navy units(The Big Ships are cut content)
Why are you here: The Mediterranean Threshold Tower mysteriously awakened one day, and the GDI investigated. They found a healthy world on the other side, and evidence that the portal was sustained, so they scouted out the local area and sent a colony. As if on a signal, the colony was cut off as the portal shut down with the Tower.

Advantage:

War-Veterans: The majority of the colonies staff and protection are veterans of the Third Tyberium war, and thus have a higher skill level than normal

Tiberium Derived Construction: Using tech derived from Tiberium, humanity gained construction ability that was peerless in the 1990s, and it's only gotten better in the forge of the Tiberium Wars.

War-Forged: the humanity of the GDI has grown and bred in a world ravaged and forever devastated by war and Tiberium, the Generations that lived through and were raised in this time are uniquely quick witted and hardy.

Disadvantage:
Never heard of it: The idea that magic is real and emotions have power in the aethyr is confusing and weird to the GDI, resulting in research into these forms of esoterics taking twice as long.
Secularists: Owing to its long standing conflict with the religiously motivated brotherhood of Nod, the GDI is reluctant to make use of faith. Heavy penalties to using faith esoterics and to establishing a state religion.
Tiberium Dependence: GDI is so used to Tiberium fueling all of its advances that without it, it just can't operate as well. Production advantages are lost when operating without Tiberium.

Location: Firestorm Game map

(The red dot beside the blue one to the left of Teraga.)

Me: Governor-General Benjamin Hawke
5 Great war engines= 5 MARVs
25 war engines= 20 Juggernaut 3s, 5 MCVs
500 beasts of war= 50 Mammoth 3s, 150 Predator Tank, 100 Hunter Tanks, 100 Slingshot Anti-Air, 100 Rhino Artillery Tanks
5,000 cavalry= 1250 Wolverine MK2s, 750 Bulldogs, 1000 Gaurdian APCs, 500 Mobile Repair Transports, 500 Zone Shatterers, 500 Surveyors, 500 Rigs
2,500 elite infantry= 1000 Zone Raiders, 500 Commandoes, 500 Sniper Teams( 2 men each, 1 Spotter and 1 Sniper)
100,000 Infantry= 30,000 GDI Riflemen, 20,000 Missile Infantry, 25,000 Grenadiers, 25,000 Zone Troopers
300,000 Chaff Infantry= 300,000 Militia
10 heroes= 5 Hero Commanders, 5 Veteran Commandoes
5 ships of the line= 2 Ares-Class Aircraft Carriers, 3 GDI Battleships
25 Galleons= 10 GDI Cruisers, 15 GDI Destroyers
500 galleys= 200 GDI Corvettes, 100 GDI Frigates, 200 Hunter Killer Subs
5 airships= 5 Global Stratosphereic Transports
25 heavy aircraft= 15 V-35 Oxes, 10 Ironsides
500 light aircraft= 200 Firehawks, 200 Hammerheads, 100 Orca Strikecraft

4 Million Civilians

NEW PROFILE: OOC - The Firestorm: An invasion game for historical, allohistorical, fantasy, and scifi factions. | Page 57
 
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Sinsystems Sheet
The Burning Legion
Leader: Kil'jaeden the Deceiver, Left Hand of Sargeras.

Why are we here?: Azeroth has fallen, once the shining jewel of the cosmos and one of the few that stood against the might of the Legion is now but another example of the Legion's might. But it's destruction was only the beginning as it's secret, long hidden has finally been revealed. A pathway to a place that put even Azeroth to shame.....a pathway to Xarmarazdik.

