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DMG Factbook [MT]

DMG
30-01-2006, 18:12
DMG Factbook
(MT Factbook)
http://i23.photobucket.com/albums/b360/DMG2005/DMG-large.gif

Official Name: The Dominion of DMG
Short Name: DMG
Common Name: The Dominion
Head of State: The Supreme Ruler
-Secretary of State Count Vincent Alexander X (de facto)
Commander-in-Chief: The Supreme Ruler
-Supreme Allied Commander Malcolm Granger III (de facto)
Government: Benevolent Dictatorship
Civil Rights: Superb
Political Freedoms: Superb
Economy: Frightening (Capitalist)
Location: Antarctic Rim
Official Language: Braeshlan
Unofficial Language: English
Currency: Dollar
Official Animal: Gryffinic Chimera
Population: 5,300,000,000+



Links
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Other Links:
Sanctum Mafia (http://forums.jolt.co.uk/showthread.php?t=524787) | Economy (http://ns.b4yp.com/nseconomy.php?nation=DMG) | The Nation (http://www.nationstates.net/dmg) | Dominion Mercenary Syndicate (http://forums.jolt.co.uk/showthread.php?t=498232) | DMG Military Industries (http://forums.jolt.co.uk/showthread.php?t=440478) | DMG International Bank (http://forums.jolt.co.uk/showthread.php?t=497893) | Embassy Exchange (http://forums.jolt.co.uk/showthread.php?t=477704) | Universal News Enterprise (http://forums.jolt.co.uk/showthread.php?t=492466)
DMG
30-01-2006, 18:13
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Government:
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Overview
Head of State: The Supreme Ruler
--Benevolent Dictatorship
The Dominion of DMG is a dictatorship and has been ruled by one person since its creation. However it is a peaceful dictatorship in which the government is working for the people and not the greed of the dictator. Also any citizen of the Dominion who wishes to leave the nation, provided they are not a criminal, may do so whenever pleases them. In the earlier years of the Dominion, before mass communication and information dispersion, every quarter the government would send out PoPs or Pollers of Positions to find out how the general population felt about certain issues and decisions that recently came into public knowledge (as well as long standing ones occasionally). However, in the modern era, the government has established the Ministry of Thought to serve in the same capacity. Though dubious sounding, the Ministry of Thought has established an extensive system including public forums, both digital and physical, for the population to voice its opinions and get direct responses from members of the government. This high-tech and well-manned system keeps the population satisfied that the government has not become a tool of those who serve in it, but rather that it serves those who live under it. As a result, recent popularity polls have shown that 98.7% of citizens approve of the job the government is doing and the state of the nation as a whole.

In reality the government has the ability to rule every citizen's life and subject him or her to whatever law or regulation it feels is necessary. However, the government is not a cruel or mean institution like many other monarchies or dictatorships in history, and instead tries to do what is in the best interest of the nation as a whole without compromising individual liberties or the voice of minority. It is a highly bureaucratic institution, comprised of tens of thousands of citizens who all have important rules in the running of the nation, so that the government does not fall into the category of becoming an oppressive and non-responsive regime run as an oligarchy. With so many employees and men of responsibility, the government, despite not being a democracy, can't help but be one of the people for the people. However, what makes the government truly unique in the standards of national ruling bodies is that despite its immense size and bureaucratic underpinnings, it is highly efficient and responsive. The bureaucracy is kept running fluidly by two chief principles: the first being that the government hires very qualified and bright individuals with a passion for their work by rewarding them handsomely for their service to the country (both nominally and in compensation); the second is that, while no members of the government are democratically elected (all are appointed by someone higher on the chain), all members below the Cabinet down to the lowest rung can be voted out of office at any time by a sixty percent majority. However, as usual, the Cabinet or Supreme Ruler can override any out-vote, but rarely does either happen (the initial out-vote or the override).

As a whole, the government and its policies are generally very liberal and open, allowing citizens to do whatever they want so long as it doesn't harm another or cause damage. The government does not busy itself with prohibiting certain dangerous activities and instead focuses on educating people so they can think for themselves and providing the services and care people need. The government and nation operate under three guiding principles: The Harm Principle, The Security Principle, and The Welfare Principle...


The Harm Principle
"The object of this Essay is to assert one very simple principle, as entitled to govern absolutely the dealings
of society with the individual in the way of compulsion and control, whether the means used be physical force
in the form of legal penalties, or the moral coercion of public opinion. That principle is, that the sole end for
which mankind are warranted, individually or collectively, in interfering with the liberty of action of any of
their number, is self-protection. That the only purpose for which power can be rightfully exercised over any
member of a civilized community, against his will, is to prevent harm to others. His own good, either physical
or moral, is not sufficient warrant. He cannot rightfully be compelled to do or forbear because it will be better
for him to do so, because it will make him happier, because, in the opinion of others, to do so would be wise,
or even right... The only part of the conduct of anyone, for which he is amenable to society, is that which
concerns others. In the part which merely concerns himself, his independence is, of right, absolute.
Over himself, over his own body and mind, the individual is sovereign." ~John Stuart Mill -----------------------------------
On Liberty -----------------------------------

While this Libertarian view is one of the founding ideas of the modern governmental system, it has been combined with some utilitarian political philosophy holding that the government has a responsibility for the security (in all means forms) of the nation and its people. Though this view would also oppose the taxation of individuals by a government, such a concession is made by all in recognition that the governments needs a form of income in order to exist and operate efficiently. The debate that follows becomes how much the tax should be (in total value), where it should fall, and, in turn, how big the government should be. The current system implements two flat taxes on property and income - nothing else. While ideologically what should follow the Libertarian views of the much of the nation is small government, in practice it is large government (in terms of monetary value, physical size, presence, and role) with little actual interference. That is to say that the defense budget may run into the tens of trillions, but the government does not impose numerous laws or regulations. Thus the nation has evolved into one of self-regulation on both the national and individual scale with the government merely watching from above and keeping soldiers at the gates.


