NationStates Jolt Archive


Factbook information on the Republic of Leperflesh

Leperflesh
11-08-2004, 19:15
Factbook information on the Republic of Leperflesh

[OOC Note: the following information is broadly available to the leadership of any nation possessing at least rudimentary international intelligence gathering capabilities, rumor-mongering capacity, Internet surfing tendencies, or psychic powers. Nations lacking all of these information sources should roleplay as though they lack some or all of the following intelligence about the Republic of Leperflesh.]

http://www.nationstates.net/cgi-bin/index.cgi/target=display_nation/nation=leperflesh

The 20 million citizens of Leperflesh are made up of 99.3% undead citizens, with the remaining .7% composed of naturalized Living Peoples of various ethnicities. Leperflesh was founded over a decade ago as a new nation with the express purpose of providing a haven for the oppressed Non-Living of the world. Various living-impaired peoples have flocked to the Republic to enjoy its promise of democracy and equal rights, widely available unhealth-care options, and plentiful employment opportunities. The elected government is viewed by the unpopulation as being corrupted only in the typical manner of zombies, and not at all in the manner typical of politicians of all too many other nations.

The capitol city of the Republic is Unghlagh, with a population of approximately 340,000 (2003 est.). Virtually all Living Peoples live in Unghlagh, where there are limited facilities available that can cater to their needs. The other major city is Ghrargh, situated on the coast. Most of the rest of the unpopulation unlive in small, rural communities throughout the countryside.

The President of the Republic of Leperflesh is currently Lothar Intestineater IV, a seasoned politician serving in the tenth year of his 40-year term. Elections are held each decade for members of a legislative Crypt of Congress, which passes laws and regulations. The President has a veto power which can be overruled by a two-thirds majority in the Crypt. Deliberation over a bill can take years, particularly when one party stages one of the nation’s legendary Fillibusters. The most famous filibuster incident began in 1991, in which Crypt Representative Unargh Blaghl engaged in a seven-year nonstop speech to prevent legislation that would have reduced farming subsidies in his district from coming to a floor vote. On two occasions Blaghl was repaired with fresh mouthpart transplants by aides with no interruption in his oration.

The Republic currently subsists mainly on a beef-based agricultural economy. Cattle are raised primarily for use as spare parts for injured or decomposing zombies; strict legal controls exist preventing the use of living sentient beings as a resource for unhealth-care purposes. Currently the unpopulation is experiencing moderate growth. Under normal conditions, zombies can persist in their undeath for millennia, hampered only by the need to periodically replace tissue and organs that have deteriorated, and (historically) the dangers of peasants with torches and pitchforks. In the Republic, attrition rates in the unpopulation are very low; new citizens are arriving from other nations, contributing approximately 46% of the current growth rate. Additionally, newly raised undead are joining the citizenry through government-funded reanimation projects. The Republic of Leperflesh was founded on an area of land that historically has been the site of numerous battles. The small territory encompassed by the Republic’s boundaries is estimated to contain approximately 24 million graves suitable for reanimation attempts, with a current success rate of 83%. In accordance with national laws, newly animated persons are given the opportunity to be disencorporated if they prefer (e.g., the Republic has a right-to-die law). However most newly-animated persons opt to become citizens; the latest figures available, from 2003, indicate an animation acceptance rate of 96.3%. The Leperflesh Beurau of Reanimation and Immigration projects a rate in 2004 of 97.2%, with a margin of error of +/- 2 percentage points.