Current Army Percentages:
Land Army: 150%
Airforce: 145%

Tier D: Only War Faction (Ground Emphasis)
216 Great War Engines:
  • 166 Fel Reavers: Titanic monstrosities of demonic engineering the Fel Reavers crush all in their path all while emitting fel green smoke that taints the very air itself.
  • 50 Void Gods: One of the most powerful types of Void beings and the end result of a Naaru losing it's light. Living incarnations of the Void they drain the light from their victims and curse those foolish enough to oppose them with the darkness of the void.
1080 war engines
  • 720 Abyssals: Great flaming golemic constructs much larger than their infernal kin the Abyssals smash and burn all who oppose the Legion.
  • 360 Pit Lords: The military commanders of the Legion the Pit Lords are as cruel as they are powerful, living engines of destruction that annihilate all in their path with their glaives. Even their blood serves the Legion, corrupting all which it touches and in some cases even raising the fallen as undead servants of the Legion.
21,600 beasts of war
  • 8,640 Infernals: Mindless constructs of Fel Fire and Fury the Infernals exist for only one purpose, to destroy all who oppose their masters.
  • 4,320 Observers: Floating, multi-eyed squidlike beings the Observers are best described as living magical artillery. Able to fire beams of multiple types of magic from their eyes or crush those who get close with their tentacles the observers are not to be underestimated.
  • 4,320 Void Terrors: Huge and Extremely powerful two-headed demon the Void Terror has only one purpose, to consume. They devour all enemies in their path to grow stronger, turning their foes power into their own (usually this just increases their size.)
  • 4,320 Imp Mothers: Bloated beings that are the mothers to the Imps, many are skilled spell caster however the real danger lies in their children. Capable of spawning hordes of Imps to endlessly throw at their enemies the Imp Mothers rarely need to take to the field themselves, they merely let their children do it instead.
216,000 cavalry
  • 216,000 Felhounds: Twisted demonic hounds from the depth of the twisting nether the Felhounds are the bane of any magic user. As large and fast as a horse (although some get larger) the Felhounds possess the ability to sniff out and consume magic often leaving a wizard helpless before the beasts tear into his flesh.
108,000 elite infantry
  • 13,500 Doomguard: Power winged demons that possess an intelligence and cunning above that of the average demon. They serve as the field commanders of the Pit Lords as they direct the lesser demons on the field of battle.
  • 13,500 Wrathguard: The warriors of the eredar race the Wrathguard often serve as the personal guard for the higher ranking members of the legion. While not possessing the pure brute physical strength of other species the Wrathguard have are cunning and have an almost supernatural degree of precision able to capitalize on even the smallest weakness.
  • 13,500 Eredar Warlocks: Skilled practitioners of the mystical arts Eredar warlocks can call devastating spells down upon their foes. Through their magic they can unleash Fel fire, curses, disease, raise the dead and open gateways for even more of the Legions forces to enter this world.
  • 13,500 Nathrezim: Also known as Dreadlord these demons act as the intelligence agents of the Legion, while formidable on the battlefield they prefer to turn their foes against each other through manipulation and guile. Terror and subterfuge are their weapons and they are masters of it.
  • 13,500 Shivarra: 6 armed demon woman the Shivarra are the most devout members of the Legion, using their naturally strong charisma they preach the word of Sargeras's dread vision to all who they encounter.
  • 13,500 Mo'arg: Powerful and Intelligent the Mo'arg wield some of the most brutal weapons devised by the Legion, where the Wrathguard favor precision the Mo'arg choose overwhelming power with Fel Steel fists and savage buzz saws to name but a few.
  • 13,500 Inquisitors: A race of Fel casters in service of the Legion who see through swarms of floating eyes the inquisitors gather knowledge for their dark masters and construct the dark pacts that enslave others to the Legion's will.
  • 13,500 Jailers: Cruel beings that capture the souls of the Legions foes and twist them through torture to serve their burning masters.
4,320,000 Infantry
  • 2,160,000 Felguard: The rank and file of the Legion's armies the Felguard serve as fearless and unwavering soldiers to their dark master's will.
  • 720,000 Succubi: A race of female demons the Succubi revel in causing anguish and using their incredible mental powers often lull those of weaker minds into servitude.
  • 936,000 Satyr: Goat like demonic beings that were once morals of Azeroth but now serve the Legion. Skilled at the dark arts and subtly the Satyr kill with both magic and poisoned blades. However what truly makes these beings dangerous is how they can act as a vector for the corruption of the Emerald Nightmare and it's nightmare lord, through dark rituals they can channel their master's power to corrupt others with the nightmare (but it works best on Druidic based targets).
  • 504,00 Gan'arg: A diminutive race that serve as the engineers of the Legion the Gan'arg are relatively weak physically but do not hesitate to employ their machines in combat, often seen servicing the Legion's Fel Cannons these beings are not to be underestimated.
12,960,000 Chaff Infantry
  • 4,320,000 Imps: One of the smallest members of the Legion the Imps utilize their cunning and magical abilities to eliminate the Legion's foes with liberal amounts of Fel fire balls.
  • 4,320,000 Voidwalkers: Large shapeless masses of void energy the beings known as Voidwalkers have been bound by the legion's warlocks to act fodder for their advance.
  • 4,320,000 Zombies: The spirits of the civilians of Azeroth that have been bound to their deceased bodies to act as fodder for the Legion's advance upon this new world.