The Security Principle
"If the defining principle of government is to 'grant' as many liberties to the individual before they lead to the
harm of another, then it follows the defining aim of government is to defend those liberties and the
general welfare against all threats, foreign and domestic. Acknowledging that freedom and liberty are worth
dying for, it serves that government is to take any means necessary to defend those rights. And though a
crossroads between security and freedom occurs, in which one must take precedence over the other, that is
to be left to the people to decide, affirming the government’s actions with silence or denying them with strong
voice. Thus the government has the lone, unwavering responsibility to uphold the security of the nation
and the people from all potential threats, which begets the creation of a well-established force to regulate
the nation and defend her shores." ~Paul Gerard Engel -----------------------------------
In Defense of Liberty -----------------------------------

This ideology includes the security of the nation through military means as well as the regulation of business and commerce that do not have the people's best interests in mind. For example, the government may hearken back to a Theodore Roosevelt policy of breaking harmful trusts while leaving those that were beneficial to the people. The final line is somewhat ambiguous and thus has been used to justify the very existence of government as a force and whatever means necessary to defend the nation from whatever threats possible. At the same time, while the government aims to keep regulation to a minimum, it also operates under the Welfare Principle:


The Welfare Principle
"Matthew 25:40 'And the King shall answer and say unto them, Verily I say unto you, Inasmuch as ye have done
it unto one of the least of these my brethren, ye have done it unto me.' Echoed are these hallowed words by
the tongues of every great leader known in history's endless volumes. To those that have served long and well,
I say here is your reward. To those that are born to ill circumstance, I say here is your dole. To those who are
without reason and job, I say, you shall reap all that you sow and one more, for that is the sign of a benevolent
and kind society. And yet we shall not give more than those who contribute most and are compensated least, for
that shall breed only slothfulness and sullied content. Needless unemployment festers like the stench of ages.
Work is king." ~Minas Gerard-----------------------------------
Work is King -----------------------------------

The Welfare Principle puts forth two seemingly contradicting points of "work" being the only thing that matters and caring for those at the lowest rungs of our society, namely those who cannot support themselves due to a lack of work. Work contributes to the prosperity of the nation and society as a whole, and thus members of society who work are valuable. However, society is not so cruel to regulate the non-workers to the streets. Instead, it embraces those who do not work and provides for them all they could need for a comfortable life... that is unless they are within the right age and capable of working, in which case society provides a low subsistence living that provokes the individual into contributing to society (as jobs can always be found one place or another). Unemployment, though necessary in a limited amount to spur on the economy, is only beneficial when it is a revolution of those that work and those that are not employment, inspiring everyone to work harder to get and keep a job.

Together the Three Principles form the backbone of national, governmental, and societal ideologies.


The Supreme Ruler
"Some say the gates of the palace have long since rusted shut..."
The Supreme Ruler of DMG is also the founder of the nation and has been alive for an unknown period of time. He is a mysterious character who the populous of the Dominion knows almost nothing about including his name. When referring to the Supreme Ruler many Demogades simply call him DMG or a list of names that show extreme reverence. He rarely makes public appearances or addresses so when he does all of the Demogades are sure to listen up to what he has to say. Throughout history he has surrounded himself with only his most trustworthy aids and soldiers to protect him. The Supreme Ruler, being a dictator, has all the powers of the government and more. He can overrule any court decision, law passed, take away any civil/political right, wage war, levy taxes, and every other power of the government. He also appoints all members of the government and although they serve life terms, he can remove them from office. Although he has immense power he rarely uses it and instead leaves the government work up to his officials because he realizes that exploiting his powers would not be for the good of the nation and would lead to the downfall of the Dominion.

The mystery surrounding the Supreme Ruler has given rise to numerous myths and rumors about his highness. Among them are the outrageous such as that he is not human or that he is immortal as well as the mundane like him being blind. There are so many rumors that recent government experts have said that two-percent of them is probably true (a number that is somewhere in the tens of thousands). When the Supreme Ruler does make an appearance or a decree of some kind, the surge in talk about him is almost impossible to fathom. Other common questions that are actually sensible are about whether the Supreme Ruler - or those in the past - has a family. Many believe that it is a prerequisite of the post to not have a family, while others believe that the family has remain a closely guarded state secret and all of history's Supreme Rulers can trace direct lineage from father to father up the line. Nobody can be sure whether any of these are true as nothing enters or exits his domain without him approving.

The Supreme Ruler lives in a massive palace that has been continually added onto over the years. It is defended by an entire legion of troops, multiple armored vehicles and tanks, aerial and land defense systems and many secret defense systems. The palace is surrounded on all sides by forty-foot walls with massive towers every few hundred feet to keep watch. Demogades know the rules and guards have the authority and directive to shoot on sight without hesitation (unfortunately making it a rare but too often occurrence for a famous "suicide by police"). The palace itself is virtually a mini-city, complete with any and everything imaginable from a movie theater to a lake. It comes fully stocked with every amenity, necessity, and luxury as well as over one thousand live-in servants. It supposedly has enough stores to allow somebody to survive for a thousand years and a large enough fortune to buy many a small nations. With his home being so massive, the Supreme Ruler never needs to leave and thus almost never does.

His palace is almost as mysterious as the Supreme Ruler himself. Nobody is quite sure which room his is, though needless to say it is near the center and so well protected that an entire army couldn't get in. Nobody is sure how many rooms there are, how much it costs, what the square footage is, or any other true fact about it. Thus it has given rise to many outrageous rumors, both large and small. People have theorized that he doesn't actually live there and instead remains in a hotel room or a small house with a minute security detail. Others have told of secret passages and hidden rooms throughout the palace, allowing the Supreme Ruler to enter and leave at his pleasure without the public ever knowing (which has also help given rise to the phrase: "The gates have lone since rusted shut."). However, at the most outrageous people, the loons of society say that the entire palace is a spaceship and the cavern ceiling will open up to let it launch into the stars...

http://i23.photobucket.com/albums/b360/DMG2005/RoyalCastle.jpg
Palace of the Supreme Ruler



The Cabinet
The Secretary of State, the High Councilor, and the Supreme Allied Commander of the Dominion Combined Forces are collectively known as the Cabinet. These members of the government rule over the separate sections of the Ministry (explained below) and are respectively the heads of the three separate branches of government (the State Department, the Court System, and the Dominion Armed Forces, respectively). The Cabinet has most of the powers of the Supreme Ruler, though the Supreme Ruler's own powers override any and all of the Cabinet's actions. Though individually the three Cabinet Members have considerable power over the nation, only combined do they fully and completely rule the country, and are thus known as the Executives (considered the President or Prime Minister of the Dominion). They are the figureheads and the ruling body of the nation, though the Supreme Ruler supposedly reviews their every move in his own time. Each person has full authority to execute any command and action that falls under his or her branch, but most often they work in tandem as many issues require the services of more than one branch or would interfere with the state of affairs in another branch. For example declaring war on another nation can theoretically be done the Supreme Allied Commander without consulting anyone, but doing so would also necessitate communicating with the Minister of Foreign Affairs who serves under the Secretary of State.

