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Valkyria Chronicles: The Marberry Front [PG-16 / OOC / NS / A]


Makο

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Please keep in mind that, as my first RP, the OOC will often be restructured and improved.
Thank you for understanding.




 

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“The year was 1935 EC. Two powers controlled the continent. In the East, the sun rose over the Autocratic East Europan Imperial Alliance, otherwise known as The Empire. In the West, a network of loosely allied democracies formed the Atlantic Federation. Both powers depended on a precious mineral, ragnite, for their survival, and its growing scarcity led to the inevitable: war.

Hostilities began in the East when The Empire aggressively crossed their western border. The Atlantic Federation responded, and the Second Europan War (EWII) was on.

The Empire, with its vast military superiority, struck hard, gaining ground in early victories, and putting the Federation on the defensive. Emboldened by their progress and momentum, The Empire set their sights beyond the borders of The Federation.

In neighboring Gallia, a peaceful principality along the sea, they found their next victim. Gallia had long maintained its neutrality in the tensions between the two superpowers, but the rich stores of ragnite under the Gallian soil proved too tempting for The Empire. It amassed troops along the eastern border, and invaded with all the force of an avalanche.”


-Irene Koller, “On the Gallian Front”


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Introduction
[spoiler=~]
This is a sort of squad-based story set in the Valkyria Chronicles universe. Players will play as members of the Gallian Militia, drafted from the populace and sent to fight off the invading Imperials.
[spoiler=More information on the posting format I plan to use. It likely won't matter that much.]
Because of the format I have chosen to use, posting sessions will take place in three chunks. The first chunk will be Pre-Battle. In pre-battle, players are expected and encouraged to talk to one another, ready their equipment, and ask questions once the combat briefing commences. This is primarily used for plot and character building, and players will often have a chance to interact with npcs as well.

The second chunk is Operational Combat. Once the briefing is done, and players are now engaged in combat, one may post at their own discretion, though they should wait for the host or co-host to respond to them. Character conversation can occur here, and working together is encouraged. That being said, despite the mook-status of the enemies players will be facing, they are not so easy as to just "gun them down." Enemies will die at a good pace, but declaring their death in-post is discouraged. Combat ends once the objective stated in the combat briefing is completed, or when some other condition is met.

The third chunk is Post-Battle. After the battle is done, regardless of victory or defeat, players are encouraged to converse with each other about the events transpired, take this as an opportunity to build character, and hear from events from other fronts of the war. Travel between combat sites also takes place during this chunk. From here, the cycle repeats.

Of course, this cycle will be changed and contorted based on the needs of the RP and its players, but this is the general format.


 



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Plot Synopsis
[spoiler=~]
In the midst of EWII, following the successful liberation of Fouzen, the Gallian Army launches a massive assault against the Imperials dug into the Marberry Shore on the Northern coast of Gallia, in order to secure the industrial regions of Gallia and force the Imperials back towards the border.

Of the many Army forces and Militia squads joining the assault, Militia Squad 10 has been tasked with taking and holding the northernmost portion of Marberry, under the risk of constant Imperial attacks and attempts of recapture. This rag-tag group of militiamen and women, recently brought together after the old Squad 10 was all killed in combat in Fouzen, must learn to get along and fight well if they are to keep themselves alive in this war of attrition.

 



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Rules and Regulations
[spoiler=~]
Rules:

1) All YCM rules apply, both in terms of the RP section and otherwise.

Regulations:

1) This is a Valkyria Chronicles RP. This means that, by you joining this, you agree to following all known pre-existing Valkyria Chronicles lore, up to this point in EWII. Should I notice anything that conflicts with lore, it shall be pointed out in due haste, and a fix will be expected. Any questions regarding lore should be directed towards me or the glossary.

—1.1) Please take note of the hair color of your character, as if it should be this color, you gain the distinction of being part of the Darcsen race. Darcsens are widely discriminated against across Europa (including slavery), are well-known for their work in technology and ragnite mining, and are only allowed to have a single first name, with no surname. Any questions regarding the Darcsens should be directed at me.

2) Remember, while this might be anime war™, it’s still war; foolish actions will get you punished in-IC in some way. As cool as it is to do anime gun-kata kick flip combos, that will get you killed 99% of the time. I can’t wait for you to find the 1% of the time it works.

3) To make sure you read this, remember to post “The Darcsens did nothing wrong!” in italics and strike through.

 



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Database
[spoiler=~]
Please note that the Database is constantly being added to, including pictures, which will come soon.

Gallian Weaponry
[spoiler=~]

[spoiler=Gallian]
Type: Military Rifle
Length: 869mm
Barrel Length: 432mm
Caliber: 7.92mm
Clip Size: 5 shots
Weight: 3680g

A standard rifle developed by Gallia's only arms manufacturer, the National Arsenal. Created during EWI, it was issued to Gallian soldiers and saw use in combat before the war's end.

By minimizing changes made to the action of existing models, developers were able to save time in realizing their design while also allowing for as wide range of uses through further customization.

Its name comes from its status as the first domestically designed rifle in the nation's history.



[spoiler=Gallian-A]
Type: Military Rifle
Length: 997mm
Barrel Length: 560mm
Caliber: 7.92mm
Clip Size: 5 shots
Weight: 4620g

Designed to add stopping power to the Gallian's adaptable base, the Gallian-A also uses a water-based cooling system within the action to ensure smooth rapid fire, uncommon in standard rifles.

The experimental system worked better than even its designers had expected, also enhancing firing accuracy.

The stock and other parts are identical to those used in the Gallian.



