Yurka Factbook
The Eternal Empire of Yurka
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Yurka City II, the seat of the Eternal Yurkan Empire and home to 800 million people.
Government Structure and Politics
Also known as: When war isn't an option.(jk)
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Official Name: The Eternal Empire/The Eternal Empire of Yurka
Current Leader: Emperor Drake Yurka (The III)
Capital: Yurka City II
Pronounciation: Yur-Ka
Natives: Yurkans; The Yurka
Suffrage: 14, voluntary
Currency: Zenti(s)
Formation Date: 280 BC
Laws: Most laws vary from city to city. Thus laws such as prostitution or recreational drug use vary from location to location.
=-Government Description-=
The Eternal Empire of Yurka is essentially an Autocratic Monarchy, with power passing from one member of the ruling family to the other either as request by the ruler or at the time of the ruler's death. This has never been a problem, as members of the royal family have been exceptionally good at reproducing in the past, and there are literally thousands of possible heirs all over the country at present, thanks to constant, vigilant record-keeping. The ruler is supported by a large group of aristocrats called the circle of nobles, which gather sporadically within Obelisk to effectively help the current ruler handle maintaining the government at large.(More on Obelisk Below)
However, each member of the circle of nobility is voted on by the members of each Royal House, of which there are sixteen, including House Yurka. Each house also maintains a city of its own, and almost every citizen in Yurka can trace his lineage back to one of the houses, therein giving him a vote. Voting is held once every five years and elections take roughly one month.
-=-Current Members of The Circle of Nobles-=-
Alenio Yurka; Age 27 (House Yurka)
Verial Deus; Age 69 (House Deus)
Lierra Tierra; Age 21 (House Tierra)
Faris Agua; Age 25 (House Agua)
Rhue Sombra; Age 23 (House Sombra)
Karias Branca; Age 50 (House Branca)
Eve Flama; Age 31 (House Flama)
Mildain Ouro; Age 39 (House Ouro)
Euphaire Vento; Age 18 (House Vento)
Magnus Trueno; Age 37 (House Trueno)
Bersalia Trevas; Age 41 (House Trevas)
Krad Oceano; Age 89 (House Oceano)
Deneb Preta; Age 28 (House Preta)
Orias Gemeo; Age 36 (House Gemeo)
Zeig Fogo; Age 23 (House Fogo)
Arias Raio; Age 20 (House Raio)
-=-=-Major Cities-=-=-
Yurka City II (900 million), Terra (586 Million), North City (448 Million), Agua (316 Million), Baccarat (295 Million), Bleak (284 Million).
Geography
Also known as, "Gee... It sure is hard being isolationist with over seven billion people!"
Area: N/A
Bordering Nations: N/A
Coastline: N/A
Elevation Range: 0m Sea Level - 7,250m Mount Argas
Land Use: Arable 34%, Permanent Crops, 14%, Other 52%
Natural Hazards: Almost everything; Depends on area.
Natural Resources: Coal, Diamonds, Gold, Natural Gas, Oil, Platinum, Steel.
-=-Geographic Description-=-
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The Eternal Empire of Yurka is a land of contrasts. From the vast Western Desert to the frozen ice fields of the far North, there is a wide range of geographical features, primary among these being massive amounts of mountains and a small array of volcanoes. After being forced from their homeland, they had no choice but to adapt(in the Yurkan way) once again to these obstacles, and their massive cities reflect this, leaving much of the wilderness as it was, far beyond the barren outskirts, though mutations caused from the industrial pollution has become a common, albeit ignored, sight.
People and Population
I suppose this had to show up at some point... Ah my population, how I despise you...
Total Population
7.054 Billion
Age Structure
0-13 years: 24%
14-60 years: 68%
61+ years: 8%
Median Age
Total: 32 years
Male: 32.4 years
Female: 31.6 years
Population Growth Rate
0.1%
Net Migration Rate
None
Life Expectancy at Birth for Citizens
Total: 98.4 years
Male: 98.2 years
Female: 98.6 years
Nationality
Noun: Yurkan
Adjective: Yurkan
Ethnic Groups
100% Yurkan
Religions
Yurkan Shamanistic Tradition 44%, 56% Atheist, 1% Other.
Languages
Yurka 100%, English 80%, Other 30-60%.
Literacy
Age 10 or over can read and write: 100%*
*The illiterate are either reeducated or forcibly removed to colonies.
National Fertility Rate
6 births per 1000 population
-=-Yurka's People and Culture-=-
Yurkan culture and its people are both seeped in ages old tradition and ritualism dating back to the founding of the culture and nation by the high Shaman Alia Yurka at roughly 260 BC. Due to this, Yurka is an extremely tolerant nation when it comes to the two sexes, and speaking poorly about one is usually viewed as the individual's own sense of inferiority. In fact, when foreigners routinely walked the streets of Yurka's cities, many of them were murdered after doing exceptionally sexist things. This also brings us to the next facet of Yurka's culture... Violence and the Yurkan Warrior.