The three members of the Cabinet are handpicked by the Supreme Ruler and serve life terms. They can step down at any time, and would then be replaced. Different Executives throughout the history of the Dominion have chosen to lead in different ways. Some are extremely involved and make nearly any decision that falls under their umbrella, while others have been content to let their capable underlings and workers handle the running of the country. It also depends on which job of the Cabinet the Executive is filling. The High Councilor almost always participates in the same way due to the role of the High Council in making legal decisions. The Secretary of State sometimes just coordinates and receives updates from the Minister of Foreign Affairs and Minister of Internal Affairs, and sometimes he or she likes to get very involved in one or both of the Ministries. Many years ago the Supreme Allied Commander would lead the Dominion soldiers into battle, leading with sword raised and voice roaring, but now the Supreme Allied Commander usually lets his generals run the wars and military, while he makes sure everything is running as it should be. For the most part, the Executives tend to stick to the big issues and incidents, leaving the micromanagement of the nation to the lower echelons.

One of the unique jobs of the Cabinet is to divide the annual budget amongst the three branches (whose leaders then divide it accordingly within their department). The yearly needs are discussed and the distribution of the budget gets put to a two-thirds majority vote. Most often the Cabinet Members agree for the most part on the distribution, especially because it does not change much from year to year; however, if there is ever a debate, it usually falls to the High Councilor to break the tie between the Supreme Allied Commander and the Secretary of State because the Courts need very little money to run effectively and it almost never fluctuates. Thus, as usual in his life, the High Councilor becomes the budgetary arbiter and helps everyone come to a compromise on the matter.

Secretary of State: Count Vincent Alexander X (http://i23.photobucket.com/albums/b360/DMG2005/CountVincentAlexanderX.jpg)
High Councilor: Marius Templarica (http://i23.photobucket.com/albums/b360/DMG2005/MariusTemplarica.jpg)
Supreme Allied Commander: Malcolm Granger III (http://i23.photobucket.com/albums/b360/DMG2005/MalcolmGrangerIII.jpg)

http://i23.photobucket.com/albums/b360/DMG2005/CabinetStructure.jpg
Structure of the Cabinet


The Ministry
The Ministry is divided into three separate bodies: the State Department, the High Council, and the Armed Forces. They are lead by the Secretary of State, the High Councilor, and the Supreme Allied Commander of the Dominion Combined Forces, respectively. The Armed Forces is in charge off all military forces (as well as police forces during a declared state of war or emergency) in the Dominion, the High Council is the highest court in the land, and the State Department is divided into the Ministry of Foreign Affairs and the Ministry of Internal Affairs, which take care of all matters pertaining to foreign relations and internal workings of the country, respectively. All members of the Ministry are hand picked by the Supreme Ruler and serve out life terms. However, this duty has been known to be delegated to the heads of the three branches of the Ministry.

The Armed Forces branch of government led by the Supreme Allied Commander consists of roughly thirty million citizens who range from generals to soldiers to contractors. It encompasses every enlisted man and commissioned officer in all of the three branches of the military as well as special forces units that are considered to be off the map. The unique thing about the Armed Forces branch is that it actually has soldiers and private citizens in the chain of command; the top position of each of the three branches of the military (Navy, Army, and Air Force) has a civilian oversight member that reports directly to the Supreme Allied Commander. The military receives roughly forty percent of the annual budget, which goes to procuring new equipment, upkeep of current equipment, bases, and soldiers, and training new soldiers and officers. However, of the tens of trillions of dollars that are poured into the budget each year a large amount goes into the War Chest and is not spent. The War Chest can than be used at any time for any purpose, but must have a minimum of one hundred trillion dollars unless in a declared state of war. The Armed Forces have the unique position of being able to declare war on another entity or declaring that a state of war exists in the Dominion. However, the military forces of the department are forbidden from interfering in State Department or High Council affairs unless a State of Emergency is declared by two-thirds of the Cabinet. The tricky part is that the national police are not considered military forces and thus can intervene, and when a State of War is declared by the Armed Forces the national police come under military rule (where else they are normally under State Department rule), reporting directly to the Reserve General of the Army. Luckily, not of these events happens often and the Armed Forces maintain a delicate yet amicable relation to the rest of the government.

http://i23.photobucket.com/albums/b360/DMG2005/ArmedForcesStructure.jpg
Structure of the Armed Forces

The High Council is the highest court and panel in the land with five members fluent in the language of law and presided over by the High Councilor. The Council has the final decision on all court decisions and acts as the final arbitrator in any and all disagreements in the Dominion, which means by proxy the High Councilor is often the mediator of the Cabinet and government as a whole. [The Court System is explained below.]