216 heroes:
  • Archimonde, the Defiler: One of the most powerful servants of Sargeras, Archimonde wields nigh limitless warlock magic and primal strength there are few among the Legion that can stand against his might.
  • Tichondrius, the Darkener: The leader of the Nathrezim Tichondrius is a powerful and cunning dreadlord he is skilled at manipulating even the most devout into serving the Legion's will.
  • Mannoroth, the Flayer: The leader of the Pitlords Mannoroth is powerful fighter that has lead the Legion's forces on countless forces, additionally he is also a powerful spellcaster able to exceed some of the most gifted sorcerers of Azeroth.
  • Lord Kazzak: A powerful Doomlord that commands the Legion's armies against all who oppose them.
  • Gul'dan, the Destroyer of dreams: The first orcish and most powerful orcish warlock who sold his own people to the Legion for power. Now he serves are it's herald and voice to the mortals who wish to stand against them.
  • Xavius, the Nightmare Lord: The first of the Satyr Xavius was cursed into a tree during the War of the Ancients but has since returned as the lord of the Emerald Nightmare. Using his powers he spreads the nightmare's corruption to the foes of the Legion twisting nature itself and those who use it (Aka druids) into perverse mockeries that serve the Legion.
  • Corrupted Ysera, the Nightmare Queen: Once the matriarch of the Green Dragonflight Ysera was claimed by the nightmare and corrupted into a servant of Xavius. Gone is her gentle soul for now she only seeks to destroy and spread the nightmare's influence to all who oppose her masters.
  • Corrupted Cenarius, Herald of the Nightmare: In ages passed he stood as one of the great bulwarks against the Legion, calling upon the wrath of nature to stem the burning tide. Now taken by the Nightmare Cenarius serves as it's herald, tainting nature with the nightmare's foul influence.
  • 103 Fel Lords: The commanders of the Fel Guard the Fel Lords possess unrivaled martial might and skill that is only matched by their cruelty.
  • 53 Eredar Lords: Some of the highest ranking members of the Legion possessing great martial and arcane prowess that few can match, the Eredar Lords are among the strongest members of the Legion.
  • 52 Doomlords: The greatest of the Doomguard that serve as second in command to the lords of the Legion and strike down their mightiest foes with their incredible martial prowess.
108 ships of the line: Traded for more airships
540 Galleons: Traded for more heavy aircraft
10,800 galleys: Traded for more light aircraft
216 airships:
  • 216 Dragons of Nightmare: One proud members of the Green Dragonflight these beings have been corrupted by the Emerald Night now serve the Legion. Where these dragons fly nature itself is perverted by the nightmare to strike down those who oppose the Legion.
1,120 heavy aircraft
  • 1,120 Terrorguard: Powerful flying demons that command the air during an invasion with savage blades and bolts of Fel fire.
21,600 light aircraft
  • 21,600 Fel Bats: Demonic bats that fill the sky and swarm the Legion's foes so that they may rip them to pieces with their claws.
Advantages
Might of a Legion: The Burning Legion has claimed countless worlds and has armies without number waiting in the Twisting Nether, this combined with the fact that upon being slain the souls of most demons merely return to the twisting nether means that as long as a portal is open they can reinforce for practically forever. (Large Bonus to repairing losses and increasing my numbers)