Though the warrior ways of old have more or less completely dissolved with the founding of Yurka City II, retaining dignity is still a very important facet of every day life. From personal appearance to not turning down any reasonable challenge, maintaining this aura of enigmatism and power is always important for both sexes. Though this is usually only important when facing a rival or among strangers. With your friends and companions however, you are usually expected to be much more lax.
Yurka, while lovers of peace and quiet, especially in the wilderness, are not really at their best being alone or private. Like the Grand Wolf which quickly became the national animal and was eventually domesticated (to a degree), groups of Yurkan youth often behave rather like a pack, which seems rather humorous to outsiders. However, after spending so much time together with the same group of people, a certain bond develops, and the individuals can almost predict what each member of a group will do. Along with this, the first thing almost all citizens of Yurka do upon reaching the legal age of fourteen is to go out to the local tattoo parlor as a way to legitimize their group. If not for extremely strict and pervasive police forces, this would almost surely result in an excessive amount of youth gangs springing up. Of another cultural note is the Mata , a ritual tattoo resembling a famous scar crossing Alia Yurka's eye. This is almost always done individually, since once it is done there is no turning back, and it is always readily apparent what had happened.
Yurka was also at one time famous for its melee craftsmanship and dueling, two traditions which have survived to this day. From ornate punching daggers to Yurka dueling blades, both are still commonly worn by anyone who is able to reach the strict licensing. There are also those few who choose the life of a duelist, essentially taking up a lifestyle in which they wander around fighting one another, usually to the death. Though strictly regulated, the practice still goes on today within specially marked areas, and once started, they usually draw large crowds.
Finally, we come to the Yurkan language. Surprising for a warrior's(how they put it) tongue, Yurkan is usually rather quiet, with different degrees of meaning depending on the subject being addressed, person speaking, and tone. Coupled with this is the fact that most Yurkans are extremely proficient in the use of innuendo, and you have a language which would could take years to become well versed in. The written language is thankfully simpler with two alphabets, one being for objects and signs, the other being for speech and writing.
Current Youth Trend
The current Youth Trend in Yurka is a little known practice known as Daemonia or in extreme cases Demundza. These youth often receive surgeries to give them the appearance of demonic figures, and often wear a gothic style of clothing. It is said that the majority of these people spend much of their free time in the vast sewer and bunker systems beneath Yurka City II. As of late, their numbers have been declining, thanks to even more military funding, giving them the time to police the undergrounds.
Demundza Yurkan Teens (http://i2.photobucket.com/albums/y21/Kutulmak/666.jpg)
Military
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Also known as "explosions"
Yurka's military has always revolved around two factors, having small and well-trained ground forces, while supplementing that with a universally advanced naval force. Only recently have the scientists involved finally gone into furthering the slowly growing air force as well. Though at this point the country is exceedingly isolationist, not allowing foreigners in for any reason whatsoever, there is always the chance that the nation could be called to war at a moment's notice. It is for that reason that Yurka's military continues to slowly build to this day.
Military Branches
Imperial Army, Imperial Navy, Imperial Air Force.
Military manpower – military age
14 years of age
Military manpower – availability
Capable Males and females age 14-60: 3.0 billion
Military manpower – current size
Imperial Army: 40 Million
Imperial Navy: 68 Million
Imperial Air Force: 16 Million
Total: 120 Million
Ready Reserves: 84 Million
Military manpower – as percentage of total population
Less than 1%
Military manpower – reaching military age annually
24 Million
Military expenditures – monetary values
N/A
Military Allies
Currently looking for new ones.
Military Enemies
None Officially
Economy
Yurka's Economy is free, though heavily controlled by the government, which comprises many head CEOs of corporations and noblemen. In the past, due to an income tax of roughly 100%, there were almost no citizens ever leaving the country, due to the fact that they would have to leave everything behind. Now, thanks to the progressively lower 83% income tax, this still-rare occurrence is now a bit more popular than in the past. Due to all of these issues with the economy of Yurka, and their aggressively hands-on approach to the economy and business in general, much of nation is being run more and more like a business.
Gross Domestic Product
$151,415,049,385,204.31
GDP per capita
$21,465.13
Population below poverty line
N/A
Unemployment Rate
Unemployment Rate: 3.81%
Income Tax Rate
83% (Varies)
Labor Force
N/A
Industries
Arms Manufacturing, Diamonds, Gambling, Information Technology, Heavy Metals, Robotics, Seafood, Steel, Uranium.
Exports – commodities
Arms Manufacturing, Information Technology, Gambling, Robotics, Uranium.
Exports – partners
Imports - commodities
N/A
Imports – partners
N/A
Debt
N/A
Economic Aid
N/A
Currency
Zenti; Electronic Money in heavily encrypted stick form.
