NationStates Jolt Archive


The Merchant Guilds Factbook (Revised)

The Merchant Guilds
26-02-2005, 15:19
OOC: Here is the world fact book entry for The Merchant Guilds (OOC of course) it will be copied to NS Wiki shortly)
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The Influence of The Merchant Guilds:


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

Terrain: Volcanic Mountains/Pine Forest/Glacial

Language: Latin (Roman period)

Capital: Vas Urbs (Translated: Glass City)

Religion: Medieval Catholicism

Socio-Political Stance: Social Darwinist

Major Exports: Natural Gas, Crude Oil, (natural) Diamonds, Marble, Iron, Timber, Stone, Silver, Copper, Processed Chemicals, Chemical By-products/Products, Genetic Manipulation Equipment/Expertise, Medical Equipment/Expertise, Information Technology, Precious stones and Literature (Pro-Catholic, Non-censored topics).

Major Imports: Meat, Alcohol generally, Most agricultural products, Uranium, People (Slaves), Textiles, Electronics, Military Systems and Static Defence Systems, Silk, Cotton and Clothing.

Principle Industries: Genetic and Medical Research, Biological Warfare, Cloning Research, Bio-Engineering, Pharmaceutical Production/Research, Chemical Warfare, Information Technology, Holographics, Book Publishing/Writing and Rocketry.

Major Technological Advances: Deep Tunnelling Methods, Standardised Chemical Weaponry, Human Genetic Modification, Agent Injection Ammunition,

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.

Merchant Guilds Expenditure Allocation:

6% Administration
20% Law and Order (including external security)
20% Defence
8% Public Transport
17% Education (including Imperial Youth Programmes)
10% Commerce
16% Health
3% 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)

National Days (Bank Holidays):

1 January; New Years Day
Variable; Shrove Tuesday
Variable; Easter Sunday
Variable; Easter Monday
1 August; Imperial Guilder Empire Day
15 November; Emperor’s Official Birthday
25 December; Christmas Day

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

Guilder Media:

(Major TV Channels)

Guilder News 24
Imperial 1
Imperial 2
Germania Network
Britannia Slave Shopping Channel (Interactive Slave buying and TV Bidding)
The Job Seekers Channel
Cyrencia Shopping Channel (non-slaves)
Ave Maria Channel (Religious Channel)
Romani Channel
Imperial Legions Information Channel (information on Guild equipment, past conflicts and non-secret R and D programs)
Imperial History Channel
Imperial Sports Channel (non-Gladiatorial sports)
The Colleseum Channel (Live Gladiatorial fights with interactive betting, at night becomes the nightly Execution and Fly on the wall Police documentaries)
Imperial Senate Live

Imperial Channels funded by subscription by all Guild citizens with a Telelink enforced by the Imperial Telelink Licensing Agency.

(Major Magazines)

Guild Women Weekly
Catholic Women Weekly
Imperial Woman
The Black Legions (Official Imperial Guilder Legions Magazine)
Model Gaming Monthly
The Imperial Man
The Front (issued to Soldiers free of charge)
Guild Sports Weekly
The Gladiator
Fitness and Health
Real Crime
Computing Monthly
Computer and Console Gaming Weekly
New Imperial Music Weekly
Tunnel Racer
Catholicism Today

(Major Newspapers)

Imperial Financial and Market News
Guild Mail
The Catholic Observer
The Imperial Tribune
The Imperial Guardian
The Guilder
The Merchant Guilds
26-02-2005, 15:20
Currency System:

The Imperial Guilder (Rate to USD: $1400 to 1)

The Golden Guilder (20 to an Imperial Guilder) Rate to USD: $75 to 1)

The Silver Guilder (50 to a Golden Guilder) Rate to USD: $1.5 to 1)

The Bronze Guilder (100 to a Silver Guilder) Rate to USD: $0.015 to 1)

Government (tiered):

Emperor Cutter and Empress Sorry: Approve all bills and rule the Guilds de facto.

The Imperial Council: ‘Advise’ the Emperor and in actuality make all the major policy decisions of the Guilds.

The Imperial Senate: is a large elitist parliament where the minor tweaking of policy can occur and things can be brought up before the Emperor, it contains 401 members and is overseen by the Praetor General, who is a direct appointee of the Emperor.
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The Guilds Internal Security is handled by the Knights of Saint Peter, who are thought to be a large but well armed & equipped police force, modelled on the Gestapo and the Staasi of great renown in the nationstates world. This organisation also covers in theory the Inquisition; however that organisation is more responsible directly to the Pope and Emperor than the Knights of Saint Peter. The Knights of Saint Peter also are rumoured to maintain large ‘storm’ units, which were recently in action against the Kiriz Clans within the Guilds cities. There are also less well known rumours of specialist Assault Teams, which are supposedly mainly women which are maintained to attack specific targets, although these supposedly are shared by both the Templar and St. Peter.

One must fear the Guilder Inquisition:

The Inquisition is the Religious Arm of the Knights of Saint Peter, although it is directly responsible to the Emperor, it’s units are fanatical in their duties and censor Guild publications, as well enforcing religious observance throughout the lands in the Guilds Empire. The Inquisition is directly responsible for the burnings and ‘information extraction’ techniques practiced in dealing with Heresy (indirect and direct) and Heathen Beliefs.

It is know the Inquisition retains separate storm squads to the knights of Saint Peter, but still frequently shares information with the Knights as well as requesting Knights assistance on occasion.

Known Inquisitors:

Alucard Dracul (Grand Master of the Inquisition)

Walter ‘Angel of Death’ Dalmace (Grand Inquisitor)
‘Major’ Kusanagi (Grand Inquisitor)

Kirika ‘Noir’ Yumura (Master Inquisitor)
Ceras Victoria (Master Inquisitor) (Head of the Allania Inquisition)
Alexander ‘Paladin’ Anderson (Master Inquisitor)
Selene Lycania (Master Inquisitor)

The Witch Hunters are a sub-branch of the Guilder Inquisition their mandate is to eliminate by any means nessacary any authors of ‘un-godly’ material in the Nation States World. Their numbers are unknown but they are thought to be a small but growing branch of the Guilder’s foreign policy enforcement.