The Legion Corrupts: Whether by Demonic Fel energy or by the insidious power of the Emerald Nightmare the Legion corrupts all which it comes into contact with. Unless protected by powerful wards there is little that will not be twisted by the Legion's influence. (Corruption Effect - can cause mutation, madness, demonification and similar effects in none legion forces.)

The Deceiver: Despite their obviously evil nature and the corruptive influence of Fel energy the Burning Legion have long mastered the art of manipulating others into aiding them, in some cases even joining the legion itself. That skill coupled with the promise of power has lead to countless leaders or cults aiding the legion, whether willingly or not. (Bonus to Manipulation and the Creation of Cults)

Detriments

Backstab: As a force for chaos, staying a unified, organized force is ultimately anathema for the Burning Legion, whose components will inevitably come to clash with one another if not given more pressing concerns. Forces not engaged in combat have a chance of engaging in infighting.

Technologically stagnant: The burning legion; despite all the worlds it has met, has relied on largely similar means of waging war to accomplish its goals, proving a deep sort of reluctance to advance technologically. (Severe penalty to researching new technology, superscience esoterics, psionics, and the like)

Evil's bane: There are many sorts of beings, objects, and methods that are intristically harmful to the truly vile; and the Burning Legion's nature means that they cannot long bear their presence. (Sanctic attacks, powers, and methods are extremely effective against the burning legion)

Location: Green Dot in the South East below Lizardfolk
 
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ChineseDrone's sheet
The Technocratic Union
Tier A




Leader: Union High Command
Why are you here?: We have no idea. Apparently, the entire Union was thrown into an Everett Volume of some sort by what was presumably some mass reality deviant ritual that was more successful than anyone could possibly have imagined. This... must be dealt with

25 superheavy vehicles
500 heavy vehicles
5,000 light vehicles
10,000 "Heroes" (Enlightened Scientists)
30,000 "Elite infantry" (Enlightened scientists of various stripes)
100,000 "Infantry" (Various Sympathizers and Constructs)
2 Iteration X Assault Carriers (airborne)
8 Qui la Machinae
25 heavy aircraft
1000 light aircraft

No civilians

Traits:

Enlightened Science: Technocratic "Enlightened scientists" are capable of reality-warping cosmic power, expressed through the Technocracy's technology. Said technology is unusable by those without Enlightened Science ability
The Laws of Reality: Through use of Enlightened Science, the Technocracy is capable of defining the rules of reality inside its own facilities, making magic impossible and all of its technology more effective, and to craft materials like Primium that are resistant to magical effects overall
Constructs: Through use of cloning vats, the Union has at its disposal the ability to create significant numbers of artificial constructs (biological or synthetic) for various purposes

Drawback:

Paradox: This world is treated like a umbral realm where the laws of reality consist of those unique to this world and, beyond that, technology which is considered Coincidental or Consensual within the Union's own world (Near-future stuff, basically). Use of more advanced technology draws paradox, unless in a zone of Technocratic-defined reality or unless the Union successfully manages to redefine reality in this world through shifting Consensus
Paradigm-limited: The Union is only capable of working magic through technological means. A few exceptions may exist as the game goes on and Union members hit Enlightenment 6
 
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KnightofTempest's sheet

Intermarium Federation-1950






Leader
: Jozef Pilsudski (Enhanced by Janekium Derived Super-Serum)

Why are we here?: Some sort of Soviet Trick no doubt, although why they would bother to displace lands they want to conquer is beyond us.