[spoiler=Gallian-S]
Type: Military Rifle
Length: 1049mm
Barrel Length: 613mm
Caliber: 7.92mm
Clip Size: 5 shots
Weight: 4210g

Firing accuracy was the focal point when developers created this daughter to the original Gallian. Its construction is 90% identical to that of its parent.

Each part was farmed out of craftsmen specializing in various fields, combining to create a finely-tuned gun

The barrel was also extended to an unusually extreme length to ensure a stable firing trajectory.



[spoiler=Gallian-X]
Type: Military Rifle
Length: 1035mm
Barrel Length: 600mm
Caliber: 7.92mm
Clip Size: 5 shots
Weight: 4400g

The Gallian underwent a major overhaul to enable the firing of specialty rounds for the Gallian-X.

Those rounds unfortunately deliver a substantial shock to the entire gun body when fired, requiring reinforcement not just of the barrel, but entire gun.

As a result, the Gallian-X's gunstock was crafted from Kloden dark walnut, an exceptionally dense and resilient wood.



[spoiler=Mags]
Type: Military Machine Gun
Length: 661mm
Barrel Length: 335mm
Caliber: 9mm
Clip Size: 20 shots
Weight: 3540g

EWI saw a variety of firearms developed to suit a broad spectrum of needs. Among them, the machine gun's stopping power made it exceptionally popular among arms makers, both within Gallia and abroad

Though models of all shapes and sizes saw use in combat, the Mags machine gun was especially prized on the front lines for its portability.

Excelling in rapid-fire speed and ease, it exhibited unparalleled performance in close quarters of tranch and urban operations.



[spoiler=Mags MXX]
Type: Military Machine Gun
Length: 992mm
Barrel Length: 459mm
Caliber: 9mm
Clip Size: 20 shots
Weight: 4830g

An elongated barrel gave this model even greater rapid-fire capabilities than the original. Between the noticeable change in size and performance, this series was given two-digit model numbers.

A water-cooled system and fully retooled action yielded smoother firing, and made chambering and shell ejection failures a thing of the past.

For soldiers on the front lines, those little mishaps could easily spell death. This series allowed them to fight with one less thing to worry about.



[spoiler=MAJ-X]
Type: Military Machine Gun
Length: 990mm
Barrel Length: 459mm
Caliber: 9mm
Clip Size: 15 shots
Weight: 4310g

Developed as a powered-up version of the Mags line, the MAJ-X's initial designs called for it to fire reinforced shells, which caused too much of a strain on the gun's body to maintain its durability.

Instead, the weapon's maker crafted special bullets that caused secondary damage to the target upon impact. Though this succeeded in increasing damage, the new rounds were prone to jams while chambering, a problem ultimately solved by limiting the number of rounds held in the firearm's magazine.



[spoiler=T-MAG]
Type: Military Rifle
Length: 1014mm
Barrel Length: 492mm
Caliber: 9mm
Clip Size: 25 shots
Weight: 3720g

A thorough redesign from the ground up gave birth to this vastly improved gun.

Countless variants on the Mags existed, but the base was fast approaching its limitations. They key to progress was a loading device invented by Professor Theimer for use in tank machine guns. Build around that device, the T-MAG saw a larger magazine and vast improvements in clip size and firing speed.

The “T” in the line's name was added in deference to the professor who made its creation possible.



[spoiler=Lancaar]
Type: Anti-Tank Lance
Length: 2874mm
Barrel Length: ---mm
Caliber: 122mm
Clip Size: 1 shot
Weight: 16.2kg

Gallia's most common anti-tank lance, developed as way to allow foot soldiers to combat tanks unassisted.

An armor-penetrating warhead is loaded into the lance's tip, then fired at the target, detonating on impact.

Though its power and effectiveness are indisputable, its considerable weight impedes the mobility of the user.

The weapon draws its name from its use as a LANCe-shaped Anti-ARmor device.



[spoiler=Theimer]
Type: Anti-Tank Lance
Length: 3225mm
Barrel Length: ---mm
Caliber: 141mm
Clip Size: 1 shot
Weight: 18.1kg

The use of a reinforced warhead core and contact mechanism yielded gains in both stopping power and trajectory stability in this redesign of the Lancaar model.

Wing stabilizers derived from Professor Theimer's work vastly reduced projectile drift, an issue that had forced users of the original series to fire from point-blank range. A greater effective range meant users could keep a safe distance, greatly improving their survival rate.

Its effectiveness against Imperial tanks had soldiers calling it “The Tamer.”



[spoiler=Lancaar-SH]
Type: Anti-Tank Lance
Length: 2806mm
Barrel Length: ---mm
Caliber: 136mm
Clip Size: 1 shot
Weight: 13.5kg

Developed as an anti-tank lance variant for anti-personal use, the Lancaar SH uses a mortar-like warhead packed with explosives. Its power blast radius and effective range all surpass that of a traditional hand grenade.

As an anti-personnel weapon, portability was a top priority. The launcher saw a substantial slimming down, making the SH the lightest AT lance by far.

That said, it still handily outweighs a normal firearm, meaning only those used to carrying lances can likely wield it.



[spoiler=GSR]
Type: Military Sniper Rifle
Length: 1073mm
Barrel Length: 585mm
Caliber: 7.92mm
Clip Size: 1 shot
Weight: 3970g

The GSR sniper rifle has its origins as a rifle made for use on horseback, built with all the know-how amassed during the Gallian0S's development. Its defining feature is a variable zoom sniper scope.

Built in an era of semi-automatic hand guns, the fully manual bolt action GSR was half obsolete by the time it hit the production lines. But its exceptional firing accuracy and brilliantly made safety saw it continue to see use until the very end of EWII.



