NationStates Jolt Archive


OOC: Factbook Entry for The Merchant Guilds

The Merchant Guilds
14-10-2004, 11:47
OOC: Here is the world fact book entry for The Merchant Guilds (i.e. the sort of things your spy networks/intelligence agencies might know) for reference in the future:

The Fortress Cities of the Merchant Guilds:

Race Composition: 90% Descended Caucasian, 10% Mongrel (various racial backgrounds).

Terrain: Volcanic Mountains/Pine Forest/Glacial

Language: Vrari (similar to Old Latin)

Religion: The Cult of the Lord of the Night, Monotheistic in nature, but rumoured to involve blood sacrifices. The Claw/The Talon worship Cortillon, The Lord of Shadow/Patron of Assassins, their ascended founder, their work is thought to be their form of worship.

Socio-Political Stance: Social Darwinist

Major Natural Resources:

Gold,
Silver,
Freshwater Trout,
Hunting Dogs/Wolves/Falcons
Coal,
Crude Oil,
Natural gas,
Platinum,
(Natural) Diamonds
Glassware (Crystal),
Precious stones (Amethyst, Emeralds, Rubies, Sapphires etc),
Quartz,
Obisidian,
Granite,
Marble,
Iron/Steel,
Copper,
Timber,
Sodium.

Principle Industries: Genetic and Medical Research, Biological Warfare, Cloning, Bio-Engineering, Chemical Production

Major Technological Advances: Deep Tunnelling Methods, Standardised Chemical Weaponry, Human Genetic Modification, The Z’ha’dum Virus (Classified, note: rarely mentioned/highly secret and I intend to RP someone finding out about this later)

Please note there are only 5 cities above ground in The Merchant Guilds, the rest are a mile or more beneath the surface in a maze of vaults and tunnels etc. Also, that the Guilds has no major waterway access to it (apart from by rivers), thus it has no fleet and cannot be attacked amphibiously, unless of course your go up the rivers etc and/or land your troops nearby then assault.

Capital: Vas Urbs

Five Surface Cities: Doomis, Kritul, Dryal, Zacoric and Lytran

Government (tiered):

Supreme Guild Lord: Magnus Stra’coth (also current Shadow Lord , Commander of the ‘Shadow Brigade’ Regiment) elected by High Council of the Guilds, former representative of the Guild of Genetic Research) Acts as titular and in this case actual dictator)

High Council of the Guilds (each Guild represented by its leader in a large almost parliamentary form of Government, takes major decisions of policy and opens them to inter-guild scrutiny).

The Council of Merchants: Lower Guild representatives, who finalise the nuts and bolts of new Governmental law’s and actions, also acts as a parliament on less important issues.

The Guilds: Meritocratic associations, based on single industries. Guilds also act as Governmental institutions e.g. the Guild of Foreign Trade, Guild of Defence etc.

The Claw: Acts as an Umbrella organisation for the various Guild Police Agencies. Including the Inquisition and it’s Inquisitors, but they tend to more directly responsible to the High Council of the Guilds.

The Talon: Umbrella organisation for the various external agencies, working in the Guild’s best interests. Generally operates under the direct control of the Guild of Intelligence.
The Merchant Guilds
14-10-2004, 11:50
Military Capabilities:

Combined HQ of the Guilder Forces: Guild of Defence HQ Facility. Codename: Crucible

Guild of Defence Guild Lord: Dractus Fir’toch
Chief of Operations: Criticus Zabic
Chief of Staff: Lina Dragonis

Current Army Strength: Approx 5.1 million (men and women)

Split into 100 Legions of 50,000 troops, which act as independent units (similar to the Divisional Methods/Napoleon’s Corps method), given general direction by HQ but left to fight campaign as the Warlord see’s fit. Split further into 10 Regiments of 5,000 troops each.

Standard Composition: 2 Artillery, 1 Armour (200 ‘Dark Star’, 50 ‘Bright Star’, 30 ‘Starstreak’, 250 ‘Sabre’ with appropriate sections of infantry), 1 Engineers, 1 Logistics, 3 Infantry, 1 Claw (MP and act as Urban warfare specialist infantry) Regiments.

Note: Guild troops specialise in Mountain Warfare and are equipped relatively lightly comparative to most forces, the Armour is an recent addition to the legions, thus has caused a shift in emphasis in tactics, so at the moment Guild armour is not wonderfully effective but technologically astute (think Russian T-34 units in early Barbarossa, well equipped but not very advanced tactically nor experienced).