Exchange Rate
1 Zenti = $1.2625
Obelisk
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Obelisk... The impregnable fortress resting within the center of Yurka City, where only those who are supposed to enter make it in, and anyone else dies. Responsible for keeping Yurka isolated, even going so far as to mounting a wall of gattling guns (http://i2.photobucket.com/albums/y21/Kutulmak/GattlingCannon.jpg) around Yurka's borders. While neigh impregnable for outsiders, especially foreigners, who are not even allowed in the country in the first place, even the workers themselves have no concrete idea what goes on within other parts of the facility.
To be frank Yurka's Obelisk revolves around numerous sections. Common knowledge dictates that there are at least six of them, but in fact the number goes roughly up to 8. A brief summary of each section follows...
Section 1: Hall of Records
Section 1, the easiest to access of all the sections, section 1 revolves around the the storage and upkeep of not just records, but also information on every citizen within Yurka's borders, along with some outsiders. Completely restricted from public use unless under extremely unusual circumstances, one could theoretically learn anything that ever had something to do with Yurka. This includes all documentation ever done, along with formulas for biological weapons and any operatives opperating outside of the country.
Section 2: Economic Control
Section 2 revolves around maintaining and increase Yurka's economy and resources. They regulate all trade done within the country, and were at one point in the Obelisk's history regulating trade with outsiders. So far they have done their job adequately, however they are always expected to move forward, gathering funds for the numerous other sections of Obelisk.
Section 3: Black Operatives
In ancient times called the Red Crescent, the current Black Operatives remain most of the same training practices. Hand selected at birth from the country's numerous hospitals, only the best and brightest survive the training process intact. Those who don't are sent to the top branches of the military, while those who survive the intense training, which ends only at the age of 20.
Each group is trained together since soon after birth, and in the end each group is slowly cut more and more as time goes by until only perfection is maintained. Taking full advantage of cybernetics and status-improving chemicals, most are given extreme modifications of their body frames. A few however are left relatively human to prevent detection, though most of these still retain the status-improving drugs and make use of biological warfare by storing such devices within their own bodies.
Section 4: Investigation Bureau
Investigating all possible security risks to Yurka, they are in charge of gathering hard to obtain information. With extremely high standards, they are also the ones responsible for handing the records in to section 1 and choosing test subjects for section 6. They are masters of stealth, and their membership is made up of the only group allowed to leave the country. As such each one has numerous bombs planted within their body in case they should ever be caught.
Section 5: Councils of Expansion and Isolationism
While currently the government has no reason to expand beyond its borders thanks to the use of extremely dense and well protected super cities, they are always on the look out for areas to exploit for resources. Thus the Council of Expansionism, while nowhere near as busy as the Council of Isolationism, this half of the section is still relatively active, though promises to see more action in the future.
The council of Isolationism however, is by comparison exponentially busier, since they are responsible with maintaining the country's isolationism against the world at large. Thanks to their gattling gun mounts surrounding the countryside, they are able to prevent any foreigners from entering by land, and thanks to their nuclear submarine scouts ever vigilantly patrolling the ocean to sink foreign ships and prevent any naval fleets from coming ashore. This requires quite alot of manpower, though the rewards of an ideal civilization free from foreign filth and obtrusion is well worse the cost.
Section 6: Military Laboratories and Testing
While Yurka's military is primarily interested only in defense, they are more than ready to launch an invasion upon a potential opponent at any moment. Section 6 helps to make sure that these endeavors, whenever they are completed, will be done with the most state-of-the-art equipment possible. From biological weapons to super weapons to the increasing of the naval fleet, they are constantly working. They also freely test on prisoners and the few foreigners who make it through all of the defenses, though only the most depraved are used for any of the more violent tests.
Section 7: Assassination and Counter-Terrorism (And terrorism)
Section 7 is responsible for all terrorist acts against Yurka's enemies and assassinations of anyone who jeopardises the country's peace. At this time all other facts upon Section 7 will remain classified.
Section 8: Surveillance and Control
The Leader of all other sections, section 8 is primarily responsible for policing the entire obelisk. The current Emperor is always indoctrined as a member, and is the only member ever allowed to leave Obelisk. They are responsible for barcoding the population as well as keeping certain genetic problems from ever surfacing. They in a way keep the country "pure".
Research and Development
These are the current technologies being developed by Yurka's Obelisk. Eventually, threads may develop on individual experiments.
Creation of Cerberus, an advanced Artificial Intelligence to help monitor Yurka's defensive grid and keep Yurka free from outside forces. Currently in development within the lowest levels of Obelisk, upon completion it will be unleashed throughout Yurka's computer network. Completed.
Ragnarok, a military facility on the dark side of the moon. It shall be used to protect Yurka's eventual space interests. Three Completed.
"Catch Colony" A space colony which will orbit the earth and collect vital mineral deposits and solar energy and transfer them to Yurka's many facilities. Completed.
The Virus: Zen. It will be created with the sole purpose of mass sterilization of a people. Completed
Savior: A Computer Program which will be used to protect Obelisk, and to take command of her space interests. Completed
Space Ark: A space colony to eventually be created and sent into space and assist with research and the seeding of the Yurkan populace throughout the solar system. Incomplete.