[spoiler=Brondel]
Type: Military Sniper Rifle
Length: 1243mm
Barrel Length: 800mm
Caliber: 7.92mm
Clip Size: 1 shot
Weight: 4220g

Unlike the GSR, built with the Gallian-S as its base, the Brondel was an entirely unique design.

Its barrel and action were strengthened, and it was capable of firing reinforced rounds, but recoil issues led to a drop in firing accuracy.

This model is also notable for the metal jacket covering its barrel, added both as a reinforcement and to dissipate heat.

It was named for Bernhardt M. Brondel, head of the Gallian National Arsenal.



[spoiler=GSR-XX]
Type: Military Sniper Rifle
Length: 1243mm
Barrel Length: 810mm
Caliber: 7.92mm
Clip Size: 1 shot
Weight: 3860g

By modifying and extending the barrel of the GSR, developers were able to achieve a much steadier bullet trajectory, while modifications made to the action itself further improved firing accuracy.

Improving the gun's serviceability was also a priority, informed by real combat experience. All units were shipped with a cleaning rod and maintenance kit stored in the gunstock, meaning tools were never far from reach.

In function and reliability, this line universally outperformed the original.



[spoiler=Brondel X]
Type: Military Sniper Rifle
Length: 1264mm
Barrel Length: 802mm
Caliber: 7.92mm
Clip Size: 1 shot
Weight: 4430g

Alterations to the Brondel's percussion enabled this model to fire speciality rounds. It also featured a redesigned barrel and a far sturdier action than its predecessor's. Though the additional weight of these upgrades posed several issues, its makers were largely able to resolve them before it saw production.

Though its considerable weight at the testing phase gave it the unfortunate reputation for being unusable in combat, a lightened stock and pared-down barrel ultimately made its weight only slightly greater than that of the original line.



[spoiler=Randgrizer M]
Type: Rifle Grenade
Length: 220mm
Barrel Length: ---mm
Caliber: 24mm
Clip Size: 1 shot
Weight: 422g

A launching device developed as a way to propel hand grenades greater distances.

Early designs that had grenades loaded directly into the gun's muzzle prevented conventional firing, and the recoil from the grenades often bent the barrel. The solution came in the form of this under-barrel type, which allowed users to fire the rifle and grenade independently.

Built to be the crowning glory of the Gallian-type rifles it affixed to, these grenades were named after Gallia's capital.



[spoiler=FF]
Type: Military Flamethrower
Length: 430mm
Barrel Length: 395mm
Caliber: 21mm
Clip Size: 1 shot
Weight: 3320g

These weapons emit an intense blaze by igniting a spray of atomized ragnite, and were designed as an attachment to existing machine guns. Each unit has a liquid ragnite atomizer and a spring-valve reagent spray emitter to ignite it. For the sake of convenience, it uses replaceable pressurized fuel cells.

What it lacks in duration, range and stopping power, it easily makes up for the psychological shock value.

It takes its name from the nickname its designers gave it, the “Flame Flail.”



[spoiler=FoG]
Type: Military Flamethrower
Length: 557mm
Barrel Length: 458mm
Caliber: 21mm
Clip Size: 1 shot
Weight: 3750g

A more lethal version of the FF, the FoG emits a toxic gas byproduct made during the ragnite combustion for added damage. The unit's greater size reduced its easy of portability, and the enlarged muzzle meant a greater strain on the wielder when in use. While its ability to emit a large quantity of flame made it useful against trenches and bunkers, that also led to units armed with flamethrowers becoming more frequent targets.

Named for the “Flames of Gehenna,” its putrid fire made the passing of many a life a very painful endeavor.



[spoiler=B-Type Grenade]
Type: Hand Grenade
Length: 300mm
Barrel Length: 80mm
Payload: 422g
Weight: 720g

A wooden handle extends from this simple can-type explosive, made from a powdered ragnite mix that emits a characteristic blue glow upon detonation.

It uses a friction-based fuse system in which the user first removes the safety cap at the handle's end, then pulls the internal ripcord to spark the fuse.

Because the bomb detonates a few seconds after the fuse is ignited, requiring the user to swiftly throw it then seek cover from the blast, its operation requires some degree of safety training.



[spoiler=Gallian Light Tank]
Length: 4.97m
Width: 2.39m
Height: 2.55m
Weight: 11.2t
Top Speed: 50km/h
Power: 200hp/2800rpm
Arms: -Breda 24/75mm PaK cannon
-Erma 7.92mm tank machine gun

With a strictly defense-oriented national policy, Gallia's tank designs focus more on defensive capabilities than offensive capabilities. Gallian tanks tend to be small and mobile in design to allow for greater freedom of movement through the surrounding terrain.
Immediately after the commencement of EW1, Theimer and other Gallian engineers recognized the threat of the Imperial tanks, and quickly developed these tanks to defend Gallia. They succeeded in mass producing these simple tanks, allowing Gallia to survive the Imperial onslaught.
After the war, Theimer tried to convince Gallia's military council of the necessity of a more offensive vehicle, but they voted in favor of maintaining the heavily defensive tactics that had allowed them to survive EW1. This decision is the reason why the majority of Gallia's tanks are specialized in defense.




Imperial Weaponry
[spoiler=~]

[spoiler=Light Tank]
Length: 6.69m
Width: 3.02m
Height: 3.24m
Weight: 24t
Top Speed: 45km/h
Power: 330hp/1800rpm
Arms: -Krimm N-237 37/45mm cannon
-Krimm M-210 10/85mm mortar
-Uranus 7.62mm tank machine gun

Though original developed before the outbreak of EWII, these tanks saw considerable use throughout the war.