The Guilds External Security is handled by the Knights Templar, who are rumoured to be a vast organisation consisting of many large networks of on the ground informants and processing information for the Guild Military as their Intelligence Branch, meaning maximal co-operation between the Guild Political, Economic and Military Sphere's of Influence can be achieved in dealing with issues arising from the International Scene, which might effect the Guilds.


The Noir Programme: (Note the Guilder affiliation with Noir is a well kept secret, however you will certainly know the Codename Noir from your crime investigation organisations)

This is a well known name in the Nation States world particularly the Nation States Underworld, where the codename Noir is well known as an assassin to hire, one of if not the best available to these non-lawful elements. It is not known why the Guilders allow one of their more prized assets to be used in this manner, however it has been rumoured the contacts and information gleaned is compensation enough for their flirting with those they would seek to purify in the name of God.

The Noir Programme itself is remarkably small with the end product being an all-female assassin unit made of two. The participants in this programme are selected early on in their lives usually from the IAA or IGCB homes and seminary’s, there are usual several more human units at this stage, these whittled down of ensuing years of training until the Noir unit is ready usually between the ages of 16-18. Those who for any reason are removed from the programme are usually sent to the Templar Elimination Squads to provide them with human material already skilled in the arts of death.

When the Noir are finally selected (the surviving candidates fight to the death and the two surviving candidates become Noir) and the old team retired (usually around the age of 30-38), they are sent out as the next installment of the unbroken chain of the Noir Assassin units. The old Noir then help train the new Noir and other Guild Special Forces, the Emperor’s direct guard the Monks of St. Michael also receive some of their training from the old Noir as do members of the Sword of Christ, Templar and St. Peter Elimination Teams.

As for expense the Noir Programme is allowed my extravagances uncommon to most Imperial Guild Activity, it is also accounted under the Military budget due to the Noir in times when the Emperor commands it falling under the command of the General of the Sword of Christ. The estimated cost of this programme is thought to be on average around 8 million USD per annum.

The Noir units keep 50% of the money they earn for each job they perform, 50% goes back into the Noir programme to pay for the expenses of the program.

Noir is governed by an Ancient Covenant, which has existed ever since the time of the First Crusade, when Christendom was tearing itself apart and had an overtly corrupt priesthood. This Covenant is best expressed in the writings about Noir which date from 16th Century. These surviving words concerning Noir are as follows:

Noir is the name of an ancient fate
Two maidens who govern death
The peace of the newly born
Their Black hands protect
To Ward the darkness from nursing babes
Their black robes serve as shields
They are true servants of God
They are Noir

Imperial Guilder International Censor Agency:

This is a small but hi-tech Imperial Agency solely dedicated to hacking non-authorised Guild sites finding out whom frequents them from the Guilds, taking down by any means nessacary any site critising the Emperor, the Church or the Guilds generally. This agency has been linked by non-Guilders to many of the various Internet mass viral infections, which on the whole seem to leave Guild sites untouched.

Education:

The Imperial Youth:

Mandatory attendance for all youths male and female from 4-11:

Male:

The Sons of Christ: Glorify and install a willingness to Crusade, Install Fanatical obedience to the Emperor and the Church, give mandatory exercise, teach children about the Guilds past and de-humanise foreigners who are not aligned to the Guilds.

Female:

The Daughters of Christ: Install Fanatical obedience to the Emperor and the Church, Glorify motherhood, teach basic homemaking skills and teach deference to the Husband.

For Children whom fall in the bottom 1/5 of the population on their merit and value testing, this then goes further (extensive testing is carried out at the ages of 11 and 13), the following takes place until the age of 18, where they are placed according to their training and Instructors opinions:

The Soldiers of Christ: Males trained up for the Armed Forces, since slaves do the majority of the lower level jobs, they are heavily indoctrinated with a contempt for death and a superiority doctrine, where they believe themselves to be the ‘Chosen of God’ and will fight on to the bitter end.

Female:

The Handmaidens of Christ: Taught advanced home making skills, taught about sex and God’s will as regards children, taught deference for men more so and taught about adulteries sinfulness, Exceptional mental specimens weeded out here for the higher level jobs, and exceptional physical specimens sent to special Handmaiden Centres, where they are likewise trained up for the military.

The Higher scorers in the tests according to their grades in the comprehensive testing of all their abilities are sent off to a various number of set courses (students are often pulled about a bit for a while until they are judged to be in the perfect setting for their future careers).
The Merchant Guilds
26-02-2005, 15:21
Policies on Women:

Women whilst considered inferior by many in the Catholic Church, the Guilds respects its women and is one of the few true Catholic nations to have Women serving on the front lines with it’s men.

However, whilst the Guilds is committed to equal rights to a point it does consider that most women’s primary duty is to the Home and to breed in order to produce more children for God and the Emperor, thus several programs have been enacted these are:

The Guild Order of Womanhood;

To celebrate mothers, who have produced numerous offspring for the Emperor’s Armies and for the Guilds in general.

Bronze Order: 2 Children
Benefits: 2.5% Tax Bill reduction

Silver Order: 3-4 Children
Benefits: 5% Tax Bill reduction, Receive preferential treatment in Healthcare for the family partly funded by Guild Administration.

Gold Order: 5+ Children
Benefits: 10% Tax Bill reduction, Receive Order from the Emperor, Receive preferential treatment in Healthcare for the family partly funded by Guild Administration, Any Credit black listing wiped by Guild Administration, Guild Administration will help family move to appropriate accommodation.

Imperial Adoption Agency:

A service maintained by the Imperial Ministry for Education, this is to supplement the loss the abortion rights as well as the use of condoms, unwanted children whom parents cannot support or plain don’t want are left anonymously in the care of the IAA, these children are screened for health reasons and brought up in the direct service of the Emperor and the Church. Many of these children join the Knightly Orders, the Priesthood, Guild Administration or the Imperial Legion Officer Cadre.