The undead citizenry of the Republic are fiercely loyal by most accounts, and the Republic’s military is composed of all-voluntary forces. However the nation’s tiny size and low level of general technology (with the obvious exception of an extremely advanced necrotech sector) are capable of sustaining only an extremely modest standing military force. The unique characteristics of the undead are worth considering when analyzing the Republic’s military however:
Zombies are possessed of an unnatural superhuman physical strength, so they can be formidable opponents in hand-to-hand combat. However, they are hampered by low manual dexterity, poor eyesight, poor hearing, and high rates of disabilities including especially: speech impediments, missing limbs, monocular vision, clouded vision, nearsightedness, and hampered or irregular gait. Although the undead are not vulnerable to death in the normal sense, a zombie can be incapacitated by various means. Destruction of the head results in a total loss of four of the five sensory perceptions. Severing the arms or legs of a zombie greatly reduces its combat effectiveness. Zombies are particularly vulnerable to flame and fire-based weapons, but are less vulnerable to shrapnel or projectile-based attacks than living humans. The living dead float in water and are immune to asphyxiation. Most conventional biological attacks are ineffective, although creative solutions may exist.

The military forces of the Republic are organized into large infantry platoons. These troops are typically armed with hand weapons such as swords or axes, and with shotguns. Zombie forces excel in urban combat situations where they can engage enemies at close range. They are also effective sailors, due to their immunity to drowning and their high strength. Zombies are renowned as being especially poor tacticians, tending to opt for highly-predictable frontal assault strategies with little or no variation. Zombie troops are particularly vulnerable when they are exposed to attack from the air, or when assaulted with heavy vehicles. However, the ability of the Republic to return casualties to full service with very short turn-around time should not be discounted. Undead biology is extremely simple and adaptable. Parts from human and non-human bodies can be grafted together using almost any mechanical means (staples, splints, stitches, tape, bolts, etc.) and the person re-animated. Zombies do not perceive pain, so wounds that would cripple or kill the living are often completely ignored by a zombie combatant. Infantry platoons are often accompanied by squadrons of spare-parts patrols, whose job is to collect casualties (of both sides!), body parts, and wounded soldiers. Where possible, battlefield repairs are effected, and a spare-parts patrol is capable of re-animating a soldier in a matter of one or two minutes, given sufficient parts.

An additional advantage possessed by the Leperflesh military is their ability to project force with very little in the way of logistical support. Troops do not need food, shelter, or perishable supplies. Traveling on foot, zombie platoons set a slow but deliberate pace that eats up miles, and they are capable of marching nonstop for days at a time with no need to rest or camp. The only real support services necessary are the supply of ammunition for shotguns, and other military equipment maintenance or supply needs.

Zombie air forces are almost non-existent. There are some indications that a nascent air force may be under development; possibly relying upon hired or naturalized living pilots capable of the quick reflexes and sharp vision critical for aviation. Air defenses currently are composed of ballistae (great big crossbows) pointed at the sky in strategic locations, supplemented with an extremely small supply of outdated and poorly maintained antiaircraft guns.

The Republic of Leperflesh has 40 miles of coastline, mostly rocky shores with three small ports, one of which is capable of receiving deep-draft cargo vessels in limited numbers. The Republic exports cattle and cattle products, a few exotic chemical products, and mining products including iron ore and coal. Imports include raw materials, industrial products, mouse traps, corpses, and air fresheners.

The Republic of Leperflesh Department of Tourism, Sightseeing, and Fisheries has issued a number of Travel Advisories for Living Guests. Tourists should be aware that there are limited facilities in the capitol city of Unghlagh for the provisioning of food and supplies tailored to the needs of the Living. Travel outside of Unghlagh is encouraged but guests must bring all food and water needed for the entire trip with them, as rural areas are unlikely to have any suitable facilities or resources. Travelers will find rooming accommodations are often of a sparse nature – a typical hotel room would have a crypt-like appearance and associated odors, and a comfortable temperature for the non-living, considerably cooler than most living guests prefer. Additionally, laundry facilities are virtually nonexistent. Most importantly, there are no medical facilities outside the Capitol which are capable of dealing with serious injuries – although of course, those with fatal injuries can receive in some of the best treatment available on earth.

Unusual regulations to be aware of when traveling to the Republic of Leperflesh include a total ban on open flame, dogs, and strict controls on the public practice of religion. Holy water is considered a controlled substance.