Taking the stage just as tanks began to see use as highly mobile units able to work in conjunction with troops on foot, this model came to define the epoch.

By the beginning of EWII, however, they had begun to show signs of age, and were outclassed by Federation counterparts in terms of frontal firepower.



[spoiler=Medium Tank]
Length: 5.95m
Width: 3.35m
Height: 2.98m
Weight: 38t
Top Speed: 35km/h
Power: 550hp/2150rpm
Arms: -Krimm N-324 24/76.2mm cannon
-Krimm M-216 16/85mm mortar
-Uranus 9mm tank machine gun

As the imperial gold standard in EWII tank designs, over 12,000 of this model had been produced by 1935, the majority of which saw actual combat.

It offers a solid balance between power, armor, and mobility at an exceptionally low price, making it highly versatile.

Variants were made to suit a wide random of combat needs, and its ubiquitousness led Imperial soldiers to associate it with home, calling it the “Fatherland.”



[spoiler=Heavy Tank]
Length: 7.16m
Width: 3.72m
Height: 3.23m
Weight: 45t
Top Speed: 32km/h
Power: 600hp/2000rpm
Arms: -Krimm N-334 34/76.2mm cannon
-Krimm M-312 12/122mm mortar
-Uranus 7.62mm tank machine gun x2

This heavyweight tank's powerful, relatively long-barreled rotary cannon and front-mounted, wide-muzzled fixed cannon combined to form a shockingly effective frontal offense.

A small magazine mounted at the turret's rear increased the number of rounds the tanks carried, while the use of a large interchangeable chassis kept costs low, a practice that later became common.



[spoiler=Tank Destroyer]
Length: 6.37m
Width: 3.02m
Height: 2.57m
Weight: 41t
Top Speed: 35km/h
Power: 600hp/2000rpm
Arms: -Revelle D-5S 30/85mm anti-tank gun
-Uranus 7.62mm tank machine gun

Originally developed as a self-propelled artillery unit, the addition of a drive system similar to that used in Imperial heavy tanks saw it reborn as a tank destroyer.

Equipped with an anti-tank cannon based on anti-aircraft weaponry designs with exceptional armor-piercing capabilities, it became the bane of the Federation.

This highly useful design soon took the field not just within armored squadrons, but as an escort unit for foot soldiers.




General Glossary
[spoiler=~]

[spoiler=The Principality of Gallia]
Full of nature and rich in ragnite ore, Gallia borders the Empire to the east and the Federation on its western edge.

This small, central Europan nation is a consitutional monarchy, ruled by the House Randgriz, the hereditary sovereigns of Gallia. The first ruling ancestor of the house, revered as the legendary hero of the ancient War of the Valkyrur, built a castle on the site of what is now the capital city Randgriz, establishing it as the seat of Gallian rule

Despite its size of only 38,567 sq. km and a population of just over 430,000, it boasts a rich and unique culture. The official currency is the ducat, and it is characterized by policies of armed neutrality and universal conscription.



[spoiler=Gallia's History]
The nation was formally born in the 3rd Century, when Castle Randgriz was built and rule over the surrounding areas began.

When the Empire invaded Gallia at the turn of the 19th Century, the king renounced his crown, instead ruling over the autonomous region within the Empire as archduke. But as democratic movements swept western Europa, the archduke harassed that energy in Gallia to push for freedom from the Empire, resulting in the War of Gallian Independence.

Stretched thin between multiple fronts, the Empire was unable to maintain its hold, and the small nation rose as the independent Principality of Gallia, declaring neutrality and establishing a system of universal conscription.



[spoiler=Gallia's Topography]
With the sea at its north and west and thick forest shielding it to the south, Gallia is naturally fortified against invasion, historically allowing it to repel even significantly larger foes.

Hilly plains cover sixty percent of the nation's land, and its mountains contain a rich store of ragnite ore, a valued source of energy. Large cities dot the flatlands to the north, while the rest is largely occupied by lush farmland.

Gallia enjoys a temperate oceanic climate with a little variation in rain levels throughout the year, and the soil is highly fertile. Because growing conditions for livestock and grain are equally favorable, Gallia practices a mixed form of agriculture.



[spoiler=Bruhl]
This small town lies on the Imperial border at the eastern edge of Gallia.

Windmills stand atop the crests of many of the region's rolling hills, but few are as large as the so-called “Sister Mills” built from an old castle tower in the heart of town. Because it radiates from the mill, Bruhl is also known as “Miller's Home.”

The town supposedly began as a hideout for Royal Guard soldiers who'd revolted against the king. Perhaps in echo of that, the town of just under 8,000 nonetheless has an active town watch, and Bruhlers are famed for taking pride in guarding their homes themselves. Exports include dairy and bread made from locally grown wheat.



[spoiler=The Capital City of Randgriz]
The capital of Gallia since its days as a monarchy, this ancient city has the longest history of any in Europa.

The city takes its name from the ancient war hero who founded it and began rule over the surrounding area, the ancestor of today's House Randgriz. Surrounded by castle walls stretching 1km in diameter, the entire city stands as a citadel and contains the seat of Gallia's politics, economy, and culture.

Castle Randgriz, home to the archduke, marks the iconic heart of the capital. Its single magnificent tower has been likened to a unicorn's horn, giving rise to the national crest that bears the likeness of the mythical beast.