Imperial Catholic Charity Brotherhood:

This is an organisation partly funded by the Catholic Church, partly by the Guild Administration, which sets up seminary’s, school’s and hospitals in foreign nations spreading the Catholic message and converting people to the Guilder cause. These institutions are fertile recruiting grounds for the fanatical members of the Witch Hunters and the Legions of St. Luke. It often conditionalising its aid on baptism and conversion into the Catholic faith, often-small numbers of Templar personnel protect these institutions from attack.


Policies on the ‘Spiritually Impure and Afflicted’:

Carried out by the Inquisition:

The physically capable mentally ill are to be downgraded to act as mere slaves for the healthy Guild families, the Knights of Saint Peter will distribute them from their hospitals.

The physically incapable and mentally sound are to be given positions in Guild Universities and Administration in order that their talents may be utilised fully.

The physically incapable and mentally ill are to be eliminated via any method you see necessary, we suggest using them as experiments for the Guild Militaries Genetic Experiments and Biological Weapons division, we feel it would save on using slaves for this matter.

Policies about the Jews (very small minority):

None at present, but there is much anti-Semitic sentiment within the Guilds and some of the more extreme clerics and Senators have been calling for the Guilds to undertake an Internal Pogrom and forced conversion of the Jews in the Guilds. Some have even begun talking about this in a World wide context.

The Slavery issue:

Perhaps the greatest criticism often levelled at the Guilds is it’s use of slaves, whom basically support the vast Guilder Corporations and the Guild Government, the total number of slaves in the Guilds is unknown but according to unofficial estimates by foreign Intelligence services the total number imported per year borders the 3-4 million mark, these are largely unwanted people from hundreds of different nations throughout the Nation States world sent to the Guilds for large profit from the widely known and hated Guild Slave Merchants, of which the most prominent is the Greater Britannia Corporation, whose agents scour the world for human material to fund the Guilds economic/technological and political progression in human blood and sweat. The slaves are then sold usually at The Grand Imperial Slave Market, or at a host of much smaller markets contained within all cities of the Guilds.

Slaves are encouraged to breed to produce more of their numbers for the ever increasing Guild need for human material and labour. Their masters often pay for the children to be looked after in a crèche in order to gain more slaves free of charge for future needs and possible sale.

Freedom for slave can only be bought by long years of loyal service and subsequent release by his/her Master, after being freed slaves are treated officially as any normal Guild citizen but are looked down socially as racially inferior and not part of the Guilders who regard themselves as God’s chosen people.

Slaves are used in the Guilds primarily for:

Factory Work

Servants

Mining

Medical/Psychological/Weapon Experiments/Testing

Whores

Private Tutors

Ave Maria Legions

Notes on Imperial Guilder Culture:

The Guilders despite being indoctrinated since they were young for almost three decades now are still a truly very cynical people, especially among the older generations of Guilder citizens. Life is cheap to Guilders, they are unconcerned as to the values attached to it by others, they do what is needed to serve themselves, whilst the Guilder Government just makes it simply very attractive to serve it loyally, creating a symbiotic bond beyond it’s people and it. Guilders attach great value to money, possessions and the success one can generate from that. The Guilders as the Nationstates world has seen over and over again are capable of unspeakable acts of cruelty, this is currently being show cased in the Alan war, but has been well demonstrated on many occasions in the past.

The Guilders are also extremely arrogant and xenophobic, many people find this disturbing in a nation so well connected in the International stage… Especially those who have observed Guild Cultural fluxes for some period of time, the Guilders are growing more convinced of the need for the extermination or enslavement of all ‘inferior’ peoples and Religions.

The Governmental reactions to many things are pretty standard, they stick by their religious guns and have demonstrated in the past a willingness to do almost anything that their Religious beliefs dictate. This makes them dangerous to anyone, who should insult them in some way or come into their figurative gun sights.

Many outsiders regard the Guilders as either an insane or a genius people, since they tread the fine line between genius and insanity… which one it is has been yet to be decided upon. However notable International Relations Dissertations and Debates have been performed on the subject many times in many nations around the globe.

The Imperial Guilder Empire:

Terrania is the name for the Guilder Home Island. (Governor: Emperor Cutter)

Oceania is the name for a small number of small sized Guilder controlled islands surrounding the Imperial Armies chain. (Governor: Lucius Brutus)

Allania (Formally the True Way of Alan) is a occupied nation, whose lands have been earmarked as the ‘bread basket of the Guilds’ (Governor: Marcus Macro)

Urbania (Greenland Earth V.0) is a huge island, largely uninhabited, which houses many Guilds Arctic Warfare test centres as well as many Biological testing labs. (Governor: Julius Meridius)
The Merchant Guilds
26-02-2005, 15:24
Legal System: Based on Old English legal system, most serious crimes are crimes of Property alongside crimes of Injury. Punishments are based along medieval lines with serious criminals being sent into the ‘Ave Maria’ Legions to serve the Guild as human wave troops. Persistent (3 or more crimes) criminals are reduced to the status of slaves.

Transport System: Mainly tunnelled Bullet trains for intercity transport and intra-city transport light railways are used; these are run on a Franchise basis. Cars are banned.

Health System:

This is part of the few areas along with the Imperial Education Systems where the Guilds is not very capitalistic, of course there is an Private Health sector for those who can afford it but this mostly consists of Plastic Surgery/Gene Therapy and some surgeries the Imperial Health system perhaps does not offer good results on.

The Health system is not open to slaves, who must be treated privately at their owner’s expense.

Social Welfare:

Non-Existent in the Guilds.

Taxation System and Rate:

6-Tiered according to money earnt:

Over 1,000 Imperial Guilders per annum: 45%

Over 500 Imperial Guilders per annum: 40%

Over 300 Imperial Guilders per annum: 30%

Over 100 Imperial Guilders per annum: 28%

Over 10 Imperial Guilders per annum: 20%

Under 10 Imperial Guilders per annum: 10%

Taken direct from earnings, so fraud is hard to come by but possible.

Trade:

Free Market, no restrictions.