Independent Specialist Regiments:

‘Shadow Brigade’ Regiment: Special Forces
‘Evil Eye’ Regiment: Sniper Regiment
‘Airborne Doom’ Regiment: Para’s
‘Contagion’ Regiment: Para’s
‘Drawn Sabre’ Regiment: Airfield Protection
‘Midnight’ Regiment: Airfield Protection
‘Mott Irregular’s’ Regiment: Logistics Raiders (Variable Strength although officially 5000)
‘Crimson Guard’ Regiment: Logistics Raiders (Variable Strength although officially 5000)
‘Black Guard’ Regiment: Logistics Raiders (Variable Strength although officially 5000)
‘White Faces’ Regiment: Logistics Raiders (Variable Strength although officially 5000)

Logistics Raider Regiment Info:

A unique type of military unit, the logistics raider is the Guilds answer to the lack of huge supply shipments allowed by naval forces, these forces raid enemies supply lines, communication routes etc. They take what they need to survive and whatever they can get back to Guild forces to provide them with additonal logistical support. Mostly hard-bitten veterans with attitude problems, these units operate in groups of 20-50 troops hardly ever operating as a Regiment in operations but more as hellraisers behind the enemy lines. As such their equipment is highly variable since they fight with whatever weapons they prefer, although they are nearly always motorised, their is no set vehicles for them and it is very situation depensive as to what unit has what.

Penal Legions:

In trial period currently.

4 Legions active (50,000 troops apiece).

Structure of Penal Legions:

7 Penal Trooper Regiment (Infantry)
2 Claw Regiments (Military Police)
1 Logistics Regiment

Armaments: AK 47, Kinetic Anti-personel grenades, shaped charge explosives every 20th man carries a Soviet-era RPG launcher.


Air force:

Strength: Approx. 2 million men

Air Lord: Draatk Hurticoh

Organised into Air Legions of 500 Aircraft: Split down into Squadrons of 100 then Wings of 10 Aircraft.

8000 JS-21 (VTOL) Fighter Aircraft (slightly Advanced form of the Harrier)

Engines:
One GoE ‘Drakh’ vectored thrust turbofan

Length:
46ft 4in (14.12m)

Wingspan:
30ft 4in (9.24m)

Top Speed:
661mph (1,065km/h)

Accommodation:
Crew of 1 or 2

Armament:
4 AIM-9L Sidewinders
‘Star Rattle’ Heavy Machine Gun
4 ASRAAM
2 GPCB (General Purpose Chemical Bombs)

2800 JS-27 (VTOL) Ground Attack/Tank Buster Aircraft (slightly advanced form of harrier geared to Ground Support/Tank Busting)

Engines:
One GoE ‘Drakh’ vectored thrust turbofan

Length:
46ft 4in (14.12m)

Wingspan:
30ft 4in (9.24m)

Top Speed:
661mph (1,065km/h)

Accommodation:
Crew of 1 or 2

Armament:

16 GPCB (General Purpose Chemical Bombs)
2 ‘Furies’ Laser Guided Bombs
2 AIM-9L Sidewinders
‘Star Rattle’ Heavy Machine Gun
2 ‘Brimstone’ Anti-armour Missiles

200 XT-92 ‘Death Cloud’ Heavy Bombers:

Power plant: GoE ‘Dreadnought’ TF33-P-3/103 turbofan

Length: 159 feet, 4 inches (48.5 meters)

Wingspan: 185 feet (56.4 meters

Speed: 650 miles per hour (Mach 0.86)

Ceiling: 50,000 feet (15,151.5 meters

Range: Unrefueled 8,800 miles (7,652 nautical miles)

Armament: Approximately 70,000 pounds (31,500 kilograms) mixed ordnance -- bombs, mines and missiles
Crew: Five (aircraft commander, pilot, radar navigator, navigator and electronic warfare officer

3000 XT-91 ‘Doombringer’ Heavy Transport:

Power plant: GoE ‘Dreadnought’ TF33-P-3/103 turbofan

Length: 159 feet, 4 inches (48.5 meters)

Wingspan: 185 feet (56.4 meters

Speed: 650 miles per hour (Mach 0.86)

Ceiling: 50,000 feet (15,151.5 meters

Range: Unrefueled 8,800 miles (7,652 nautical miles)

Crew: Five (aircraft commander, pilot, radar navigator, navigator and electronic warfare officer)

Capable of carrying: 150 troops or equivalent weight in vehicles/artillery/tanks.