[spoiler=Military Headquarters]
The Gallian Army's central base stands amid a wooded area at the outskirts of the capital. Known informally as Fort Amatriain, in honor of General Amatriain, who was responsible for restructuring Gallia's military and establishing this facility during EWI.

Within its walls lie the army's command room, offices, training grounds, hangars for weapon storage and maintenance, and other military facilities. It also holds living quarters, a mess hall, infirmary, and a relaxation lounge for the soldiers themselves.

Even R&D work on inventing new weaponry takes place in an on-base facility, with mechanics and engineers hard and work there around the clock.



[spoiler=The Kloden Wildwood]
This expansive primeval forest stretches across Gallia's south, and forming a natural border with the Empire.

Poor roads, violent peaks and valleys, and extremely dense vegetation combine to impede travelers while baffling their natural sense of direction. Thought to be impenetrable except by foot, Kloden has been a living fortification against invasion since Gallia's inception.

The woods are home to foxes, squirrels and rabbits, as well as larger animals like deer and boar and rarities such as porcavian. Beeches form the majority of this deciduous forest, also rich in elm and oak. Untouched by human hands, some of Kloden's trees are thought to be over a thousand years old.



[spoiler=The Citadel at Ghirlandaio]
Massive and stalwart, this fortress sits on the Gallian-Imperial border. Built in the middle ages as a castle along a key route linking Gallia to eastern Europa, it now stands as a modern fortress.

Following EWI, it served as a checkpoint controlling the flow of people and goods into and out of Gallia. At the onset of EWII, Imperial forces claimed it for use by Commander Maximilian and his top-echelon officers as a base of operations for the ensuing large-scale invasion.

After claiming the citadel, the Empire outfitted its facade with powerful fixed cannons and begun to use the structure as a storehouse for weaponry to be used in the Gallian incursion.



[spoiler=The Barious Desert]
An arid desert devoid of all vegetation covers the eastern Gallian basin area, several tens of kilometers across.

Allegedly scorched as a result of the so-called Darcsen Calamity, the area has been reduced to a huge, uniquely-shaped crater with a host of deep crags issuing out from a massive gulch at the basin's center. Thought to be the result of a massive explosion, these fissures in the ground match standing rock formations full of large, circular holes.

The remnants of human dwellings dot the eroded landscape, suggesting that this area was once the site of a large city. These days, violent sandstorms assail travelers, and visitors to the region are few.



[spoiler=Fouzen]
As one of Gallia's richest mining sites, this industry capital grew hand in hand with the evolution of ragnite science.

The city is divided between an upper and lower level along either side of a steep ravine that locals have chiseled away for decades to create the present slope. The city's layout allows for ragnite ore to be mined, extracted and sent on to manufacturing along a smooth, logical flow. Trolley cars stationed throughout the area carry the excavated ore to a refinery where it can be extracted, then sent on to one of several manufacturing plants to be made into weapons.

Following the Empire's occupation, the manufacturing process's labor needs were met by Darcsen labor camp detainees.



[spoiler=Darcsen Concentration Camp]
Darcsen laborers collected during Imperial hunts were held in this Fouzen prison facility.

After capturing Fouzen, the Empire was faced with the task of staffing its ore mines, smelting facilities and arsenals with laborers. Hunting parties were sent to scour Gallia for Darcsens that were abducted and used as slave labor, made to live in a shoddy wooden camp on the floor of the ravine while working under inhumane conditions.

A high-voltage fence surrounded the camp's perimeter to prevent escape, and the Imperial soldiers kept a close watch on detainees from atop watchtowers built throughout the area.

Host Note: The Camps have been disbanded following the Gallian liberation of Fouzen.



[spoiler=The Marberry Shore]
One of several stretches of open shore north of the Fouzen industrial region.

The Empire turned the sheer cliffs that surrounded the broad, hilly center of this inlet into an extremely effective stronghold. Massive cannons and thickly shielded machine gun emplacements lined the rock face, barring all entry, while fortifications craved directly into the cliffside further contributed to making this base utterly unassailable.

The bloody beach marked the end of the road for countless Gallian soldiers sent in the many attempts to oust the Empire from the area, each of them failing to breach the base's ironclad defense.



[spoiler=The Naggiar Plains]
Few areas within Gallia have been the grounds for more battles through history than the sweeping Naggiar Plains, found in the nation's northeastern region.

As the object of several border disputes between the Empire and Gallia, this area saw warfare so frequent that today only a few scraggly patches of grass remain to cover the divot-ridden red clay soil.

Trenches dug during EWI also remain, criss-crossing the region in a complex network of deep scars.



[spoiler=Europa]
As a resource-rich part of the largest land mass in the northern hemisphere, this land has inspired those with dreams of domination for millennia.

In ancient times, the Valkyrur managed to unite Europa under their rule, giving a rise to a number of kingdoms. Subsequent divisions arose as influential leaders within each of the kingdoms chose to splinter off to form new nations, and it was not long before the first campaigns of conquest began.

By the 1800's, the balance of power lay split between the Earth Europan Imperial Alliance and the Atlantic Federation, with the small nations in their shadows left to weather the waves caused by the clash of these two behemoths.



[spoiler=East Europan Imperial Alliance]
A conglomerate of nations united under the rule of the East Europan Emperor, commonly referred to as “The Empire.”

The Industrial Revolution that occurred when ragnite was discovered as a useful energy source saw the nations of eastern Europa, pioneers in machine technology, rise to power. Already tightly bound by a network of marriages amongst royalty, these nations now joined hands in a form international alliance.

While not technically an autocracy, the emperor enjoys limitless authority within the alliance. The Empire retains customs and practices held over from medieval times, and its people are known to harbor conservative views including a strong hatred for the Darcsen race.