Economic Philosophy:

Monetarism (Controlling Inflation) and Supply Side (Controlling Unemployment).
The Merchant Guilds
26-02-2005, 15:26
Imperial Guild Military Capabilities:

Combined HQ of the Imperial Guilder Forces Codename: ‘The Crucible’

Chief of Staff: Ganoes Paran
Chief of Operations: Quintus Vespasian

Total Personnel:8,217,000

Command/Military Structure of the Guilds Military Forces:

The Emperor

then

The Imperial General Staff (in ‘The Crucible’)

then

Generals (Commanding Armies (Variable size) Units purity and Religious fervour monitored by Bishop)

then

Legate (Commanding a Legion (5,500 troops) Units purity and Religious fervour monitored by Arch-Deacon)

then

Camp Prefect (Second in Command of the Legion, usually an Ex-Ranker)

then

Chief Centurion (10 in a Legion commanding a Cohort each (500 troops)

then

Centurion (50 in a Legion commanding a Century each (100 troops) accompanied by a Deacon)

then

Optio (Second in Command of a Century)

then

Standard Bearer

then

Clerk

then

Legionnaires

As an additional 120 personnel are parts of a Reconnaissance Contingent split into 4 units of 30 Legionnaires equipped with ‘Bright Star’ Light Halftracks.

It should be noted one Century of hand picked Legionnaires forms the Legates Body Guard.

Staff Requirements are handled by 1 Senior Tribune and 5 Tribunes who act as a field staff for the Legate in the Legion. The Generals have their own separate Tribune staffs.

Each Century has a Clerk, whom keeps all local administration done and doubles as another soldier in times of war.

Logistical Requirements are controlled by the Tribunes, who can also act as de-facto commander on the absence of the Legate or Camp Prefect. The Logistical and Administrative requirements are met in the fields by the Logistical Branch of the Legion, which comprises around 300-375 persons including clerks, quartermasters as well as the Legions separate Medical/Surgeon service. Note that supplies are centrally drawn in the Combat theatre and the Legions try to live of the land to supplement supply where possible.

Each Legion has 5 Artillery Century’s with 10 105mm Howitzers per Century.

Each Legion has 3 Engineer Century's, with Bridging, Recovery, Mine Sweeping and Construction Equipment.

Each (non-Artillery) Cohort has a Team of Artillery Observers and an Air Legion Observer Team attached to them.

Every Century is given ‘Wing’ Disposable short range shaped charge anti-tank rockets, has three two Legionnaire Machine gun teams, 2 Legionnaire flame throwers, 2 Legion Chemical/Bio Gas Sprayers and 3 Mortar support teams (2 people per team).

Armoured Legions contain only Armoured Centuries but with the following Century composition:

Armour: 5 ‘Dark Star’ MBT’s
5 ‘Moranth’ Half-Track/IFV with 7 Standardly equipped Legionnaires in each.
1 ‘Lightening Strike’ Mobile Artillery (AS 90)
1 ‘Bird Watcher’ Flak/Anti-Air Missile Half-Track.

An Air Legion is similarly constructed to a normal Legion and its Century consists of 5 Aircraft per Century, the rest of the personal are ground crew and supply personnel for each Aircraft. (150 Ground Attack, 350 Fighters)

An Air Legion consists of 500 Air Craft in total, including 500 Defence Legionnaires and each Air Legion consists of Approximately 10,600 personnel. There are currently 30 such Legions in the Imperial Guilder Military.

A Bomber Legion is much the same as an Air Legion but with a higher amount of personnel due to the larger Ground and Crew requirements of the Bomber forces with 13,500 personnel. A Bomber Legion has 150 Heavy Bombers and 350 Long Range Fighter-Bomber Escorts. There are currently 2 such Legions in the Imperial Guilder Military.

A Helicopter Legion is much the same as an Air Legion again but with a range of Helicopters rather than Aircraft. They also include Airborne Infantry who fight as part of the unit on the ground being dropped off by Helicopters. It consists of 200 Attack Helicopters and 300 Infantry carrier support craft. There are 12,500 personnel in a Helicopter Legion. The Guilds currently has four of these in active service.

Current Army Strength: Approx 5.5 million (men and women)

Split into 1000 Legions of 5,500 troops (include basic support and Admin staff), which act as independent units (similar to the Divisional Methods/Napoleon’s Corps method), given general direction by HQ (The General in Command of the Army the Legion is assigned to) but left to fight campaign as the Legate see’s fit.

Sub branches of the Guild Army:

Out of the 1000 Legions the following are the types:

900 Imperial Infantry Legions (signified by a metal Shield on the right arm bearing the Wolves Head and the True Cross)

30 Imperial Armoured Legions (signified by the Deaths Head on their collar patches and below the Wolves Head insignia on their uniforms)

6 Imperial Airborne Legions (signified by a Swooping Eagle on the Collar patches)

60 Imperial Security Legions (signified by a Burning Cross badge on the right arm)

4 Imperial Commando Legions (signified by a deaths head with knives instead of bones on the Collar patches)

Current Air Force Strength: Approx 345,000 personnel.

Other Sub-Branches of the Guild Armed Forces:

2 Imperial Training Legions (11,000 personnel), made up of old soldiers too old or heavily injured to participate in combat or perform other roles, they train the next generation of Guild Soldiery in the tried and trusted techniques of war as well as introducing them to the horrors of the battlefield.

Imperial Reserve Legion (variable strength): The central pool whereby all recruits are posted to their new Legions as well as any returning to duty personnel, although the latter are kept generally within the same unit.

10 ‘Ave Maria’ Legions: 55,000 Criminals/Slaves (with master’s permission) make up these Legions who are often used as Suicide and Human wave troops by Imperial Officers. They are effectively given an AK47, Green jump suit, Plain steel helmet, Boots, Ration pack, basic webbing and every tenth Legionnaire is given an RPG and ammunition/webbing for it. They are promised pardons and salvation if they fight in the ‘Ave Maria’ Legions, and the units are noted by Militaries throughout the Nation States world for being nuts.