Bio: The Tale of the Intermarium Federation begins even before the independent nations that would become the Federation were established. It starts in 1907, when a meteor carrying exotic matter crashed in the Tunguska Forest in Russia. This matter was studied and led to many technological and scientific breakthroughs. Scientists even found a way to synthesize these so called Tunguskic Elements. nfortunately, such scientific advancement could only heighten the danger of the Impending European Powder Keg as the Great Powers all sought to utilize Nikolayevite Fuels to make faster planes and Tunguskite Plating to make more protected Armored Cars, to make Jenkite Based Explosive Shells capable of busting the toughest bunkers and trenches. This arms race came to a head in 1913 when a Baltic German Political Dissident shot and wounded Tsar Nicholas II in an assassination attempt in Riga. The Tsar's Life was in Mortal Peril as doctors worked to save his life. Ultimately the Tsar would survive, although he would be a changed man, though no one would know just how changed until it was far too late. The Tsar, egged on by his closest advisor the Russian Occultist Grigori Rasputin immediately pressed for a Declaration of War on Germany, who refused to cooperate with the Okhrana when asked to investigate possible links between the would-be assassin and German Based Nationalist Groups operating out of Riga. A valiant attempt by Austria-Hungary to preserve the peace in Europe was foiled when Archduke Franz Ferdinand took a bullet meant for the Emperor fired by a Serbian Nationalist. Austria-Hungary declared war on Serbia the day after Archduke Ferdinand was buried, starting the chain of declarations that would plunge Europe into a Brutal War.

For 5 years Europe would be torn apart by war, fueled by Tunguskic Element Technology and Bloody Stubborn Mindedness. The Russians did poorly in the War, as the Tsar grew Increasingly mad and Rasputin stoked the flames of his insanity. Finally after the Germans had captured Poland and the Baltics with the Aid of Jozef Pilsudski and his Polish Legions, the Russian Underclass had had enough and revolution was declared. General Brusilov, the Russian's Best Commander, who had doggedly held onto Kiev in the face of overwhelming Austro-Hungarian pressure sent a letter to the Tsar Threatening to Resign if the Tsar did not make peace with the Central Powers in order to deal with the rapidly spreading revolution. This letter was followed by similar letters from almost the Entire Russian General Staff. The Tsar was driven into a murderous rage and reportedly was only held back from killing the messenger and calmed down by Rasputin who urged the Tsar to Send Peace Feelers out. Ultimately Russia would lose much territory in the Treaty of Kiev, but now her forces could return home to fight in a civil war that would go on for years after the General war had wrapped up.

However the Central Powers success in the East was not mirrored in the West or the Mediterranean. Greece and Italy had joined the Entente and together were turning the Mediterranean into a nightmare for the Central Powers. Greece had taken much of the Ionian Coast from the Ottoman Empire via surprise invasion aided by the many Ionian Greeks in the occupied territories, this had cut off Constantinople from the Rest of the Empire by a thin strip of Occupied Territory. The Ottomans problems were further Compounded when a British Backed Arab Revolt led by the House of Al Rashid managed to Capture much territory in Ottoman Arabia and the Levant. Meanwhile Italy had managed to reverse the Initial Austro-Hungarian Gains at the Battle of the Adige River, pushing the Austro-Hungarians back to the Piave in successive battles at Verona and Venice. In the West, France, Bolstered by British and American Reinforcements managed to push the Germans back into Belgium and were currently Planning an Offensive to retake Antwerp.