Yurkan Science Exposition will soon begin to assist Yurka's continued
History
The original Yurka was founded by a Shamanistic Religious sect roughly at the time of 280 BC. They were led by Alia Yurka, a young prophetess who was believed to be descended from the gods themselves. Upon arriving, she quickly pushed her most devout followers with her to the innermost reaches of the mountainous center of the island, as numerous deserters decided to remain on the Coast. These people were called the Zenti, for that was the name eventually given to the Coast.
After years of trekking through the mountains, and numerous deaths, the people began to lose faith in Alia. However, she eventually came through to her people, and they came across an immense, awe-inspiring valley, complete with an enormous body of water in the center. The first city of Yurka was quickly founded thereafter. The Yurkan Dynasty also began, and lasts to the present day. The Yurkan calendar also begins on this day, though the common calendar is also currently used in certain circumstances.
Many Emperors came and went over the following centuries, from Alia's son Alan to his son Zoel the Wolf, and so on and so forth. This would eventually come to a stop at the year of 45 AD, when the distant nation of Antanjyl invaded from across the seas. Zenti was taken within the span of a few days, though Yurka was a much harder shell to crack, protected in a nest of mountains. However, in time they too were taken, after dozens of bloody skirmishes. Thankfully, on the year of 50 AD an uprising eventually came forth to depose their leaders, and in 70 AD the invaders were expelled violently, the few survivors being wracked by storms. From that point onward they would attack every so often, though Yurka also took the opportunity to invade Zenti and take her for itself.
Thus the lineage was once again in place, and centuries passed as great technologies such as black powder and rocket-bombs were crafted. Hot air balloons were also made, and sailed the skies around the island bringing goods from Yurka to Zenti. All was going well, and eventually Yurka's society became lax. To stop this, in the year 1048 AD the people of Yurka went on various raids of outlying islands, taking people back as slaves. Most of these slaves eventually bought there freedom and became citizens.
Then, roughly at the time of the second millenium AD, a great war over what other's perceived as a Slave Trade took place. It lasted numerous years and cost the lives of millions of soldiers on all sides. In the end however, Yurka's reliance on nuclear reactors under it's massive capital city proved to be its downfall. After they were destroyed, the fallout cost the lives of upwards of 800 million civilians and soldiers alike. 600 Million or so survivors took this opportunity to leave.
From this point on, Yurka spent some years moving across the seas, seizing lands before taking what they needed and leaving. Eventually however, they came to a massive continent, home to their old nemesis Antanjyl. Striking quickly, they wiped out the outlying towns and took hold of all territories south of a massive mountain range. Using their advanced technology, they also fashioned an enormous line of mechanized artillery which killed any heat signature that attempted to get by. Thus, it is easy to tell when one is getting close to the artillery ports by a long line of corpses and bones.
The first order of business upon Yurka's founding was recreating the noble houses, followed by the completion of Yurka City II. It would be the new home of Yurka's people, and would house upwards of 900 Million citizens. The noble houses also took this to heart and created massive cityscapes of their own. From within the city the citizenry was safe, while outside they polluted and did whatever they could to further empower themselves. This brings us to today, where Yurka is an enormous Isolationist Empire, one with almost no voice in the outside world as of yet, and one that could care less.
Important People
"The outside world is so utterly choked with filth and rabble... That the only way to fix it would be to burn it down and start anew!"
Emperor Drake Yurka III; At a dinner party in North City
Emperor Drake Yurka III: The 39 year old Emperor of the Eternal Empire of Yurka, he took the throne roughly seven years ago when his father went into retirement. His only knowledge of the outside world was given to him by his father and schooling, and thus is a bit skewed. He views the outside world as either a threat only suitable to someday be conquered under his own fist, or a barbaric land undeserving of any attention, depending on the nations mentioned. So far, he has not made these ideal s public, but it is only a matter of time before it comes to light. He has four children, and always carries around his dueling sword as a matter of honor among his people. If anything were to happen to him, he has already been preparing Alan Yurka to take the throne.
Picture (http://i2.photobucket.com/albums/y21/Kutulmak/lucsamab.jpg)
Alan Yurka: The 22 year old son of the Emperor, he is relatively quiet, and has become a great scientist within Obelisk. Though not particularly concerned when it comes to politics, lately his father has been sending instructors to him in case something should happen to the current Empire. His current projects are the creation of two sentient AIs which will be responsible for the protection and furthering of Yurka. The first, Cerberus, will be responsible to help protect the nation, and is already preparing to be released. His other, the enigmatic SAVIOR project, will further the cause of Obelisk.
Picture (http://i2.photobucket.com/albums/y21/Kutulmak/setsu2.jpg)
Alia Yurka: The 20 year old daughter of Emperor Drake Yurka III, always a sickly child, six years ago she finally fell into a coma. Originally prepped by the Emperor to take his place, she was eventually frozen two years ago, and is kept in the depths of Obelisk for her protection. All facts regarding the illness which she suffers have since been destroyed, and most hopes at reviving her have also been given up some time ago. Before her death, she was also reported to be incestuously close to her older brother Alan.