6 ‘Legions of St. Luke’: 33,000 Hard-line Catholics from around the Nation States world from many diverse backgrounds. They are attracted and recruited through propaganda distributed by the Catholic Church on the request and coercion of the Knights Templar. These are perhaps the most fanatical troops the Guilds has and have been known to commit a lot of war crimes in their operational deployments due to their extreme faith and scorn for the enemy.

The 'Allania' Free Legions (6): A branch of Legions of St. Luke, consisting of Volunteers (co-erced or otherwise) from the Allania colony of the Imperial Guilder Empire. It is currently working up to combat readiness.

‘The Sword of Christ’: 1,500 Special Forces personnel, who operate in small groups behind enemy lines.

Imperial Sniper Legion: 5,500 Personnel, sent to the Legions on a need basis. This includes instructors and staff.

Imperial Guilder Diver Legion: A newly formed Guild Military unit, formed out of IAA and Volunteers from Marine Science assistants and Diving instructors. It’s members are trained in underwater combat and are very proficient with explosives, their task in war is to slip under enemy landing vessels at night and plant charges on enemy ships, cutting opening their hulls.

The Corpus Christi: 2,000 Personnel, who form the Emperor's bodyguard these troops are drawn from the Elite First two Legions the 'Bridgeburners' and 'Augusta'.

The Monks of St. Michael: 200 Personnel taught a form of 'Christianised' Martial Arts with two long blades, they are selected for their personal fanatisicism and skills. They form the Elite core of the Emperor's Bodyguard and protect his direct person, they are dressed in pure black cotton habits with the cowls pulled over. It is said they have a strange initiation ritual, which involves the slicing of the face.

The Imperial Navy

A new addition to the Imperial Guild Military, the Imperial Navy operates from three large underwater bases known as ‘Neptune’ (Main Pens), ‘Apollo’ and ‘Zeus’ (Secondary Pens).

The Imperial Guild Grand Admiral: Marcus Aurellius

The Imperial Navy Operates in ‘Wolf Packs’, which are ad-hoc groupings formed ‘The Crucible’s’ Maritime Office, which is stationed in the ‘Neptune’ Pens.

Note: All Submarines are equipped with Chemical Engines, which run on a unique high efficiency Guild fuel, unless stated otherwise.

All come equipped with Anti-Radar and Sonar Rubber Coating and most of the usual facets of modern submarines.

Imperial Navy Assets:

100 ‘Reaver’ Submarine Transports (Beachable) (can carry ½ Legion each or 1/3 of an Armoured Legion)

Crew: 120
Defense: Two frontally manned 120mm HV AT guns, four 88mm Radar guided Anti-Aircraft guns, Four mounted ‘Star Rattle’ Heavy Machine guns (all at front of craft)

Note: Can beach and unload via main frontal ramp or use armoured delivery boats (of which it has 8 (carrying 25 men per time) armed with dual ‘Star Rattle’ Heavy Machine-guns.

20 ‘Angelic’ Submarine Carriers (carry 5 Aircraft each, which are basically folding wing versions of the Guild Harrier II’s)

Crew: 235
Defense: Two mounted ‘Star Rattle’ Heavy machine guns, two 88mm Radar guided Anti-Aircraft guns

230 ‘Hercules’ Hunter-Killer Submarines

Crew: 70
Defense: 4 Torpedo Tubes (40 Torpedo Capacity), 1 88mm Radar Guided Anti-Aircraft gun on deck.

30 ‘Revelations’ (Nuclear) Missile Submarine

Crew: 110
Defense: 4 Torpedo Tubes (36 Torpedo Capacity), 4 ‘Sunset’ Missile Launch Ramps (Cruise Missiles) (12 Missile Capacity)

Note: These craft use Nuclear Reactors to power their engines and systems.

Supply staff required: 295,000 personnel (inc. Communications/Logistics).

Total Personnel: 361,000 (Approx.)

Other Branches of the Guild Armed Forces:

The Defense Legions (20) are lower grade Guild troops, a para-military force of weekend soldiers (usually IAA Volunteers and lower class Guild citizens looking for more pay), whom man Guild Defenses allowing the regular Legions to be totally free to fight for Guilds interests thought out the globe. They are as well equipped as standard Guild Legions (but use normal bullets not the advanced Agent Injection Ammuniton of the Regular Legions), but however are not regulars so lack the experience and combat prowess of the regular units.

The Guild node/detachable super computer of the much feared ‘Black Steel’ Right Wing Collective/Imperial Armies Supercomputer is located in an off shoot of the ‘Crucible’ Military Complex, it is called ‘Christ’s Testament’. This computer itself has one further node, which is located in the ‘Neptune’ Central Imperial Navy pens called ‘Neptune’s Vengeance’.

Imperial Guilder Space Assets:

16 Satellites of the ‘Hand of God’ system, which uses the microscopic chip implanted into all Guild Citizens and slaves at birth or time of capture to know where they are on Earth at any given time. Also, act as the IPS (same as GPS) system satellites.

7 ‘Olympus’ Class Reconnaissance Satellites (act as spy sats., direct down and uplink to Templar main computer banks).


Imperial Guild Strategic Weapons Command: 20,000 personnel.

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

Chemical Weapons stocks:

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
Several hundred Cubic Tonnes of Classified Chemical/Biological Weapons.

Guild Military Uniform (Dress): Black with Catholic Runic Decals and name and number of Legion on cuff (depend on Legion type), Epaulette piping distinguishes between field roles.

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

Military Awards (in order of importance):

Wolves Head (not literally) (attachments; Diamonds, Swords, Oak Leaves)
Corpus Christi Cross
Gold Cross
Hunter Cross (1st-2nd classes)
Alpine Cross (1st-2nd classes)
Assault Badge (1st-3rd classes)
Ribbon of Valour (1st-3rd classes)
Bleeding Heart (Wound Award)


Logistical Support: Provided by Guild Air force and 'Reaver' Submarine transports drops supplies at designated supply dumps and ports, logistical regiments distribute supplies by modified ‘Moranth’ half-track.