900 GUP-12 ‘Doomsday’ Helicopter:

Crew: 2(3 with door gunner) + 10 troops
Length (Fuselage) 12.06m;
Height 3.4m;
Engines 2 x 850 shp GoE ‘Starwind’ 41
Max Speed 330 kph;
Cruising Speed 232 kph;
Range 885km;
Combat radius approx 100kms with 2 hour loiter
Weight (max take off) 4.763 kg;
Armament (if fitted) 8 x ‘Death’s Head’ Anti-armour Missiles, 2-4 7.62mm ‘Star Rattle’ machine guns




1100 GUP-3 ‘Swirl’ Transport Helicopter:

Engines:
Two GoE ‘Whirlwind’ turbo shafts

Length:
51ft 0in (15.54m)

Rotor Diameter:
60ft 0in (18.29m)

Top Speed:
185mph (298 km/h)

Accommodation:
Crew of two to four plus up to 54 troops or 28,000lb payload

20 ‘Buzzard’ Aerial Rader/Observation Platforms:

Engines:
Four Rolls-Royce Spey turbofans

Length:
126ft 9in (38.63m)

Wingspan:
114ft 10in (35.00m)

Top Speed:
575mph (926km/h)

Accommodation:
Crew of 13.

10 B-69 'Skymaster' Heavy Bombers

500 AC-130 (similar to Doombringer, but made by Phoenix Milita)

Strategic Weapons:

50 ‘Battle Star’ ICBM’s
600 ‘Talon’ MRM’s
1200 ‘Moon’ SRM’s
200 ‘Venus’ Anti-satellite missiles

Chemical/Biological Weapons stocks (WMD and tactical varieties):

200 Cubic Tonnes of Weapons grade Bubonic Plague
250 Cubic Tonnes of Weapons grade Mustard Gas
250 Cubic Tonnes of Weapons grade Chlorine Gas
100 Cubic Tonnes of Weapons grade Spanish Flu
200 Cubic Tonnes of Weapons grade Anthrax
120 Cubic Tonnes of Weapons grade 'Succubus' Hormone (causes mass sexual stimulation leading to inability to fight and lack of ability to respond from the targets)
50 Cubic Tonnes of Weapons grade VX Gas
75 Cubic Tonnes of Weapons grade Sarin Gas
5 Cubic Tonnes of Weapons grade Z’ha’dum Virus (Although you will not know of this weapon’s existence yet, I thought it prudent to say it does exist now so people do not accuse me of Godmoding), effects similar to VX but very advanced structure means it is very hard to re-engineer back, this is the current pinacle of Guild Biological Warfare Development)

Please note: Guild airforce has been build up over 10 NS years, so that is why it has the numbers it has. :)
The Merchant Guilds
14-10-2004, 11:52
Guild Regimental Equipment:

TIK-92 Chemical Assault Rifle (similar to the SA 80 A2), highly accurate but not very fast firing. Uses new chemical compounds to increase the velocity of the shot.

Calibre 5.56 mm
Weight 4.98 kg (with loaded magazine and optical sight)
Length 785 mm
Barrel Length 518 mm
Muzzle Velocity 940 m/s
Feed 30 round magazine
Effective Range 400 m
Cyclic Rate of Fire 357-464 rounds per minute

TIK-38 ‘P Series’ Chemical Pistol, again similar to the Beretta 92 but with increased velocity of shot.

Re-enforced Steel Combat Knife ‘Guild’ pattern.

‘Deaths Head’ Pattern AT Missile Launcher:

Effective Range: up to 500m;
Impact Sensor: scrub and foliage proof;
Launcher length: (firing mode) 1.5m;
Launcher Length: (carrying mode) 1m;
Carrying Weight: 10kg;
Projectile Diameter: 94mm;
Temp Range: -46 to + 65 C;
Rear Danger Area: 20m

‘Star Rattle’ Heavy Chemically Boosted Machine Gun (usually used in fixed emplacements can be mounted on vehicles etc):

Calibre: 12.7mm
Weight: 38.15kg (gun only)
Length: 1,656mm
Barrel Length: 1,143
Muzzle Velocity: 959 m/s
Feed: 50 round disintegrating belt
Effective range: 2000m
Cyclic rate of fire: 485 - 635 rounds per minute

‘Light Chemically Boosted Machine gun:

Calibre 5.56mm
Weight 7.1kg
Length 914mm
Feed 100-round disintegrating belt
Effective range 800m
cyclic rate of fire 700 to 1000 rounds per minute

Chemical Mortar:

Calibre 81mm
Weight 37.94k
Barrel length 1280mm
Muzzle Velocity 225m/s
Max Range HE 5,650m
Rate of Fire 15 rounds per minute

Fires chemical burst shells, which airburst a wide range of chemicals over the target area as well as usual kinetic and smoke shells.