The State Department is further divided into the Ministry of Foreign Affairs and the Ministry of Internal Affairs, headed by their respective Ministers who reported directly to the Secretary of State. Because all sub-departments of the State Department are given the name the "Ministry of something," use of the title "The Ministry" often refers to the State Department or Ministry of Internal Affairs. The Ministry of Foreign Affairs is responsible for all formal foreign relations (formal meaning not military action, trade, etc.) from ambassadors to alliance discussions. All persons in the department, but especially those of prestige such as ambassadors, are known as Diplomatic Officers. There is also a position for a delegate to the United Nations that is directly under the Minister of Foreign Affairs, but it has never been filled in the history of the Dominion because no membership has ever existed. All dealings with domestic emissaries as well as embassy exchanges abroad go through the Ministry of Foreign Affairs. Because it is such a small department, the Minister is often highly involved in the inner workings; however, it is quite common to see the Secretary of State's signature on diplomatic messages for sake of appearance. The Ministry of Internal Affairs is a much more complex, bureaucratic, and larger department. It consists of millions upon millions of active employees and receives a majority of the annual budget. It is responsible for the daily running of the nation and progress into the future. There are numerous divisions beneath the Ministry of Internal Affairs from the Ministry of Energy to the Ministry of Education and the National Police Force. Collectively, all of the heads of the different sectors are known as The Ministers. It is the result when a bureaucracy meets a riddle, wrapped in a mystery, inside an enigma, and yet it runs very effectively and keeps the nation on a smooth course.

http://i23.photobucket.com/albums/b360/DMG2005/StateDepartmentStructure.jpg
Structure of the State Department


The Legislative System
Legislation can be introduced by any member of the nation, but it has to pass scrutiny and inspection by the courts before arriving at the cabinet to be put up for vote. The three members of the cabinet discuss and vote on the matter in private – it requires two-thirds of the votes to pass. In the same manner, any law that is to be repealed can be introduced by any member of the nation, though it also will go through an intense period of debate and scrutiny. In the end it must be passed by a majority [two-thirds] of the cabinet. However, there is one exception *see below.

Though laws or bills can be introduced by any member of the community, they are generally introduced by groups that have pre-reviewed them in order to make their acceptance easier and quicker. Repealing a law is quite rare and is more often proposed by a councilor that is more knowledgeable about law then the average citizen.

Amendments to the Constitution are almost never done and are only doable by the Supreme Ruler of DMG, himself. Seeing as the Constitution mostly just establishes the power of the Supreme Ruler, there is no real need or want to amend it. However, there have also been talks and rumors of scrapping the ancient Constitution and writing a new one that is either considerably shorter or considerably longer (depending on which rumor one listens to). This is one of the few powers that is reserved only for the Supreme Ruler and not extended to the Cabinet.

The Court System
The courts of the Dominion are divided into tiers. The 1st Tier is the Arbiter who resolves disputes and decides whether or not an accused person goes to trial or if the charges are dismissed (if trial is deemed correct then the accused stands before the judge). Also the Arbiter decides whether or not constitutional issues make it up the 3rd Tier Councilor who presides on constitutional hearings. The 2nd Tier is the Judge who hears criminal and civil cases. If legislation is to be introduced it has to be deemed by the 1st, 2nd, and 3rd tier members okay to be discussed by the Cabinet. The High Council of the Dominion contains three voting members and two non-voting members. The High Councilor, 2nd Councilor, and 3rd Councilor are the voting members, while the two Jr. Councilors can discuss and argue about issues within the High Council but have no vote. The High Council reviews every issue, in time, made by the lower court tiers and has the ability to reverse the decision or call for a new hearing. Also if the tier courts cannot reach a decision on any issue it goes up the ladder to the High Council for hearing.

The High Councilor, the 2nd Councilor, the 3rd Councilor, and the two junior councilors are all directly appointed by the Supreme Ruler and serve for life terms. If any of the Councilors step down or die in office they are replaced by direct appointment, though often the Councilor one step under moves up and the lowest on the Council is replaced. The Tier Councilors (Councilors, Judges, and Arbiters) are generally appointed by a joint decision of the High Council.

*The exception to two-thirds of the cabinet being needed to pass a law is if the two-thirds is reached, but the one dissenting vote is the High Councilor and he declares the law unconstitutional. If this happens, four-fifths (including a vote from each of the non-voting junior councilors) of the High Council must uphold the principal that the law in question is unconstitutional. If such a vote is not passed, then the law is deemed constitutional and is passed.

http://i23.photobucket.com/albums/b360/DMG2005/CourtSystemStructure.jpg
Structure of the Court System

The lower rungs of the criminal and civil court system are overseen by the 1st Tier members known as Arbiters and 2nd Tier members known as Judges. The two types of cases are handled in the same manner. The Arbiter hears preliminary evidence and decides whether or not the case should go to trial before the Judge. Once it is decided that it is to be given a trial, the Public Advocate (federal prosecutor) takes up the case and directs the trial forward. Unlike many systems, however, the Public Advocate is to present all sides of the case (on top of what the Defense Attorney presents) in order for the Jury and Judge to make the best decision. When all evidence and testimony is heard, the Jury enters a mandated minimum ten-day discussion period (though it can proceed longer). By the end, all Jury Members are to write up a full report detailing why they cast their vote in whichever way they do, as well as a recommended punishment. However, also unlike many systems, the Jury is not a typical one. It is a "professional" Jury, picked from among the twenty thousand trained Jury Members, whose jobs it is to be members of juries. They have undergone a five-year training period of law and case studies and are paid well for their services to the country. A Jury of fifty serves at a trial, but their votes do not directly determine the outcome - that is left up to the Judge. The Judge has the final say on guilt or innocence as well as punishment or retribution, but is required to take a five-day period to review the opinions of the Jury and come to his own conclusion.*
*Note: There are two exceptions to the Rule of Court: One, upon suspension of habeas corpus all persons arrested are immediately jailed without trial until the reinstatement of habeas corpus upon which all arrested people during the time of suspension will receive a fair and just proceeding; Two, military personnel are not subject to the Rule of Court - instead they face a special military tribunal before five Military Adjudicators who dispense a verdict and sentence.