The supply department personnel numbers around 1,200,000 personnel, across the Imperial Guilder Military, this does not include those personal whom are attached to Regiments. They supply the Guild Armies via ‘Doombringer’ Heavy Transport (7,500 approx.) Aircraft, ‘Swirl’ Heavy Transport Helicopters (2,000 Approx.) and 'Reaver' Submarine Transports.

Imperial Communications Staff: 20,000 persons

Guild Military Administration: approx. 100,000 persons

Guild Medical Corps: approx 400,000 persons (not including Legion units).

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

Imperial Guilder Black Projects (Classified);

Project Garm: Living Bullets
Project Scourge: Tactical Viral/Biological Weaponry
Project Storm: Development of unmanned tactical and interceptor aircraft.
Project Blade: Development of Direct Interfaces with Human brain for unmanned aircraft.
Project Cathedral: Development of Religious brainwashing
Project Ghost: Development of Cybernetic Replacement and Military grade body parts.
Project Plenty: Development of Organic body parts for medical use.
Project Covenant: Development of Synthetic and natural drugs, for military application in Ave Maria Legions.
Project Justine: Development of Computer Virus to eliminate all non-Guilder approved websites and users on the Internet.
Project Innocence: Automation of Guild Defense Turret, Mine, Auto-gun and Security systems, so that they can be controlled centrally or locally by Commanders in the field.
Project Guardian: Creation of Space based defence assets.
Project Ministry: Re-enforcement, upgrading and extension of the Imperial Belts of fortifications around the parts of the Imperial Guilder Empire (mainly Terrania).
Project Galilee: Research and Development with the aim of the creation of food in specially created vats, without the need for normal production methods.

Notes on the Weaponry of the Guilds:

(Please take note when fighting me, I do use unique weird and wonderful weapons)

Mark II, Agent Injection Ammunition; This type of ammunition is effective a hollow caseless bullet that can contain any type of poison the Guilds wish it to. The usual poison used is a cocktail of various chemicals, which cause agonising pain and eventual death rendering their target useless for a minute or two before eventual death. This is designed to cause maximum psychological damage to the enemy as well as soak up valuable enemy resources trying to ease, treat or silence the affected person. These bullets are next to useless against tanks due to their strictly anti-personnel nature.

Class I, High Velocity Round; Rarely used by standard Guilder troopers in the field because of it’s tendency to destroy non-specially made barrels, but made to penetrate light armour and medium armour by sheer weight of fire. These are frequently used by Imperial Snipers in conjunction with cyanide capsules inside the bullet head, and by Imperial Special forces. These come in forty round standard clips.

Class I, Explosive Round; Commonly issued to Imperial Soldiers in small clip numbers these rounds were made to replace the rifle grenade of past wars and to enable Guild personnel to perform direct supporting fire without the need for attachments or direct support, which could be best used elsewhere. This is a largish small charge HE round, which is designed to deal with light cover, light vehicles and large concentrations of enemy personnel. These come in twenty round standardised clips.

Canister Shells and Bombs; Often used by Imperial forces especially when terrorising enemy civilians or supply areas, these munitions explode just above the ground firing out in claymore effect but with more balls and more explosive propellant.

Chemical shells, mines (AP), grenades and bombs; These are much the same as above except they use Chemicals instead of ball bearings (often highly corrosive acids or skin reactants), these are mainly AP but have been known to cause equipment failure in armoured vehicles as well.
The Merchant Guilds
26-02-2005, 15:46
Diplomatic Relations:

Known Allies:

Guffingfordii-Panooly Dual Empire
Dumpsterdam
Huzen Hagen
Zarbia
Belem (The Imperial Empire)
Bob-Bob
Sino
Intelligent Neighbours
Sarzonia
The Evil Overlord
Euroslavia
Doomingsland
Farmina
Pacitalia
The Imperial Armies Region

Neutral:

Kriegorgrad
Skinny87
The Macabee's (Treaty signed recently)
All nations, which trade slaves to the Guilds

Enemies:

McLeod03
Independent Hitmen
Russian Forces
Hogsweat
ViZion
Dr Twist
The Dubrocratic Union
Rumera
Claytoria
Gurian
Tocrowkia

Constructive Criticism and Comments welcome.

Before you comment on the Logistical/Supply system, please read it properly first.
The Merchant Guilds
26-02-2005, 17:16
Bump
Zarbia
26-02-2005, 19:26
Very nice TMG!
The Merchant Guilds
27-02-2005, 11:57
Character Profiles:

The Emperor Cutter:

Picture: http://img.photobucket.com/albums/v687/DPeh/34726f02.jpg

Age: 46

A man well known across the Nation States World a former Claw Master, whom took the leadership of the Guilds and proclaimed himself Emperor after Shadowlord Stra’coth disappeared. Cutter is widely regarded to be quite insane; since he has come to power he has started more wars in the Nation states world than most other Heads of State do in a lifetime. He also according to rumours has a passion for having sexual intercourse with attractive slave girls during, which it is rumoured some are tortured. This again has often been highlighted in many nations media and has been referred to as ‘One of the most Dangerous men in the World currently’ by several best seller International Magazines.

The Empress Sorry:

Age: 42

Picture (Artists Impression from sighting): http://img.photobucket.com/albums/v687/DPeh/fashionwoman.jpg

A woman far less well known than her husband, she was a former Talon Master whom had a relationship with Cutter for a long period of time before he ever came to power. Rumoured to be a sycophant to her husband and just as sexually sadistic as him. She is rarely seen, but reports indicate the same possible insanity afflicting her as her Husband.

Septimus Augusta:

Age: 19

Picture: http://img.photobucket.com/albums/v687/DPeh/205ea3d8.jpg

The Emperor’s First son born as part of the Triplet Imperial children born during the Claytorian assault on the Guilds. Septimus unlike his parents has never shown any particular sadism or sexual pleasure in pain, however he has proven several times of the course of his short life to be a highly efficient organiser. He is currently serving with the ‘Bridgeburner’ Legion in the Guilds various expeditions abroad, where he has already attained a reputation as a Brilliant tactician and soldier, winning the Iron Cross deservedly at 18, one of the youngest people ever to win that award.