‘Grim Reaper’ Chemically Boosted Sniper Rifle:

Calibre: 8.59mm
Weight: 6.8kg
Length: 1300mm
Muzzle velocity: 996m/s
Feed: 5-round box
Effective range: 1100m plus

Light Chemically Boosted Artillery:

Crew 6.
Length Gun Forward 8.8 m.
Height 2.13 m.
Width 1.78 m.
Combat Weight 1,858 kg.
Ammunition HE, Smoke, Illuminating, Target Marketing. Chemical
Maximum Range (HE) 17.2 km.

‘Sol’ HVM Anti-Aircraft System:

Missile Length 1.369 m.
Missile Diameter 0.27 m.
Missile Speed Mach 3+.
Maximum Range 5 km.
Minimum Range 300 m.

‘Dark Star’ Main Battle Tank:

Crew 4
Length Gun Forward 11.55m;
Hull Length 8.3m;
Height to Turret Roof 2.49m;
Width 3.5m;
Ground Clearance 0.5m;
Combat Weight 62,500 kgs;
Main Armament 1 x 120mm L30 CHARM Gun
Ammunition Carried Typically 50 rounds - APFSDS, HESH, Smoke;
Secondary Armament Co-axial 7.62mm ‘Star Rattle’ chain gun; 7.62mm ‘Star Rattle’ CBGPMG Turret Mounted for Air Defence;
Ammunition Carried 4000 rounds 7.62mm;
Engine 1200bhp GoE ‘Dryal’ CV12;
Maximum Road Speed 59km/h;
Average Cross Country Speed 40km/h.

‘Sabre’ APC:

Crew 2 + 10 troops.
Hull Length 5.16 m.
Height 2.63 m.
Width 2.48 m.
Ground Clearance (axles) 0.33 m.
Combat Weight 10,670 kg.
Main Armament 1 x 7.62 mm ‘Star Rattle’ CBGPMG.
Engine 164 bhp GoE ‘Dryac’ 6-cylinder diesel
Maximum Speed 96 kph.
Maximum Range 510 km.
Armour Proof against 7.62 mm rounds at point-blank range

‘Bright Star’ Recon Vehicle:

Crew 3.
Length 4.79 m.
Height 2.17 m.
Width 2.24 m.
Ground Clearance 0.35 m.
Combat Weight 8,130 kg.
Main Armament 1 x 30 mm L21 Rarden cannon.
Secondary Armament Co-axial 7.62mm ‘Star Rattle’ chain gun, Smoke Grenade dischargers
Ammunition carried 160x30mm rounds- Armour-piercing Enhanced Penetration (APEP) and High Explosive (HE) 3000x7.62mm rounds
Engine GoE ‘Dryac’ diesel engine developing 190hp.
Maximum Speed 80kph.

‘Starstreak’ Mobile Artillery:

Crew 5
Length 9.07m
Height to turret roof 2.49m
Width 3.5m
Ground clearance 0.41m
Main armament 1 x L31 39-calibre ordnance
Ammunition carried 48 x 155mm rounds
Secondary armament 1 x 7.62 ‘Star Rattle’ CBGPMG on turret for air defence.
Engine GoE ‘Dryal’ turbocharged V8 660bhp diesel

Thats all for now, but if anything else comes to mind, I'll post it up.
The Merchant Guilds
20-10-2004, 13:34
Additional Fact book Information:

Merchant Guilds GDP Allocation:

6% Administration
30% Law and Order
20% Defence
8% Public Transport
12% Education
5% Commerce
11% Health
9% Orphan Programme
1% Other

Standard Temperature Range:

Winter: Average Temperature around -30 degrees
Summer: Average Temperature around 25 degrees

Highest Peak: Mount Shadow (3592 metres above sea level)

Natural Hazards: Avalanches, Occasional Earthquake Tremors, Dormant Volcano’s, Glaciers

Predominant forms of Wildlife: Black Bear, Wolf, Wild Boar, Deer, Owl’s, Red Squirrels, Peregrine Falcons, and Red Foxes.