[spoiler=Atlantic Federation]
The product of an alliance among a large collective of West Europan democracies, known informally as “The Federation.”

Popular uprisings spurred on by the late 18th Century Industrial Revolution gave birth to a number of new democracies. The nascent Empire, formed to the east, represented a common threat, motivating a mutual defense agreement among these infant republics. Though an elected Head Councilor acts as the Federation's chief executive, unanimous agreements are rare among the constituent republics, meaning it often takes months to enact measure. Thought a series of secret alliances and gains won by extortion and blackmail put the Federation ahead of the Empire in terms of national power, they have yet to defeat them on the field of war.



[spoiler=EC (Europan Calendar)]
This calender, used across Europa, has at its origin the Valkyrur conquest of the continent. For this reason, it is also known as the Valkyrian calendar.

Each year is counted in relation to the year the Darcsen people were subdued and Europa was united as a continent. Years predating the unification are denoted as BC or “Before Conquest.”



[spoiler=The First Europan War]
Friction between the Federation and Empire surrounding ragnite resources escalated into a continent-wide war, “EWI.”

The Industrial Revolution of the 18th Century led to skyrocketing demand for ragnite, pitting Europa's twin giants in a race for resources. When the crown prince of the Empire was assassinated at the start of the 20th Century, tensions spiraled into all-out war. Though the Imperial force employed a corps of newly developed tanks, hostilities soon became bogged down in fruitless trench warfare, and the two exhausted powers ultimately signed a cease-fire agreement.

During the war, Gallia's military, led by General Belgen Gunther's tank corps, foiled an Imperial Invasion attempt.



[spoiler=The Second Europan War]
Beginning as an Imperial incursion into Federation land, EWII quickly engulfed the entire continent in what became the largest-scale war in Europa's history.

Though EWI ended in a stalemate, both powers had spent the intervening years stockpiling arms and preparing for the inevitable return to hostilities. After a short 120-year pause, the Empire began the invasion anew, taking three of the Federation border republics in quick succession. The Federation responded with a formal declaration of war.

It wasn't long before the forces of both superpowers began to spill across the borders of other neighboring nations. Soon, all of Europa was caught up in a war that dwarfed all those in memory.



[spoiler=The War of the Valkyrur]
The ancient Valkyrur united the Europan continent after subjugating the Darcsens in this half-legendary war of conquest.

By circa 30 BC, the Darcsens are said to have ravaged much of Europa, wielding the dark arts to harness the destructive potential of ragnite in their heedless power struggles. Suddenly, an immigrant population known as the Valkyrur emerged from the north, bearing a “divine power” in the form of lances and shields bathed in blue light. Using those to halt the Darcsen rampage, they brought peace to Europa, according to inscriptions found in ruins across Europa.

In addition to unifying the land under their rule, the Valkyrur are credited for the birth of modern Europan culture.



[spoiler=The Darcsen Hunts]
A common term for the systematic capture of Darcsens, practiced most frequently in eastern Europa.

Continuing the long history of prejudice and persecution against Darcsens that dates back to the War of the Valkyrur, the Imperial army often staged hunts. Captives were alternately used as slaves or simply executed. Hunts are performed by dedicated squads whose sole job is to scour settlements both within the Empire and abroad for Darcsen captives.

The increased need for labor brought on by the onset of war saw hunts grow both more frequent and violent. Victims were sent to live and work in inhumane squalor at any of several concentration camps across Europa.



[spoiler=The Valkyrur]
These immigrants from the north are said to have united the devastated continent under one rule in ancient times.

Thought believed to be an oceanic tribe that crossed into Europa via the North Sea, much of their historical origins remains unproven by archeological fact. Their ragnite weaponry allegedly granted them unparalleled power over the Darcsen natives, thought other accounts suggest that their very bodies exuded a strange blue light that allowed them to perform superhuman feats. Where historical fact ends and legend begins, none can say

By the end of the 2nd Century after the conquest, interbreeding with the native population is thought to have all but ended the pure Valkyrian bloodline.



[spoiler=Darcsens]
Europa's oldest indigenous race, said to have lived across the continent since ancient times. They are characterized by dark blue-black hair and the shawls bearing the traditional Darcsen pattern.

History tells of a “Darcsen Calamity” in which this race devastated the continent until the Valkyrur defeated them in the War of the Valkyrur. For their crimes of senseless destruction, the Darcsens were stripped of their last names and chased from their jobs and property, and remain the targets of hatred and persecution. Recent uses of Darcsen labor to mine and smelt ragnite in refinery sites full of pungent oils has given rise to a new set of stereotypes. Despite the endless derision and persecution, the Darcsens remain a proud race with a rich, unique culture.



[spoiler=Valkyrur Common Knowledge]
Legends of the War of the Valkyrur and a number of traditions that stem from this ancient people can be found in all areas of Europa, and a basic awareness of the Valkyrur's existence pervades the land and common knowledge.

The generally held view of this race is as saviors of the continent who led all of Europa to prosperity, with some going as far as to worship them as divinities. That said, the bloodline is believed to have died out long ago, resulting in a thinning of their presence within the popular consciousness. Today, there are many who view them less as historical fact than as the stuff of legend.



[spoiler=Valkyria Worship]
Some Europans hold the Valkyrur as the object of religious worship. Known to have possessed superhuman abilities, the Valkyrur are understood as either gods or the vassals of god in several sects, the largest of them known as Yggdism.

He Yggdist faith arose at the start of the 3rd Century and gradually spread to all regions in Europa. The tenets hold that the Valkyrur were a race of gods, and its mythology draws heavily from the northern legends brought in during their conquest.