Agrippa Augusta:

Age:19

Picture: http://img.photobucket.com/albums/v687/DPeh/b2b9d48f.jpg

The Emperor’s Second son born as part of the Triplet Imperial children born during the Claytorian assault on the Guilds. Agrippa has since birth shown an inbuilt capability for acts of huge cruelty and several times has had to receive disciplinary notices from the Commander of the Guild Military, Ganoes Paran. He has also demonstrated on several occasion his utter contempt for death and Jews in particular, since he was assigned in the manner of the Male Imperial Children to serve with the Military, he is currently served with the 1st Imperial Guilder Armoured Legion ‘God’s Chariots’ in Doomingsland.

Cleopatra Augusta:

Age: 19

Picture: http://img.photobucket.com/albums/v687/DPeh/1a6c1e0b.jpg


Cleopatra is the Emperor’s only daughter born with her brothers as the third child, she has always been spoiled by her mother and due to her Mothers influences and her sycophants in the Imperial Court has become quite the socialite and has been linked more than once to Lesbianism, which has been hushed up by the Knights of Saint Peter. She has also been officially linked to the National Socialist Guilder Workers Party and they have benefited greatly from her support and influence within Guild society. She has also been rumoured to be preparing to host a courtship gathering sometime in the future, to gain a Husband from amongst the International Catholic notables.



General Ganoes Paran (Chief of Staff):

Age: 47

Picture: http://img.photobucket.com/albums/v687/DPeh/dde80bc8.jpg

Paran is one of the most notable Generals ever to arise from the hallowed ranks of the Guild Military, he has served under both Lord Stra’coth and the Emperor for many years. He is a reserved man, who doesn’t dabble in politics and a true Conservative, despite his reservations about the current regime he does his professional duty well and has been one of the reasons for the current young talent rising through the ranks of the Guild Military. He has fought many notable actions of which the most recent was the bloody assault on Sydney, which earned him the Wolves Head with Diamonds and Swords.

General Quintus Vespasian (Chief of Operations):

Age: 56

Picture: http://img.photobucket.com/albums/v687/DPeh/5869948f.jpg

A long time associate of Ganoes Paran, they have fought their way up through the ranks together. Like Paran, Vespasian is a true conservative who disapproves of the new regime but does not let it get in the way of his professional competency, which he takes very seriously indeed. He is also a veteran of Sydney and is the Guilds most decorated soldier and the figurehead of the military as a whole and is widely regarded as the Guild’s leading soldier.

General Titus Varus (Head of the Imperial Air Legions):

Age: 51

Picture: http://img.photobucket.com/albums/v687/DPeh/a4a2e6aa.jpg

Another old soldier from both regimes, Varus is another member of the conservative military despite having been an ardent Catholic he doesn’t agree with the Imperial Philosophy on the matter but once again does not wish to be noticed by the Guild Security services thus keeps his views largely to himself. A family man, Varus was a notable fighter pilot before rising towards true command of the Air Legions and has a long history of being referred to by the troops whom serve under him as ‘Papa’ Varus, due the care he takes of his troops.

General Agrippa Seneca (Head of the Imperial Special Forces):

Age: 31

Picture: http://img.photobucket.com/albums/v687/DPeh/5b854e11.jpg

A young soldier and a true innovator, who had a hand in the re-organisation of the Logistics Raider Legions as well as the creation of ‘The Sword of Christ’ Special Forces unit from the old ‘Shadow Brigade’. He has pioneered dangerous and almost insane stratagems/tactics as well as extremely harsh training within the Guilds special forces community, which has lead to the units under his command being feared due to the their seeming ability to strike anything effectively no matter how well guarded or hidden. He is noted for his non-committal attitude to politics, he is also a known and virulent Anti-Semite and instils in the same focus in his troops.

Tactius Spurious (Head of Airborne Forces):

Age: 41

Picture: http://img.photobucket.com/albums/v687/DPeh/52c89f1a.jpg

Tactius joined the military shortly before the rise of the Emperor; he has served the Emperor loyally and without questions for this entire period. He commands the Airborne Legions and the Helicopter Legions of the Guilds, which form the Rapid Reaction forces at the Guild disposal; he has proved quite competent in their command but perhaps is at his level of military competence.

Criticus Zabic (Foreign Affairs Advisor to the Emperor):

Age: 58

Picture: http://img.photobucket.com/albums/v687/DPeh/ed8e03a7.jpg

Criticus was an integral figure of the former Shadowlords regime rising quickly through the ranks of the then Guilder Military to become the Chief of Operations in his thirties, he served alongside Lina Dragonis the master tactician/strategist who devised the majority of Guild strategy and placed the emphasis on indirect warfare. He was an integral figure in the Emperor’s camp during the coup d’etat and was rewarded accordingly with a place behind the throne. He is rumoured to be the real mastermind behind the Guilds…

Rufus Romanus (Master of the Knights of Saint Peter):

Age: Unknown

Picture: http://img.photobucket.com/albums/v687/DPeh/7dabd01f.jpg

Rufus is a shadowy figure, the photo shown is the only current photo of this man whom is so feared through the Guilds, he is rumoured to be a highly efficient and pragmatic man with severe authoritarian tendencies but this cannot be confirmed or denied at present. He had been given the nickname ‘Regicide Rufus’ for his bloody conduct of the business of Internal Security.

Marcus Cicero (Master of the Knights Templar):

Age: Unknown
Picture: http://img.photobucket.com/albums/v687/DPeh/3efa9d52.jpg

Marcus is another shadowy figure; he was an unknown until the Emperor’s coup d’etat and has since then commanded the Knights Templar. He has been cited 26 times at present at various Human Rights Courts for gross abuses of Human Rights and War Crimes, for his organisations actions in many small wars throughout the Nation States world.
Farmina
27-02-2005, 13:57
Merchant Guilds GDP Allocation:

6% Administration
20% Law and Order (including external security)
20% Defence
8% Public Transport
17% Education (including Imperial Youth Programmes)
10% Commerce
16% Health
3% Other


GDP Allocation? Is that the correct term? Do you mean government expenditure allocation?