Established Articles
In the Dominion there are several key documents and writings that over the years have been confirmed by the government as national works. Once brought under this umbrella, the works are given the title of Established Article of the Dominion. They range from the most obscure and bureaucratic of writings to the most famous ever produced. Some are known by every Demogade without doubt while others have only actually been read by a limited number of people and apply to even less. At one end is the highly complicated and drawn out list known as the Codex of Office, which is very pertinent as the official government employee rules, while at the other end is the purely ceremonial such as the National Anthem, and somewhere in the middle lies the most famous document ever produced The Constitution. In total there are ten established articles, which have since been given the common name: "The Ten Articles"

National Anthem
Fair Dominion, We Salute Thee

Fair Dominion of DMG
We thy sons and daughters stand
Strong and firm in
Peace or danger
To safeguard our Native Land
We commit ourselves to building
A true nation brave and free;
Ever striving, ever seeking,
Dwell in love and unity

Raise the standard! Raise it boldly!
Answer now to duty's call
To the service of thy country,
Sparing nothing, giving all;
Gird your loins and join the battle
'Gainst fear, hate and poverty,
Each endeavoring, all achieving,
Live in peace where man is free.

God* of nations, let Thy blessings
Fall upon this land of ours;
Rain and sunshine ever sending,
Fill her fields with crops and flowers;
We her children do implore Thee,
Give us strength, faith, loyalty,
Never failing, all enduring
To defend her liberty.


Composed and written a long time ago by the first Secretary of State, Likra Manorth, Fair Dominion, We Salute Thee was established as the official National Anthem of the Dominion and has served as such ever since. Its words are filled with strength and passion, always reminding the people of the virtues on which the nation was built and the lives that have fought to defend it. It is played before every sporting event, every cultural event, and every official event in the nation, without exception. One of the unique things about it, is that during a state of war, the tune is changed to be more dark and somber so as to remind the people of those currently serving the will of the Dominion.

*As most Demogades do not believe in god per se, the use of the word is strictly in the ceremonial deist sense. The government is not establishing any religion or forcing any citizen to believe in god by the use of this word. It has been around for centuries and has been deemed innocuous, thus it shall remain in the National Anthem of the Dominion.


Codex of Office
The Codex of Office is an extensive document, hundreds upon hundreds of pages thick, concerning itself with the organization, abilities, rules, and management of the government (and all of its employees). All government employees are required to have read a copy and passed a test from its contents before beginning work (and every five years thereafter). As it does not concern most people, the majority of the nation's citizens have never read it, let alone seen a copy of it.

Secrecy of Information Act
The Secrecy of Information Act was passed in 1968 in order to extend the power to classify and restrict information to all departments and levels of the government. Originally, though it had not been documented, only the highest echelons of the government were able to classify information, but with the passage of the SOIA any head of a sub-department (on request by on of his or her employees) could make the information scarce. It can be used to restrict or classify any information in the Dominion, goverment or otherwise; the best example of this is the government's restriction of much of DMG Military Industries' information.

Colonial Charter of 1879
With the end of the Imperialist Era in the Dominion's history, the government passed the Colonial Charter of 1879 (two years removed from the beginning of the next era as decided upon by historians) in order to clarify and make rules for future colonial holdings. With expanding power, the government sought to define what made a colony, what its rights were, and all othe dealings. In recent years, one of the most important aspects of the Charter is the right of colonies to petition the government for a Writ of Ascendancy. The Writ (seen below), if granted, grants the colony nigh-sovereignty, remaining the Dominion's in name only.

Writ of Ascendancy On this day, the ____ of _______ in the year ____, the Dominion of DMG hereby issues the following Writ of Ascendancy to the Dominion Colony of __________. Upon full signature of this document by appropriate members of both parties, this Writ of Ascendancy will be considered law and all measures here within to be activated immediately without delay.

This Writ of Ascendancy declares that the Dominion recognizes the Colony of _________ to be no longer under direct rule of the Dominion. Though the title of the territory will remain as it is, ________ will be a sovereign entity with full powers to tax its people, raise a military, and make domestic and foreign policy, provided that the colony does not attack the Dominion and grants full entrance and stay to any citizen of the Dominion. At the same time, the Dominion will no longer be required to provide military, economic, or any other kind of aid. For all intents and purposes, the Colony of ________ will be a sovereign territory - of the Dominion in name only.

This official document, stamped and secured by the Ministry, is ratified upon the fulfillment of the following signatures.

Official of Party A: x Count Vincent Alexander X ------------------------------------------------- Official of Party B: x _________________
Secretary of State of the Dominion of DMG --------------------------------------------------------------------------------Former Governor and Current Executive Minister

Witness: x Marius Templarica --------------------------------------------------------------------- Witness: x _________________
High Councilor of the Dominion of DMG ------------------------------------------------------------------------------------ Vice Minister


Oath of Allegiance
I ..... do solemnly, sincerely and truly declare and affirm that I will be faithful and bear true allegiance to this glorious state and to the citizens for which it stands, one people, under God*, with equality, liberty, and justice for all.

The Oath of Allegiance was created by an unknown figure in the government sometime in the last one hundred sixty years. It is used in several facets across the nation, but none more important than when ascending to public office or becoming a citizen of the Dominion. Every public official is required by law to declare the Oath of Allegiance publicly when first taking office and then every day in private until the person steps down. Though immigration to the Dominion is often closed and/or banned, should one ever want to become a citizen, the person has to recite the Oath of Allegiance. Also, though it is not required, Demogades are encouraged to recite the Oath on a daily basis.

*As most Demogades do not believe in god per se, the use of the word is strictly in the ceremonial deist sense. The government is not establishing any religion or forcing any citizen to believe in god by the use of this word. It has been around for centuries and has been deemed innocuous, thus it shall remain in the National Anthem of the Dominion.



[b]Constitution
Article I. Supreme Ruler of DMG

Section 1. The Office of the Supreme Ruler
The Supreme Ruler of DMG, henceforth known as the Supreme Ruler, will possess the full power and authority of the state. The position of Supreme Ruler is a lifelong position and cannot be resigned or stripped.

Section 2. Powers of the Supreme Ruler
The Supreme Ruler is endowed with the totality of the powers of the state. He may, if he so wishes, declare war, make peace, trade commodities, make and pass laws, jail citizens, and all other powers not detailed here within. The Supreme Ruler can overrule any decision made by a member of the government.

Sub-Section A. Appointment of Government Positions
All positions are to be filled by the Supreme Ruler. All staff will serve life-terms unless otherwise directed by the Supreme Ruler. The Supreme Ruler may remove a person from his or her position at any time without notice and replace him or her - or not - as the Supreme Ruler sees fit.