Because beliefs have traditionally taken form of popular superstitions tied closely to everyday practices, regional differences abound, blurring the lines between one sect and the next.



[spoiler=Universal Conscription]
One of Gallia's national precepts states that all citizens are eligible to be drafted into service in times of war.

Enacted as a way to enforce the position of armed neutrality adopted after Gallia won its independence, the law prescribes a three-stage draft according to need, and applies to men and women alike.

Schools of each level offer mandatory military education, and all citizens are required to graduate from middle school, meaning all Gallians have basic training in combat skills. Universities double as officer training schools, and graduates are eligible for the rank of lieutenant upon enlistment.



[spoiler=The Gallian Army]
A standing self-defense force serves to uphold Gallia's position of neutrality. As every citizen receives basic military training, most of Gallia is also guarded by independent watch groups, and defensive preparations are made on a town, neighborhood and household level.

In times of peace, Gallia's army is made up of 80,000 ground units, 10,000 marine units and 2,000 military police units in addition to the autonomous town watches found across the nation. When at war, a militia is drafted from the civilian public and assembled under that standing form (called the Gallian Army). Officers from the Gallian Army are assigned to lead militia regiments and battalions as necessary.



[spoiler=Gallian National Arsenal]
As the nation's only arms manufacturer, the National Arsenal both develops and constructs all of Gallia's weapons.

Seeing the production of arms as a part of national defense, leaders elected to end weapons importation and founded a new domestic arsenal during EWI. This also helped keep weapons technology and plans from leaking to foes.

Professor Theimer, creator of the tank that war hero General Gunther operated, was a major player in the arsenal's initial staff, matched only by Bernhardt Brondel in skill. Brondel, who rose to lead the arsenal, is said to have amassed his considerable knowledge through close friendships with a number of talented Darcsen engineers.



[spoilers=Tanks]
At the turn of the 20th Century, a time when trench combat was the primary form of warfare, these armored vehicles were created to break across defensive lines.

Their design employs a ragnoline fuel combustion engine in which energy is harnessed from the explosive ignition of liquid ragnite. Byproducts include a distinctive blue light and extreme heat, requiring the addition of a radiator at the tank's rear to prevent overheating. Originally used to cross trenches and as foot soldier support, economic and technological advances have seen tanks grow to fill a number of combat roles. After the Empire employed highly mobile attack tanks in EWI, all of Europa began to develop new vehicles, leading to the diverse array of models seen today.



[spoiler=Gallian Tanks]
As part of a defensive force, Gallian tank designs favor small, highly mobile units suited to Gallia's topography over heavy tanks focused on firepower.

In EWI, the Gallian force used light tanks and foot soldiers to stop the Empire's invasion rather than squaring off against the attack-heavy Imperial tanks. After witnessing the Empire's fearsome armored corps, a group of Gallian engineers led by Professor Theimer came together to develop a new kind of tank that could be mass produced to check the Imperial force. Theimer proposed the necessity of a line of tanks specialized in offensive firepower, but Gallian Army leaders dismissed his ideas. Consequently, most of Gallia's tanks remain primarily defensive units.



[spoiler=Imperial Tanks]
Born in the late 19th Century as a means to break the stalemate of trench combat, Europa's first tanks were Imperial in design and manufacture. The Empire's armored corps took to the field shortly after EWI began as a force of extremely powerful, highly mobile tanks, easily tearing apart the Federation's defenses. In the medieval military philosophy of the Empire, the tank represented the new knight, and stood at the army's core as it marched across the continent.

Unable to stand up to the Empire's tank force directly, neighboring countries were left to develop small ambush tanks, which in term led to Imperial designers to build bigger and tougher juggernauts. In the tank technology race, the Empire has long remained one step ahead.



[spoiler=Federation Tanks]
Partially due to barren arsenals and a lack of infrastructure in the Federation prior to EWI, the war saw the Empire secure a broad head start in the field of tank technology. To Federation forces centered around foot soldier tactics, the Imperial armored corps represented a new and terrifying form of warfare. By the end of EWI, the Federation military knew well the necessity of heavy tanks with large cannons, and the development of armored vehicles began in earnest.

Unable to rival the Empire in technology or military prowess, they instead chose to exercise their economic superiority, building a force of tanks with middling capabilities large enough to combat the Imperial force by sheer numbers.



[spoiler=Ragnite]
As Europa's primary energy source, this ore has become vital to daily existence. It luminesces a characteristic blue hue when releasing the energy it contains.

Mined primarily in mountainous regions, the raw ore is then refined for use in any number of applications. Though the ore's existence was known in ancient times, it was not until the Valkyrur brought their refinery technology to Europa that its use began. Since the Industrial Revolution, it has become a vital ingredient to human civilizations.

A surging need for tank fuel and weaponry derived from the ore has recently driven Europa's nations to expand their borders in a growing war for resources.



[spoiler=Uses of Ragnite]
Depending on the refinery methods used, ragnite ore can produce various forms of energy suited to a spectrum of needs.

Refined into liquid ragnoline, it can fuel lamps or power vehicles, granting it a broad range of civilian uses. Its military applications include tank fuel, an incendiary agent in flamethrowers, the explosive payload in hand grenades, and countless others. Medical scientists recently learned that the ore also acts as a painkiller, developing a controlled disinfectant and restorative agent known as ragnaid.

New properties and applications for the ore continue to be discovered daily, and few doubt that this resource will only continue to grow in use and value.