Two reasons:
1) If there is GDP 'allocation' that would make you a dirty communist which I know your not,
2) All the things in this list are government priorities.

And also how does your government spend 10% of its money of 'commerce'.
The Merchant Guilds
27-02-2005, 14:05
GDP Allocation? Is that the correct term? Do you mean government expenditure allocation?

Two reasons:
1) If there is GDP 'allocation' that would make you a dirty communist which I know your not,
2) All the things in this list are government priorities.

And also how does your government spend 10% of its money of 'commerce'.

You can label it either way (most people, don't care since they know what you mean(, but your are technically correct that was me being tired and not noticing my error when I proof read it.

Commerce: Encouraging businesses (Incentives), Growth areas, Watchdogs etc. It is done by all Governments (well most of them)... effectively it's a way to put money in the Economy via the firms to gain increased prosperity in the long term.
Pacitalia
27-02-2005, 19:40
Nice work, TMG! Although, we are your ally and don't see ourselves on your list. ;)
The Macabees
27-02-2005, 20:05
Nice! I think we can consider ourselves allies though. [tag]
Stevid
27-02-2005, 20:10
Diplomatic Relations:

Known Allies

Guffingfordii-Panooly Dual Empire
Dumpsterdam
Huzen Hagen
Zarbia
Belem (The Imperial Empire)
Bob-Bob
Sino
Intelligent Neighbours
Sarzonia
The Evil Overlord
Euroslavia
Doomingsland
Farmina

Possible Allies:

The True Way of the Alan
Skinny87

Neutral:

Kriegorgrad
All nations, which trade slaves to the Guilds

Enemies:

McLeod03
Independent Hitmen
Russian Forces
Hogsweat
ViZion
Dr Twist
The Dubrocratic Union
Rumera
Claytoria
Gurian


OOC:We're in the same region. Does that constitute me as neutral or an allied nation? Surely not enemy.
Skinny87
27-02-2005, 20:21
OOC: Do you have a diplomacy thread?
The Merchant Guilds
28-02-2005, 11:29
OOC: Lol, thanks you lot :P

I said 'Known' Allies. That meant I wasn't about to shout about the 200 or so of them, I just listed the ones I remember speaking about IC.

But now you're mentioned your names they shall be added.

Skinny87: Nope, never seen the point of them personally you are free to make approaches as you see fit however.
Pacitalia
28-02-2005, 21:08
Pacilitia? That's a new one. :p

Looks like Samtonia and I are the two with difficult-to-spell nation names. ;)

Pacilitia, Pacitilia, Pactalia, Pactolia, Pacatalia, Packeetalia. :p
The Merchant Guilds
01-03-2005, 10:29
Pacilitia? That's a new one. :p

Looks like Samtonia and I are the two with difficult-to-spell nation names. ;)

Pacilitia, Pacitilia, Pactalia, Pactolia, Pacatalia, Packeetalia. :p

Pardon meh :P

Don't make annoying names then... :D
The Imperial Navy
01-03-2005, 11:55
Again I have inspired another factbook. Very nice work.
The Merchant Guilds
12-03-2005, 18:38
Updated Bump.
Tocrowkia
15-04-2005, 02:27
OOC: Go ahead and Tocrowkia to your enemies list. ;)
The Merchant Guilds
15-04-2005, 18:52
Major Update and Addition Bump
The Real ALM
18-04-2005, 17:11
Major Update and Addition Bump

OOC: What about the RALM?
The Merchant Guilds
19-04-2005, 10:39
OOC: What about the RALM?

You don't count, they are not supposed to know I am funding you :P

But yeah, I'll add in a bit about you sometime in the next few days.
Red Tide2
19-04-2005, 13:41
OOC:Very good factbook. I do have a question...

Why dont you have any nerve gas? Gabon, Sarin, and VX Nerve gas are much more effective and lethal then Chlorine and Mustard Gas. Unless they are one of the gases listed under 'classified'. That wouldnt make much sense since EVERYONE knows(and probably owns) Nerve Gas.
The Merchant Guilds
19-04-2005, 14:56
OOC:Very good factbook. I do have a question...

Why dont you have any nerve gas? Gabon, Sarin, and VX Nerve gas are much more effective and lethal then Chlorine and Mustard Gas. Unless they are one of the gases listed under 'classified'. That wouldnt make much sense since EVERYONE knows(and probably owns) Nerve Gas.

OOC: I've been compiling a list of agents (that Chem weapons list is from when I started ages ago) and it will go up in another less major update with Red Tide. There will be a lot more than what is listed there... simply not got round to finishing it all off. But as for Mustard/Chlorine gas, it's not about the effect these weapons have in strategic warfare but more on direct battlefield strike application by which these substances are moire suited to my personal style of war.

My Classified stuff is to do with some bits I am developing (with the aid of a friend who is a GP) and just generally going to release at an later date in an RP.
The Imperial Navy
19-04-2005, 16:17
Heh-it's a more detailed clone of my factbook. I love it. :D
The Merchant Guilds
20-04-2005, 13:44
Heh-it's a more detailed clone of my factbook. I love it. :D

OOC: Hardly TIN man (*baps with large blue whale suffering from indigestion), I nicked bits of yours and others as part inspiration... there will be another section coming on Resistance to Imperial Rule among other things soon.
Tocrowkia
24-04-2005, 00:34
Maybe you should tell us why your enemies are well...your enemies? A suggestion.
Moronyicka
04-05-2005, 19:46
To: Emperor Cutter
From: King Jedo
Subject: Trade

Dear most high Emperor,

Your esteemed nation is listed on Moronyicka’s official list of allies. As with all allies, we are trying to increase foreign trade and would like to include you.

Moronyicka wishes to begin importing some of your Crude Oil. In exchange we will supply you with products from our massive agricultural industry

Also, we are interested in exchanging embassies with your empire, are you interested?

We wish to hear from you soon.

Thank you.
~King Jedo~