Land use: Mainly left wild, since non-hunted or reared food is either imported or grown in cultivation vats in the network of tunnels. Parts of Forest used for logging (1 tree per hectare cut down).

Total Area of land covered by The Merchant Guilds: 1,566,500 sq km (604,830 sq mi)

No sea border.

Capital: Vas Urbs (Translated: Glass City)

Legal System: Based on Old English legal system, most serious crimes are crimes of Property alongside crimes of Injury.

Transport System: Mainly tunnelled Bullet trains for intercity transport and intra-city transport light railways are used.

National Favourite Sports: Hunting, Gladiatorial Combat (usually criminals and P.O.W’s), High speed tunnel racing

Additional Guild Military Information:

Guild Military Uniform (Dress): Black with Runic Decals and name of Regiment on cuff (depend on Regiment type)

Guild Uniform: (Field): ‘Oak’, ‘Pine’ or ‘Arctic’ Camouflage, with re-enforced steel, camouflage-cloth covered helmets.

Military Ranks:

War Commodore (Field Marshall)
Warlord (General)
Strike Commander (Colonel)
Strike Leader (Captain)
Section Commander (Lieutenant)
Sergeant
Corporal
Ranker

Military Awards (in order of importance):

Wolves Head (not literally)
Shadow Badge
Hunter Cross (1st-2nd classes)
Alpine Cross (1st-2nd classes)
Assault Badge (1st-3rd classes)
Ribbon of Valour
Bleeding Heart (Wound Award)

Claw Ranks:

Master of the Claw
Claw master (one leads every Claw regiment)
Senior Claw
Claw
Initiate

Talon Ranks:

The Talon
Mighty Talon
Talon Master
Talon
Initiate

Inquisition:

Inquisitor-General: Alucard Dracul (Codename: Wolf)
Master Inquisitors: Walter Dalmace (Codename: Angel of Death), D’ivers Pust (Codename: The Soul taken)
Inquisitors: Ceras Victoria (Codename: White Rose of Hell), Steinar Kvale (Codename: Rune Soldier), Kirika Yumura (Codename: Noir), Aya Ueto (Codename: Azumi), Selene Cornica (Codename: Lycan), Mireille Bouquet (Codename: Major), Alexander Tricona (Codename: Paladin).

Logistical Support: Provided by Guild Air force drops supplies at designated supply dumps, logistical regiments distribute supplies by ‘Moranth’ half-track.
Guild Military Administration: approx. 50,000 persons

Guild Medical Corps: approx 150,000 persons

Note: Guild Medical staff carry out mercy killings upon Guild military personnel, who are too far gone to help.

Guild Military Religious Corps: approx. 5,000 persons of all faiths of the Guilds.
The Merchant Guilds
17-11-2004, 15:04
A brief history of the Guilds:

1st Year of Shadow: The Legions of a Roman Senator named Maximus Meridius Romanus; find a large mountain range rich with forest, minerals and wildlife. They decide to settle there and form an independent Empire under Romanus. They adopt a new mono-theistic God as their patron, named Kellevend, Lord of the Night.

29th Year of Shadow: Romanus dies; a power struggle ensues between the Guilds (the mercantile professions) and the Imperial Government for power in the Empire.

45th Year of Shadow: Treaty of Vas Urbs signed between the two sides due to a stalemate. Total Dead around 78,000 military casualties, unknown numbers of civilians. Vas Urbs established as Capital, Council of Guilds rules in a parliamentary form of Government with a supreme Guildlord (The Imperial Families Representative) acting as it’s titular head and representative, with theoretical supreme power.

123rd Year of Shadow: The Guild of Assassins is outlawed for the assassination of Supreme Guild Lord Decimus Romanus, last of the Imperial Line. The Guild’s members are hunted by the Legions. Many Guilder Legends appear from this time.

127th Year of Shadow: The Guild of Assassins is re-legalised but is split as The Claw and The Talon with two separate masters. The two new forces act as the Empire’s Secret Internal and External Security Forces.

387th Year of Shadow: Official Ascension to Godhood of the first Master of the Claw, Cortillion. He becomes the Master of Shadow, the Patron and Father of the Claw and the Talon; he is worshipped in the work of the two agencies.

389th Year of Shadow: Inquisition set up to deal with crimes that agents of the Claw cannot deal with.