While German and Austro-Hungarian Reinforcements from the East managed to halt the tide of the Entente at the German and Austrian Borders for much of 1917, ultimately it would be a Fresh wave of American Recruits that would see the war end in Victory for the Entente. At the peace conference, the Austro-Hungarian and German Empires were carved up, with new states in the East. Poland, Czechoslovakia, Hungary, Lithuania, Latvia, Estonia, Belarus, and Ukraine were all created out of German and Austro-Hungarian Territory in the East. Hungary lost Transylvania to Romania and Bosnia, Herzgovina, and Slovenia to Serbia, Germany lost her Partition Borders to Poland, Czechoslovkia was severed from Austro-Hungary, Germany Lost Alsace Lorraine to France, and her Colonies to Britain. The Ottoman Empire lost Arabia, Palestine, and her Red Sea Coast to the New State of Rashidi Arabia, as well as Cyprus the Dodecanese, and the Ionian Islands to Greece. Italy Gained Trieste, Corfu, Trentino, and Dalmatia from Austria-Hungary.

For several years things were quiet, Czechoslovakia, Poland, Lithuania, and Hungary grew closer together and formed an alliance, a Little Entente as it was known at the time to prevent Russian and German Revanchism. Russia fought a civil war that culminated with the Capture of the Winter Palace and the Tsar by Revolutionary Forces, who then set about reorganizing Russia into a Socialist Nation based on Workers Soviets. In 1927 Pilsudski first borached the Topic of the Intermarium to his fellow little entente members. Poland was the unquestioned leader of the Little Entente at the time and so naturally assumed the others would follow her lead. This was not so and negotiations dragged on until late in 1928 when two things happened. One Pilsudski took over negotiations personally and proposed the federal structure and parliament, and two, the Soviet Union invaded Latvia and Estonia after "Spontanious" Demonstartions in Riga and Reval in favor of joining the soviet union broke out. These Invasions, coupled with the more reasonable offer, led to acceptance and the Intermarium Federation was born. It would be put to the test in late 1929, when the Soviets invaded both Belarus and Ukraine, both of whom immediately asked for Intermarium Assistance.

The Soviet-Intermarium War lasted from 1929 to 1931 when the Soviet Union was forced to seek terms after their poorly led and trained conscript armies were pushed back into Soviet Territory some 50 kilometers East of Smolensk. In the Treaty, Ukraine and Belarus were allowed to join the Intermarium Federation and the Soviets had to pay an indemnity in gold.

From 1931 to 1938 was a period of rapid industrial growth for the Intermarium as well as consolidation. However while things were looking up for the Intermarium, sinister goings on were happening in Germany. The Ultima Thule Occult Society was previously something that only the well to do in Germany were a part of, a social club dedicated to the occult. However the hard times Germany had fallen on after the Great War had transformed the relatively harmless social club into a powerful and sinister political movement. Ultima Thule preached that it was Germany's Destiny to retake those lands lost and to once again be a Great Power. It also preached that this destiny was handed down by the Mythical Ancestors of the German Race, the Golden Men of Ultima Thule who ruled much of the world in a time before pre-history. To anyone else this would sound like madness, but to the German People it was a spot of hope in a suicidally depressing period of history. Ultima Thule managed to win seats in the Reichstag in 1932 and their candidate won the Chancellory in 1934. Immediately Ultima Thule outlawed all other political parties now that they had a stranglehold on the government, and set about reorganizing the German Economy, first by deferring reparations payments and instead pumping that money into the economy, then by ceasing to pay reparations at all. Next Ultima Thule Abrogated the Arms Treaties and began to rearm. The Population slavishly followed Ultima Thule's Doctrines, as the German Situation Improved, and by 1936 the Germans had reoccupied the Rhineland, and by 1937 had a growing air force and armored corps. Germany even funded antarctic expeditions at this time to find the lost realm of Ultima Thule. This would have disastrous consequences later on. In 1938, Germany decided to test their might by invading Czechoslovakia and invoking the Ire of the Intermarium. The war would last until 1940 and see the terror that the Germans had found in the antarctic wastes unleashed, a giant bio-technological monstrosity that used human brains for processing power. This monstrosity was named the Golem of Ultima Thule, and later analysis of the Wreckage showed it to not be mystical, as thought by the Germans, but extraterrestrial having crashed long before human history. Regardless the monstrosity used the combined brains of the people of a small village near the Town of Teplice in German Occupied Czechoslovakia as processing power and was only destroyed through the combined efforts of the Entire Intermarium 5th Army. Eventually the Intermarium won the War, occupying East Prussia and Silesia and threatening to destroy berlin itself before the French and British got involved to negotiate a peace. Ultima Thule was removed from power in Germany, the Intermarium would keep Silesia and East Prussia, and the Government and Military of Germany would be subject to French, British, American, and Intermarium Oversight. The peace was signed in 1940. It has been ten years since then.