Picture (http://i2.photobucket.com/albums/y21/Kutulmak/color-fourangels-4.jpg)
Zera and Zack Yurka: A 16 year old pair of fraternal twins, and the youngest children of Drake Yurka III. Zera, the older sister was born without a problem, however her brother Zack had caused complications at the last minute which eventually led to the death of their mother. Personality-wise Zera is dominant, while Zack is much more submissive, though at times this has been seen to change. They are constantly causing trouble, but like most of the royal family are guarded well enough that nothing too dangerous has happened to either of them yet. They are both rather tall for their age, and the press often speculate that the two are members of the Demundza movement, however this was quickly stamped out by the government.
Zera Picture (http://i2.photobucket.com/albums/y21/Kutulmak/1a.jpg)
Karth Grimoire: At age 39 he serves as the Emperor's bodyguard, and is counted as a member of their family. A former general of the Eternal Empire, he is the son of one of the former general's who helped defend the original city of Yurka during its final days. At the same age as the Emperor, they were together during most of their young lives, and in most cases would have garnered the last name 'Yurka' by this point in his life. However, seeing as Grimoire is an important Old House name within the country, as of yet he has not done this.
Picture (http://i2.photobucket.com/albums/y21/Kutulmak/Zack.jpg)
Zeith Branca: The 26 year old leader of North City, his father Karias Branca is seated at the circle of nobles. To better enforce the fact that he is the leader of house Branca, he has permanently has his hair shifted to an off-white color and has had his eyes undergo the same shift in color. Despite these drastic measures, in the nation of Yurka such a thing is not considered that eccentric, and in fact he has gotten much praise for his devotion to his house. As ruler of such a cold enviornment, he is constantly looking for ways to bring more people into the city, and so far has succeeded by turning most of it warm by tapping into geothermal devices. He is reported to have a harem of 26 women, and retrieves another one each year.
Picture (http://i2.photobucket.com/albums/y21/Kutulmak/cool_guy.jpg)
Rhue Sombra: Rhue Sombra is the Representative of the Circle of Nobles for House Sombra, and is not really all that sane. With an almost unsurpassed love of swordsplay and violence, he was probably elected only because the people of Sombra were bored with their previous staid leaders. Despite his madness, and his hero-worship of people many consider tyrants such as Generalissimo J.L. of Roach-Busters, he has so far managed to keep Bleak itself running smoothly, though many foreigners and lower degrees of citizens are often imported to his palace and never heard from again. He is also an avid collector of swords and other archaic weaponry.
Picture (http://i2.photobucket.com/albums/y21/Kutulmak/49.jpg)
Cerberus: Classified for now...
SAVIOR: Coming Soon!!!
Ato-Sara
05-01-2006, 16:14
OOC: Looks nice and very promising. I Look forward to seeing more.
Southeastasia
06-01-2006, 06:48
Seconded. Oh and Yurka, check your TGs.
Yurka's Top Cities; A Summary
Yurka City II (900 million)
The Capital of the Empire and home to a staggering 900 million citizens, Yurka City II is essentially the place to be when it comes to the most advanced technology and other ventures. The main reason people live there however is to work, as not only is the House of Nobles there, meaning lots of politicians and other organizations such as that are within the city, but also almost every Corporate Headquarters, due to the Capital's leniency on certain laws in the industries favor. This has only sky-rocketed the population, as more and more citizens are flocked inward by the prospect of business and jobs, along with a better life in a technological paradise.
Terra (586 Million)
Terra is a city which is built in and around a mountain range, and is one of the most enviornmentally stunning areas of the nation. It is one of the only areas in the country where enviornmental destruction has not killed off most of the wildlife, and is home to the only forest park, which is actually quite large and awe-inspiring. It is constantly working towards enviornmental science, along with biological engineering and other things which could be used to restore Yurka's drab wilderness. It is also reknown for having some of the harshest industrial laws to cut down on pollution, however by international standards it is still extremely lenient.
North City (448 Million)
North City... A sub-arctic city seperated from most of Yurka by an immense mountain range. Why would anyone choose to live in such an inhospitable area, let alone how did the third largest city in Yurka come to be built here? The praise rests squarely on the eccentric Noble House Branca, which took this area as a challenge, and have since turned it into a primary tourist destination and essentially a rather comfortable place to live. With numerous hot spring and ski resorts, coupled with geothermal heating along most of the streets, the city is actually more than just a nice place to life; its an experiment in the extremes in which human beings can exist. Though the ruling house is a bit... insane... That doesn't stop the population from steadily increasing every year, even as Zeith Branca becomes more insane and eccentric by the day. His current Agenda; Adding Excitement and Perfection to North City. How he intends to do this is still rather up in the air.