Section 3. Appointment of the Supreme Ruler
The Supreme Ruler is selected by the previous Supreme Ruler. At the time of ascension to power, the Supreme Ruler will select his heir and write it down in the Last Will (Article…). The Last Will is not to be opened or revealed, punishable by up to fifty years in prison; however, it can be modified or changed at any time the Supreme Ruler wishes. After the death of the Supreme Ruler, the Chief of Staff shall present the Last Will to the Cabinet for declaration of the new Supreme Ruler, to be made within three days of the late Supreme Ruler's death.

Sub-Section A. First Supreme Ruler
The first Supreme Ruler of DMG and founder of the glorious Dominion is DMG himself. DMG will be referred to as The Almighty Supreme Ruler of DMG while future Supreme Rulers will simply be known as The Supreme Ruler of DMG.


Article II. The Cabinet

Section 1. Members of the Cabinet
Members of the Cabinet shall number three: the Supreme Allied Commander, the Secretary of State, and the High Councilor of the High Council. As per Article I, Section 2, Sub-Section A, the Members of the Cabinet are to be appointed by the Supreme Ruler for life-terms.

Section 2. Powers of the Cabinet
Unless otherwise stated by the Supreme Ruler, all issues and decisions are made by the Cabinet. The Cabinet’s powers are equivalent to the Supreme Ruler's with exception of amending the constitution, filling positions, and creating new laws. Also the Supreme Ruler has the ability to overrule the Cabinet on any matter.

Section 3. Passage of a Motion
A motion of any kind requires two-thirds of the Cabinet's vote in order to pass.

Sub-Section A. Division of Power
Though a motion requires two-thirds of the Cabinet's vote in order to pass, the Cabinet members maintain power over their respective divisions and have the ability to command accordingly.


Article III. The Ministry

Section 1. Members of the Ministry
The Ministry consists of the Cabinet and all subordinates to the members of the Cabinet.

Section 2. Ministry’s Role
The Ministry is effectively the upper echelons of the government where the country is run. Every level the ministry has the ability to overrule any decision made by a lower level.

Section 3. Appointment to the Ministry
All members of the Ministry are appointed by the Supreme Ruler of DMG as stated in Article I, Section 2, Sub-Section A.

Sub-Section A.
Unlike the Cabinet positions, the Ministry positions can be appointed by the Cabinet members whose respective authority the position falls under if the Supreme Ruler authorizes it.

Section 4. The Armed Forces
The Armed Forces represent one-third of the Ministry and are represented as so in the Cabinet by the Supreme Allied Commander, the leader de jure of the combined military forces of the Dominion.

Sub-Section A. Powers of the Armed Forces
The Supreme Allied Commander, leader of the Armed Forces, has the legal right to declare war on any nation and take any measure to defend the land of DMG against foreign or domestic enemies. The Supreme Allied Commander has the power to conscript citizens if necessary in a national draft.

Section 5. The State Department
The State Department represents one-third of the Ministry and is represented as so in the Cabinet by the Secretary of State. It is divided into two separate bodies: the Ministry of Internal Affairs and the Ministry of Foreign Affairs.

Sub-Section A. The Ministry of Foreign Affairs
The Ministry of Foreign Affairs deals with all of the nation's diplomats, delegates, envoys, emissaries, representatives and relations with foreign nations and entities. It constitutes the entirety of the Foreign Service and more. If the Supreme Ruler of DMG decides to enter into the United Nations, a delegate to the United Nations will be appointed to the Ministry of Foreign Affairs for representation in the United Nations

Addendum: The Dominion of DMG does not recognize the entity known to the rest of the world as the United Nations.

Sub-Section B. The Ministry of Internal Affairs
The Ministry of Internal Affairs deals with the infrastructure, civic and economic policy, and daily running of the Dominion of DMG. The Ministry has the power to control all internal affairs from policy to civil liberties to economic regulations and more.

Section 6. The High Council
The High Council is the highest court of the Dominion and represents one-third of the Ministry as seen in the Cabinet by the High Councilor.

Sub-Section A. Powers of the High Council
The High Council settles all ranges of disputes, tries the charged, and is the last voice on any issue, other than the Supreme Ruler of DMG.

Sub-Section B. Levels of the High Council
The High Council is divided into many tiers. The first tier deals with minor debates, feuds, and disputes. The second tier deals with trying and sentencing convicts. The third tier deals with more important issues than the first two tiers and if the third tier Councilor feels the issue is significant or prevalent enough he can send it up to the high council to debate over. The high councilor consists of three voting members and two non-voting members. One of the voting members is the High Councilor who represents the High Council in the Cabinet.


Article III. Citizens of the Dominion of DMG

Section 1. Civil Rights
Citizens of the Dominion of DMG have every civil right that does not harm another person (e.g. Life, Liberty, Happiness, Owning Land, Having a Job, etc.).

Sub-Section A. Removal of Civil Rights
The Supreme Ruler has the ability to suspend any civil right he wishes with or without reason or prompting. Citizens who are charged and convicted of a crime will have their civil rights stripped permanently and will be given lesser civil rights upon their release from federal prison by the Ministry of Justice.

Section 2. Acceptance of the Constitution
The Constitution of the Dominion of DMG has authority over all citizens of the Dominion of DMG. When any being enters the territory or a territory claimed by the Dominion of DMG, he or she submits him or herself and agrees to the terms and regulations of the Constitution.


Article IV. The Constitution

Section 1. Amendments
Amendments can only be implemented and ratified by the Supreme Ruler of DMG as stated in Article 1, Section 2 and Article II, Section 2.

Section 2. Acceptance
The Constitution of the Dominion of DMG will be accepted by all citizens as stated in Article III, Section 2. There will be no vote on the Constitution.

Section 3. Other Powers
Granted are all other powers not mentioned in the Constitution to government and its agents that fall under the title's respective authority.