Tier C: Inter-war to mid cold war era earth, Generally dieselpunk, assorted famously strong fantasy factions

20 Rex Międzymorze-Class Land Battleships
100 Huszar-Class Heavy Battle Tanks
2,000 Szabla-Class Main Battle Tanks
20,000 Anders-Class Armored Fighting Vehicles
160,000 Super-Soldiers (Captain America Type)
400,000 Regular Infantry
0 Chaff Infantry (Traded for 150,000 Elite Infantry)
40 heroes (Doc Savage Type Pulp Heroes)

20 Ships of the Line (Grunwald-Class Battleships, Zielnice-Class Carriers, Wizna-Class Ballistic Missile Submarines)
100 Galleons (Split Between Battlecruisers, Light Cruisers, Attack Submarines, and Destroyers)
2000 galleys. (Split Between Frigates, Corvettes, Torpedo Boats, Mine Warfare Vessels, and Patrol Boats)

5 Warszawa Class Aerial Battleships (15 exchanged for 75 more Heavy Aircraft)
75 Perun Strategic Bombers (100 Exchanged for 20,000 Light Aircraft)
4000 Light Aircraft (Split Between Jasztrab II Supersonic Fighters, Sokol Supersonic Attack Aircraft, Orzel Attack Helicopters, and Sep Utility Helicopters)
You get 16,000,000 Civilians

Advantages


Tunguskic Elements: The Synthisization of the Exotic Matter known as Tunguskic Elements allows for much of the hyper-advanced technology of the Intermarium to be possible. Tunguskite Armor Plating allows the war machines of the Intermarium to withstand attacks from Electro-Rays and Railguns, Nikolayevite based Fuels allow the Intermarium's Planes and ships to be capable of speeds unheard of with diesel or petrol, Processed Sobieskite allows the manipulation of electromagnetic forces that make things like Electro-Rays and Railguns possible, and Janekium Derived Chemicals allow for the creation of super-soldiers capable of reaching the heights of Human Physical Achievement and beyond.

Industrial Heartland: The Industrial Heartland of the Intermarium came along for the ride when the Federation Was Translocated. Czechoslovakia, Hungary, Poland, Lithuania, Silesia, and East Prussia all came along. This allows for greater production of materiel and goods to be manufactured relatively easily by the Intermarium.

Federation: The Intermarium is a federal entity made up of several former nations, though some of them remained behind in the Translocation. Each Nation State retains it's own local laws as well as federal laws and has representation in the Federal Parliament in Krakow. As Such, it is easier for the Intermarium to assimilate other nations than it would be for an Empire.


Disadvantages:

Magic Prejudice: During the Eastern War with the Ultima Thule led Germans, the citizens of the Intermarium Grew to have a deep-seated distrust of the Occult and those that practice it, being that the Occult was a tool of the Enemy. This distrust only grew when the news of the German Atrocity at Teplice reached the General Public. An Entire City had it's population sacrificed to power one of the German Wunderwaffen, the Golem of Thule, which was only destroyed at great cost by the Intermarium's 5th Army all focusing on it together. Accordingly the Intermarium has a hard time assimilating occult based groups into the federal structure, as prejudices run high. In addition the Intermarium Military shuns the use of the Occult as a result of their experiences in the war.


Location: The Reddish Brown Dot
 
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