Agua (316 Million)
Agua, a city built over the ocean. The largest Coastal City in Yurka, it will also slowly become the main trade location as the population opens up to the outside world. The city is built along the path of the ocean into an inland sea, infact being built over most of it, leading to a rather strange and beautiful architectural style. It is one of the most defended cities as well, as being so close to the ocean leads it open to attacks. The lower portions of the city are actually built with torpedo defenses, and behind the city is an enormous submarine fleet ready to launch attacks upon invaders at a moment's notice. This too is one of the most unique cities in Yurka, and this strangeness is the reason so many people have come to live there, along with its lawing policies.
Baccarat (295 Million)
Yurka's Gambling Mecca, Baccarat City is a wide-spanning city most noticed for its immense casino towers and always having one of the biggest congestions of movie stars and television networks. While it is essentially supplied by outside sources, it is one of the most excited cities when word first came that the ports would be opening to outsiders, as they viewed it simply as another way to make some creds. As the time draws near for a fully open society for the foreign market, their casinos are going under a massive reorganization to accomodate anything that someone could possibly like.
Bleak (284 Million)
Bleak is the sixth largest city in Yurka, and is home to one of the largest per capita amounts of Gothic architecture in existance. Due to the mountain range around it along with a few technological liberties built upon them, the city gets sunlight for less than four hours a day, leaving it completely bathed in darkness. It is ruled by House Sombra, and is the cultural center of the Empire, with an immense play and theater district. The people there have a reputation for being cold or dishonest, and these claims are actually more than justified in the lower portions of the city, built underground.
The Big 8
The Big 8 are a list of MegaCorporations which exist under Yurka's Government. While not exactly loyal to the Emperor, they are more or less obligated to assist him should anything happen, as he allows certain practices of the Big 8 to continue. Under his guidance every member of the Big 8 holds a number of headquarters where, for all intents and purposes the laws of Yurka do not apply, much like the Noble House's have control over their cities. The following are the members of this group in no particular order, along with brief summaries of each one...
Terra Corporation
The Primiere Bio-tech and genetics corporation within the Eternal Empire, Terra Corporation is responsible for everything from biological engineering and genetics to Demundza horn grafts and age-reversing miracle treatments. Along with this they are also slowly working towards eniornmental sciences to help restore Yurka's dying enviornment.
Yurkan Nuclear
Yurkan Nuclear has been a large contender even before Yurka's isolation, and is actually the first MegaCorporation to gain that moniker, though Baccarat Casino Corp also took the name at roughly the same time as well. They are in charge of creating nuclear power for the entire country, along with finding new uses for the technology, most notably in warfare and transportation.
Baccarat Casino Corp
Baccarat Casino Corporation is not only one of the first MegaCorporations in Yurka, alongside Yurkan Nuclear, but it is also currently the only corporation with an entire city named after it. Responsible for the building of casinos, along with other ventures such as theme parks, movies, and video games, they are the technological entertainment industries undisputed leader.
SERGE Computer Systems
SERGE Computer Systems, ironically named after the original company was burnt to the ground due to a computer serge in the lowest levels, is nowhere near as humorous of laughable. They are responsible for nearly all of the civilian-owned computers in the nation, which accounts for nearly 90% of the citizens. Along with this are small contracts with the government, and the fact that they work closely with other corporations to assist them in developing their technologies.
The Red Crescent
The Red Crescent is a Private Defense Agency primarily used to protect Yurka from danger and other problems. Along with this they maintain a high level of conduct and are also used to defend Corporations from civilians, along with other hostile threats. They serve as anything from bodyguards to reportedly assassins, and if it involves trained military personnel getting a job done they're likely to accept it if asked through the correct sources.
Zion Macrotechnology
Zion Macrotechnology is the newest MegaCorporation in Yurka, and has been launching weekly satellites into orbit since its founding. Going beyond mere satellites, they also build space weaponry, and are currently planning to build the Ragnarok facility on the Moon, with the help of the government. Beyond all of this they are also an arms manufacturer.
Chemical Dyne Incorporated
Chemical Dyne Incorporated is Terra Corporation's main competitor, and is the undisputed champion in the medicine circuit. Responsible for privately owned hospitals and life-saving breakthrough technology, they are also responsible for "Mood Pills" which are currently the newest rage in this stressed-out society. With effects ranging from stress-relief to just pills to make someone feel better after a hard day's work, they also make stimulants for troops on the battlefield as well.
Draco Industries
Draco Industries is in charge for the majority of the Heavy Industries in Yurka. Anything ranging from Steel Mills to Mining to certain types of construction are all covered by them. They are the backbone of Yurka's economy, and without them most of the government would have needed to turn to foreign trade long before it currently came out of isolation.
Military Indepth
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(Yurkan Military Insignia)
Imperial Army
Yurka's Army is responsible for the defense of Yurka, along with launching offensive attacks on their enemies. It is massive and well equipped for the most part, as most of the Army are non-combatants who work in any number of necessary fields. They do everything from manning the nation's defenses to protecting her Imperial States. Their uniform varies with terrain, though always includes the Yurkan Military Insignia. Rank is diffrentiated by the size and coloration of the Wolf which is primarily placed on the upper right portion of the uniform's front, along with a large portion on the back and gloves.