The Constitution of the Dominion of DMG was ratified at 3:57 PM ET on the 9th of July, 1595. It was ratified under the authority of the Founder and Almighty Supreme Ruler of DMG.
DMG
30-01-2006, 18:21
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Culture:
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Demogades
*Citizen of DMG
The Demogades follow many principals of the Samurai and Buddhists. Strict mental and physical discipline is required along with wisdom, knowledge, and having a good soul. The pursuit of knowledge and advancement is at the front of all Demogades' minds. Meditation and pacifying the soul is seen as a necessary step to becoming a proper and skilled Demogade. The culture is very peaceful and accepting of other Demogades and the government is seen as very good with a high approval rating - the approval rating has never fallen below 91%. Because of the peacefulness of the culture and acceptance of the job the government is doing, crime is very low, education is extremely high, and revolt or extremists against the current system are rare if at all existent. Demogades look at other cultures and think that the people are overly sensitive in many ways and not smart enough for their own well-being. Demogades are extremely friendly and accepting of other Demogades, which makes for a good society.

However, Demogades are not that different from everybody else. Despite their principals and cornerstones, they want what everyone does: money and power, love and lust. They desire to see the world, gain knowledge, and experience life to the fullest. While many of their mannerisms and activities are different, they are still flesh, bones, and blood just like everyone else.

Society
The citizens of the Dominion have most civil rights that don't blatantly cause physical harm to others. The exception to that rule is citizens do not have the right to do something that could indirectly or at a later time harm others (also owning a firearm of any kind is highly restricted, though not technically illegal). In addition, anything that will cause damage to property (public or private), is prohibited and can be punished by both jail time and compensation. However, these main principals do not prohibit "emotional harm," such as racism or other kinds of harsh and attacking comments, but also including what other cultures consider "curse words". Demogades don't ever really feel the need or act upon the urge to say anything harmful nor do others care when someone does. It is seen as nothing at all. The same holds true with what other cultures consider "curse words" that are forbidden to say - the Dominion sees them as nothing more than normal words - who gets to decide they are curses and why, Demogades always wondered - and nobody bats an eyelid when one is used.

Citizens are equal as Demogades no matter what they believe in or what philosophies they have. Racism almost couldn't be an issue on a daily basis because the Demogades are all one race, but nevertheless it isn't an issue when it comes to other peoples. Sexism, homophobia, classism, "creedism" are not major issues because most don't appear in society. Both male and female Demogades are treated like and have always been equals. Classism doesn't exist because the government tries to make sure there is no lower class and only a very small upper class. "Creedism" is mostly unknown because most Demogades are as a whole tolerant of other's beliefs. Also most Demogades have no religion or creed based upon a god. Although it is the biggest of the four issues because some Demogades, logic based creatures that they are, often see the belief in a higher power as a waste of time and instead look to the Supreme Ruler for inspiration and awe. However, if any of these hatreds manifested itself in a large way the society as a whole would come down hard on them and take the appropriate action.

Because of the unique nature of the country - a completely underground civilization living on subzero Antarctic island with a extremely high population density - society has its own unique quirks and alternate definitions. While the Dominion officially consists of the mainland island and its several colonies, as ninety-nine percent of citizens are residents of the mainland island, leaving the island is almost like leaving the country. Small differences include the notion of a vacation trip. Because most of the country is centered in one city, vacation trips either mean going to one of the colonies, traveling to another country, or staying a few days at a hotel in the city and changing the daily routine (a majority of vacations being the latter). There is no driving to the beach or flying to mountain ranges. Most vacations consist of going to a hotel so as not to worry about house chores (and to get away from the normal work routine feeling), then doing things people in other countries do when they travel to other cities (and as Viscount-ania is so large, going a few blocks can be like traveling to a new country). However, society's uniqueness reflects much large differences as well. While the libertarian political philosophy and individual ideological beliefs reign, because everyone lives in such a densely populated area with a lot of interdependence there is also an unspoken collectivist consensus and understanding amongst the people (as well as a strong national pride). There is also a strange dynamic where national news is local news and local news is national news. Whereas people are thousands of miles apart and separated by very different circumstances in other countries, each person, though among millions in the same area, is so very close to every other.

Education
Education is funded completely by the government creating small class sizes, intelligent and knowledgeable teachers, and the newest teaching techniques. Citizens can go to school for as many or as few years as they want as long as they can provide for themselves outside of the classroom and their grades don't slip below a Theta (equivalent to a grade of C in other cultures) - an easy prospect for most as most Demogades in school maintain grades in the Gamma level (equivalent to A-). There are no age levels (as in grades 1-12) but rather classes on whatever subject a Demogade would like to study and at whatever level from the basics of math to PhD work in temporal science. There is no restriction on the number of years spent in school so long as one can maintain a living (even if that means an inheritance) nor is there a restriction on returning to school after many years off. Similarly, all University education is completely free for as long as one wants. However, some, but very few, Universities require examinations of different types to enter.

Increasing availability and interest to attract and keep as many people as possible is only half of the educational program. The other half deals with maintaining a high standard of education and teaching via a two-part pay plan. As there are no unions in the Dominion, there is no problem with firing underperforming teachers whose students suffer or progress at unacceptable rates. However, the more important idea was to reward good teachers with higher than normal salaries and yearly bonuses for their quality work. More than that, the salaries are competitive with many high paying jobs, so as to entice those with high levels of education and degrees to the teaching field rather than enter other lucrative practices. There was initial concerns that making the jobs too competitive with the high paying jobs would create a dearth in other fields, but since the program was implemented, an equilibrium has been found where all fields still get the numbers of candidates the require. Thus teaching has become a respected and fruitful occupation for all levels.

In recent decades, technology and the internet has become a very important tool in education. Class work is often done via the use of computers or similar technologies, while the internet has become the chief research tool. People doing extensive research projects to someone who has a random need to know a detail about a recent movie all use the internet to get quick results. The government thus decided to ensure the safety and security of the internet by providing websites with extensive information that has been checked by qualified individuals. Websites that have been checked for accuracy receive an official virtual stamp of approval by the government. Furthermore, so that future generations don't completely forget about the libraries filled with books, they have been scanned onto the internet and access to the database is granted at only $10 per year. As well as basic research and information gathering, the internet is continually and progressively being used for actual education. Classes of all levels and varieties from remedial to graduate level are offered on the internet for free [read: paid for by the government - though someone could charge for their class). Textbooks, videos, streaming lectures, interactive teachers, homework, explanations... all of the necessary educational material can be accessed from the comfort of your bed. Even virtual environments have been established where several people can link in and share a class as if they were actually attending together. The entire system has been praised as a revolutionary step in the important process of diffusing education and information to all people.