 



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Application Format
[spoiler=~]
An important note regarding squad class: In the Gallian Militia, soldiers are split into 5 different roles, with one being assigned to each person. While I am giving you the option to choose, keep in mind that each class plays a vital role in combat, so if you notice any one role is lacking, try and pick it up. Going into combat with 10 Scouts or 10 Snipers is rather useless.

When picking a role, you will be automatically assigned weapons from the Gallian Weaponry database, and will have improved weapons as the RP goes on. If you want a special exception, you may talk to me, but prepare to be denied.

[spoiler=Descriptions of each role is as follows:]
Scout: Scouts are the primary recon unit of any given squad. Armed with semi-automatic rifles, hand grenades, and ragnaid canisters, they are lightly armored and lightly armed, making them poor in direct combat. However, with the medium range on their rifles and the ability to move far and fast, they are great at spotting enemy units and taking out high-priority infantry targets nearby.

Shocktrooper: The core of any military, Shocktroopers make up the brunt of the Gallian and Imperial Armies alike. Armed with submachine guns, grenades, and ragnaid canisters, they move fast and hit hard, armored enough to take hits, primarily taking an anti-infantry role. However, due to a lack of precision weaponry, they struggle at range, and their armor prevents them from moving too far in their sprints.

Lancer: The primary anti-armor specialists of the infantry, Lancers are highly important in the age of tank warfare. Armed with high-powered anti-tank lances and ragnaid canisters, tanks of all caliber fear the Lancer's prowess. However, their heavy armor, even heavier anti-tank lances, and inability to return infantry fire leave them slow and vulnerable to infantry attacks. However, explosives do little damage to the heavily armed Lancers. Should tanks be in the field, protecting Lancers becomes a priority.

Engineer: The support unit in the field, Engineers are vital to repairing friendly fortifications or vehicles, or dismantling enemy fortifications. Armed with a semi-automatic rifle, a larger quantity of grenades, a ragnaid canister, spare ammunition, and the tools required to repair things, Engineers are given less of an emphasis in combat training, meaning that, when coupled with their light armor, they are less suited for direct combat roles. However, whenever something needs repairing, or someone runs dry on ammo, the Engineer is the first to be called.

Sniper: Another form of support unit, Snipers excel at taking out high-priority infantry targets at very long range. Armed with a bolt-action rifle with a telescopic sight and ragnaid canisters, they are meant to sit back behind the front lines and pick off enemy targets as they come into view. However, with the lightest armor of all classes and a lack of physical training, they cannot move as far as other classes, and cannot face enemies in close-quarters.

Tanker: A first-come first-serve class, the tanker will be in charge of Squad 10's sole Gallian Light Tank, which they have the privilege to name whatever they like. Due to the radio that tanks have, a Tanker is also expected to act as Squad Leader, meaning they give orders to the rest of the squad should the need arise. With armor impervious to small-arms fire, save for the radiator in the back, the Tanker is capable of protecting allies as well as leading them, with their cannon and machine gun to take out light and heavy targets alike.



Name: [should be European/West Asian in nature. This does take place in Europa, after all]
Age: [Minimum is 12 years old, but please don't aim there directly.]
Gender: [Whatever.]
Appearance: [Either 2 paragraphs of descriptor, or a picture with some text to explain what can't be seen]
Class: [scout, Shocktrooper, Lancer, Engineer, or Sniper. If you want to use a specialty role, please talk to me.]
Personality: [At least 2 paragraphs. Let me get to know your character.]
Bio: [At least 2 paragraphs. Where'd your character come from? While you can be delightfully vague as you'd want, getting stuff from the glossary would really ground your character.]
Misc: [Whatever doesn't go anywhere else.]

 



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Accepted Applications
[spoiler=~]
TBA

 




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I'm interested, though I've got a lot to read, since I've never heard of this before

Honestly, you don't need too read much of the glossary. The Glossary exists for self-reference, should I not be available. I can answer all questions one might have.

 

As for character creation, if you basically make a character straight out of the 1930s, you'll be in a good place.

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[spoiler=Military Assailant]

 

[spoiler=Info]Name: Emma

Age: 28

Gender: Female

Class: Sniper

 

 

[spoiler=Appearance]

1a28c35c5f6262c0d22ba1d0257195c3.jpg

Emma stands at 5'10" and weighs about 134 lbs. She wears a metal face mask and a camoflauge cloak when out on the field. Outside of combat, she can usually be seen wearing a black tank top and a worn out pair of jeans with military boots.

 

 

[spoiler=Bio]

 

 

[spoiler=Personality]

 

 

[spoiler=Misc]Theme:

Emma wears a necklace with a rifle bullet on it for good luck, the bullet is still capable of being fired from a rifle.

 

 

 

Let me know if the pic is what your trying to go for in this rp, or if there's anything that you think should be changed.

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[spoiler=Military Assailant]

 

[spoiler=Info]Name: Emma

Age: 28

Gender: Female

Class: Sniper

 

 

[spoiler=Appearance]

1a28c35c5f6262c0d22ba1d0257195c3.jpg

Emma stands at 5'10" and weighs about 134 lbs. She wears a metal face mask and a camoflauge cloak when out on the field. Outside of combat, she can usually be seen wearing a black tank top and a worn out pair of jeans with military boots.

 

 

[spoiler=Bio]

 

 

[spoiler=Personality]

 

 

[spoiler=Misc]Theme:

Emma wears a necklace with a rifle bullet on it for good luck, the bullet is still capable of being fired from a rifle.

 

 

 

Let me know if the pic is what your trying to go for in this rp, or if there's anything that you think should be changed.

I'll let you know once you're finished.

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