Among them is also the Imperial Guard, the Emperor's Elite Military Division.
Insignia and Ranking
Private - Brown Wolf
Officer - White Wolf
High Officer - White/Blue Wolf
Lieutenant - Blue Wolf
Head Lieutenant - Red Wolf
Commander - Red/Black Wolf
Major - Iron Wolf
Colonel - Silver Wolf
General - Gold Wolf
Imperial General - Platinum Wolf
Basic Imperial Army Structure
Pack - 12 Soldiers led by a High Officer. (12 Soldiers)
Section - 5 Packs led by a Lieutenant. (60 Soldiers)
Platoon - 5 Sections led by a Head Lieutenant. (300 Soldiers)
Brigade - 4 Platoons led by a Commander. (1,200 Soldiers)
Division - 5 Brigades led by a Major or Colonel. (6,000 Soldiers)
Battalion - 5 Divisions led by a Colonel. (30,000 Soldiers)
Legion - 5 Battalions led by a General or Imperial General. (150,000 Soldiers)
Army - 3 Legions led by an Imperial General. (450,000 Soldiers)
Armoured Division - 300 Combat Vehicles.
Armoured Battalion - 4 Armoured Divisions. (1,200 Vehicles)
Artillery Array - 120 Guns.
Infantry Equipment
Standard Equipment for all Yurkan Soldiers is a gas-mask, which is commonly used in battle. The Empire of Yurka is known to frequently use quick mini-tanks to dispense deadly gasses in the middle of battle, so most soldiers keep the masks on during any battle they go into. Along with this they are also given an assault rifle, a secondary weapon, and a combat knife with provisions. They also wear heavy body-armour in most cases as well.
Imperial Navy
Yurka's Imperial Navy is by far the largest portion of Yurka's military. Ironically enough, most of the naval fleet will more or less not be seen, as it is dominated by submarines. Using them for anything from launching missiles, firing EMP weaponry, and going toe-to-toe with ships, submarines are considered the future of Yurka's navy, as they are protected from most types of defensive missile strikes. Along with these are the typical Battleships and Infantry transport vehicles, combined with a small force of Super Dreadnoughts primarily used to obliterate defenses. Uniforms aboard these vessels are usually loose and black, with a variant of the Army's military wolf used to diffrentiate class. In these circumstances it is always covering the shoulders.
Insignia and Rankings
Ensign - Brown Wolf
Officer - White Wolf
High Officer - White/Blue Wolf
Lieutenant - Blue Wolf
Head Lieutenant - Red Wolf
Captain - Red/Black Wolf
Commander - Iron Wolf
Master Commander - Silver Wolf
Admiral - Gold Wolf
Imperial Admiral - Platinum Wolf
Basic Naval Structure
Ship/Submarine - Controlled by Captain or in some cases a capable Head Lieutenant.
Battlegroup - Assortment of Ships higher than 30 in number. Commanded by a Master Commander or Admiral.
Submarine Battalion - Assortment of Submarines higher than 30 in number. Controlled by a Master Commander or Admiral.
Naval Fleet - Any assortment of one or more Submarine Battalions or Naval Battlegroups. Led by an Admiral or Imperial Admiral.
Imperial Air Force
The Imperial Air Force is the smallest of the three militaries, which isn't that surprising. Nearly every single soldier working in the Air Force is in logistics, with only a few using Yurka's Planes in battle, primarily alongside Yurka's Imperial Navy. Though better than most Air Forces in terms of funding, the Air Force has yet to reach its full potential under the Imperial Banner. Their Wolf Insignia is usually carried in a badge or on their jumpsuits.
Insignia and Rankings
Pilot - White Wolf
Sky Sergeant - White/Blue Wolf
Sky Officer - Blue Wolf
Squadron Leader - Red Wolf
Wing Commander - Black Wolf
Air Master - Silver Wolf
Imperial Air Master - Gold Wolf
Imperial Wyvern/Valkyrie(Male/Female) - Platinum Wolf
Basic Imperial Air Force Structure
Plane - Single Aircraft. (1 Plane)
Squadron - 15 Planes Led by Squadron Leader. (15 Planes)
Wing - 5 Squadrons Led by Wing Commander. (75 Planes)
Air Brigade - 6 Wings Led by Air Master or Imperial Air Master. (450 Planes)
Air Fleet - 5 Air Brigades led by an Imperial Air Master or Higher. (1800 Planes)
Imperial Military Life
Within the nation of Yurka the military is not just a courier choice, it is a lifestyle. Starting around the age of thirteen or fourteen students are given the opportunity to leave their current school and enter the Youth Patrol. At that point these youths are slowly intigrated more and more into the military untill the age of 19-20 when they become fully licensed Imperial Soldiers.