652nd Year of Shadow: Beginning of physical and mental manipulation of Inquisitors to make them more suited to their appointed task.

980th Year of Shadow: The great move underground and The Time of Isolation begins.

998th Year of Shadow: The first tactical chemical weapons are developed and begun to be tested.

1016th Year of Shadow: Massive earthquake causes the underground city of Lurken to collapse, casualties estimated at 6 million.

1089th Year of Shadow: First strain of the Z’ha’dum virus developed, in labs by Guild Scientists; in a subsequent experiment the virus kills nearly all the original research team.

1097th Year of Shadow: Lord Stra’coth seizes powers from the Guildlords and becomes dictator with their forced permission. Declares the end of isolation, the 67th Legion rebels against this decree, they are found in Lindisfarne pass by members of the Claw, Talon and the Shadow Brigade and are slaughtered totally under the personal supervision of Lord Stra’coth.

1099th Year of Shadow: Time of Isolation ends. The five surface cities of, Kritul, Dryal, Zacoric and Lytran are constructed.

1110th Year of Shadow: Genetic modification of Inquisitors begins.

1111th Year of Shadow: The Empire joins the international organisation known as the Right Wing Collective.

1119th Year of Shadow: The Empire sets up the Ardian Colony of Vas Urbs, but later losses contact with said colony.

1121st Year of Shadow: Formation of the first Penal Legions.
The Merchant Guilds
19-11-2004, 11:54
Main Power Source: Geo-thermal (100%)

Note: Large additional power reserves are located in and around cities/installations. If power were to go down, these reserves would last two weeks.

Guild Stock Exchanges:

Vas Urbian Stock Exchange (V.U.S.E) Mercantile firms only): 7124.26 points
Lytran Stock Exchange (L.S.E) Mercantile and International firms): 10572.55 points

Also on a matter of defence, please note that most tunnels have been fortified as a defence precaution.

A brief summary of the Guilds as a Nation:

The Guilds is a mysterious nation, due to a lack of intelligence concerning the everyday lives of its people, the fact most of the civilisation exists well below the surface and its geographical seclusion. It’s thought to be totalitarian at the highest levels of power, but often gets quite democratic at the lower Guild levels. People who works with Guild representatives and troops often the coldness and ruthlessness evident in them despite outwards signs of joviality and social ease. Guild religious practices are rarely recorded in any texts concerning the Guilds, but they are widely suspected to involve some sort of occasional blood sacrifice, its unknown as to viability of this rumour though. It’s thought all people are micro-chipped and seem ambivalent to the presence of one of the more mysterious and feared Police agencies in the Nation states World known as The Claw. It is a known fact that the Guilds operates a rather unusual policy concerning recruitment into the Claw, Talon and the Legions, in so far as the Guilds has large orphan programme, where people of any social standing can leave unwanted children to the care of the Guilds. These children are thought to be subjected to lots of testing at ages 11, 16 and 18, with the results of those tests thought to discern what part of the Guilds that they will serve in. As for Guild entertainment, there are many dark stories of serial killers and murderers being used for entertainment as Gladiators in massive bloody spectacles, Guilders are thought to enjoy hunting and some stories tell of public torture rooms, where prisoners/criminals are subjected to very interesting and unusual methods of torture for the pleasure of the crowd, who are supposed to number many at such events. It is also widely thought that there are many slaves within the Guilds, whom are used as anything from servants to biological experiments, of which the Guild seems to perform tens of thousands every year. As for Guild motives, these are uncertain but many experts on the Guilds think there is a religious underpinning for their motives, but their motto ‘Evolution through Chaos’ has an eerie ring to it, indicating the Guilders want some form of world war or apocalypse, which might explain why they moved underground.
Moleland
19-11-2004, 12:06
A good, balanced (and lengthy) factbook MG!
The Merchant Guilds
19-11-2004, 12:11
Danke. But then again, I try and add lots to it so people can't accuse of godmodding :)

I have to add my engineering equipment actually :)
McLeod03
19-11-2004, 12:13
TMG - Have you looked at the NSWiki yet? I've started using that instead of a fact-book. Just a suggestion.
The Merchant Guilds
19-11-2004, 12:17
Nein, I haven't heard of it?

URL? (if applicable)
McLeod03
19-11-2004, 12:18
NSWiki Main Page (http://ns.goobergunch.net/wiki/index.php/Main_Page)

Check it out. It could do with some more support.
The Merchant Guilds
19-11-2004, 12:20
Will do. Thanks.