During this long and strenuous period the students of the Youth Patrol may be asked to enter a conflict at anytime. Should this occur they will be taught during any free time they have from battle. It is a harsh life, but the government of Yurka pays well and they are given a higher degree of respect than nearly anyone else. Along with those taught are Yurka's future scientists, which are all indoctrined within the Youth Patrol as well.
Essentially those in the military have more or less spent years at a minimum of six years in training with the Yurkan Youth Patrol. While this may seem alot, most of the soldiers will never have a secondary job, and will work in some form of government job untill the day they die.
UniqueYurkan Military Vehicles
Land Vehicles
Anti-Personnel Banshee Mini-Tank (MK1): A small dark tank roughly five feet high and six feet wide and long. It is sloped on all sides to such a degree that most conventional rounds simply bounce off of it. Inside are numerous preassurised gas tanks full of poisonous gas or deadly chemical agents. At the side are also small holes which can release the gas or chemical by remote. The main disadvantage is that, should the tank be hit by a large enough blast it is liable to explode, or even if a sabbot round manages to puncture it certain gasses are so flammable that they will explode as well. Thankfully most of the gasses used are not in the least flammable, so this is no longer a threat in general warfare.
Naval Vehicles
Agua Class Submarines: The original Submarine of the Agua Class, this creation was originally designed in the port city of Agua. According to certain calenders it is also the month of water, which also fits this class. The typical Agua Class is large and ovoid in shape, while carrying the maximum amount of weaponry possible. It has spawned many other types such as the Agua M, S, and R.
Agua M Class: An Undersea Mine Layer. This submarine is smaller than the typical Agua, but has a slightly altered shape, with a slightly warped looking top. It is from this point which it releases Undersea mines. Along with this it is also equipped with a small amount of torpedos to defend itself.
Agua S Class: Cruise Missile Strike Submarine. They are usually used for bombarding ports and land targets, but also serve well against aircraft. They can fire 12 Cruise Missiles at a time, and are also armed with some anti-air SAMs as a defense.
Agua R Class: A Small Recon Submarine, it is also capable of dispersing decoys and launching EMPs into the air. Other than that it is the same as other submarines, but carries an extremely dwarfed amount of torpedos for the sake of versatility.
Sanscion Class Nuclear Submarine: A larger submarine distinguished by the fact that it typically carries 1MT Nuclear Weapons. Primarily used for defensive purposes, such as wiping out massive amounts of missile fire, it is also more than capable of using this offensively. The Sanscion is more or less a scare-tactic within the Yurkan Nation for the nobles, as any who attempt to split off will promptly be attacked by these monstrocities.
Yurkan Super Dreadnought: Coming Soon!
Air Vehicles
Resurrected Danu
27-01-2006, 21:54
OOC:very interesting. I have to try to find the ambition to come up even a fraction of the work that you have done. Kudos! Keep up the good work.
Yurkan Space Interests
Ragnarok Lunar Bases: Built on the side of the moon facing away from Earth, this supposed Space Lab is actually a massive weaponry array. As of this day, there are a total of three such facilities dotting the moon's surface.
Catch Colony: Coming Soon...
Yurka's Dirty Little Secrets
((Please note that these are all Secret IC unless you want to rp finding them out, in which case TG me))
Colonial Control
U.A.E and Oman Colonies: Yurka's colonies across the Persian Gulf are all invariably populated by foreigners taking refuge in Yurka. In exchange for this they are forced to work for them, and meet a monthly quota. This is primarily in oil and munitions, and all of the cities are within range of the colonies' massive air fields. Coupled by this, more than a few are targetted by massive inland coastal turrets aimed at them. They are capable of wiping out the entire city at a moment's notice, but are so well hidden that its nearly impossible to notice them, especially from the air.
Thankfully, no people in these colonies ever leave, though more are brought in regularly.
The Indian Stronghold; Yurka's Plantations: The second grouping of colonial strongholds with a sufficient foreigner base is located in the forests of India, which strive despite the pollution from most of Yurka's industrial centers. Here, hidden from the sky, they bring in Yurka's rubber and food supplies, and are relatively more free than their counterparts in the the UAE and Oman colonial outposts... Or so it seems. They too are kept from leaving, and the fact that these areas are so deeply placed in the encompassing, biologically engineered forests make even making it through there alive exceptionally difficult. The coastline is likewise defended, and all the roads in surrounding the forests have hard to notice electric grids underneath them, which likewise detect if anyone attempts to leave by foot. If they manage to make it over that without being fried, they are usually caught by the Yurkan Border Patrols and never heard from again.
Resurrected Danu
02-02-2006, 21:33
OOC:Better and Better. Keep up the good work. I am intererested in seeing more.
OOC: Added a map to show exactly where Yurka currently is.
Yurka's colonial secrets have been mentioned for further RP purposes.
-Bump. On that note we need a good MT/PMT fighter and bomber to replace our last one.-
-Bump For the Sake of not losing the factbook, and keeping an eye on the map-
Now that I'm more or less back, I shall go over the spelling and grammar of everything, oh and update it!