Top Colleges
School: Dominion University
Other Names: DU, The U.
Mascot: Silverhawk
School Motto: "Reaching beyond..."
School Fight Song: "Band of Brass"
National Rank: 1 (civil college)
Total Student Body: 100,000
University Chancellor: Dr. Curtis Montgomery (PhD and Alumni)
Scheduling System: Semesters (two per year plus an optional summer session)
Annual Average Tuition Cost: $10,000 (paid by the government)
Popular/impacted majors: Dominion University turns out graduates with majors from every field of study and of every kind.
Major Sport: Again, due to the major size of the university, all of the sports are considered major. Their sports of pride however, are basketball and football in which they are both currently ranked #2.
Party Ranking: The Dominion University was ranked fourth in party schools on a per capita basis, but first in party schools overall.
Campus Description: Founded in 1506, the University has always turned out the best and brightest of the generation. The campus is immense with thousands of buildings and facilities that cover an area which is in parts a lovely secluded sector, while in other parts it is a city campus. Statues of the famed alumni can be seen everywhere, towering over the campus and reminding the students of what they can become with enough work.

School: The Dominion Officers' Military Academy
Other Names: The Forge, The Academy
Mascot: Spartan
School Motto: "Never say die."
School Fight Song: "Fight!"
National Rank: 2 (civil college)
Total Student Body: 100,000
University Chancellor: Commander Elliot West
Scheduling System: Quarters (year round)
Annual Average Tuition Cost: $40,000 (paid by the government)
Popular Majors: Anything military related
Major Sport: The major spots are basketball and football in which they are ranked #1 by a mile. They are currently defending multiple back-to-back national titles in both sports.
Party Ranking: Last. It is a strict military school where partying is rarely accepted except after a sporting event.
Campus Description: The buildings are quite imposing in their architecture and there are few if any gardens or flowers. Also quite imposing is the full military base that constitutes half of the academy grounds. The entrance to the campus and all military and academic buildings is a massive, fighter-plane shaped building. The entire campus is surrounded by tall walls and security systems, barring any civilians entry.

Literacy
Literacy is a requirement for all Demogades and is part of the right of passage from adolescence to adulthood. If someone is found to be illiterate after the age of 15 they are forced back into the education system until they are literate, although it is very rare for this to happen as it is a blemish on the Demogade for life and Demogades by nature want to learn and grow.
*Female - 100%
*Male - 100%

There are numerous public libraries around the nation including the Library of Reverence, which contains over one billion documents of different sizes and languages. Each library has multiple copies of a book it has on shelf and they are completely free to remove, but they can also be read online in the National Document Database centered at the Library of Reverence. Every household in the country is reported to have a computer and Internet access and if by some chances there is some reason for a lack of access, there are public computer and Internet accesspoints.

Crime
Crime is kept to a low due to the Niblehiem (Nee-bull-Hime), the police force; although it is usually not a problem because of the peaceful nature Demogades have towards other Demogades and the philosophies on which the Demogades live by. However, if someone does break a law, they are dealt with harshly and quickly. The most common punishment is public works, followed by jail time for the uncontrollable and Death for serious crimes (murder, multiple-rape, treason) along with multiple repeat offenders (5 time offenders of lesser crimes can be sentenced to exile or death). Drugs are legal to grow, possess, sell, and use, but most people do not decide to use them as the education system strongly warns against them. Some Demogades, however, grow them to sell in foreign markets (legally or illegally). However if a foreign government is trying to crack down on drugs and asks the Ministry to stop the sale of drugs into their country, the government will put an immediate end to it.

Current incarceration rates are at 19.3 people per 100,000 for a total prison population hovering around one million people (part of which pays for its incarceration through forced labor). The two views to look at the statistic would be either a very good population that doesn't commit crimes or a very poor justice system that fails to arrest and prosecute criminals. Luckily, the latter is completely untrue and the former is mostly true. With a multi-trillion dollar budget, the police forces of the Dominion are extremely vigilant, use a swarm of technology in their crusade, and keep crime to a low. Cameras are everywhere, keeping track of the population and recording any crimes that occur, so criminals know it’s hard to get away. However, there are other contributing factors to the low incarceration rates. A study found that in other countries a large portion of the prison population was due directly to the illegality of drugs and a significant amount was due indirectly to crimes associated with drugs. The fact that drugs are not illegal and the police do not have to focus any effort on regulating or policing drugs lends a good deal to the low crime rates. The lack of poverty and universality of education is perhaps the largest social factor as to why people do not turn to crime. As the saying goes, it simply doesn't pay well enough. Furthermore, homicide rates are only 5.2 per 100,000 because weapons, firearms in particular, are highly restricted and regulated. Illegal weapons, smuggled in via the black market, are rare because of the isolation of the Dominion and importation inspection process. The largest contributor to homicide rates is the stress of the Dominion's culture and lifestyle, the emphasis on business and success, which is why spiritual religions that calm the soul and mind have become increasingly influential. Recidivism rates are also kept low by harsh punishments in prison and social work programs for ex-convicts. Homes and jobs are found for all criminals exiting the justice system and must be maintained for several years if on parole leave. In addition, a special division of the police tracks all ex-cons via tracking devices and cameras for five years after exiting the justice system. Once the prove their worth to society and that they will abide the laws of the nation, they may return as normal citizens.

Each citizen in the Dominion is sent a list of laws and rules that they are required to read and follow - this is so there is no excuse about not knowing a law. Updated copies of the laws are regularly sent, but new laws are rare so most people are familiar with the current set of laws. There are roughly one hundred laws in the Dominion, because they were re-codified and condensed so that laws that dealt in the same area were combined. The language of the laws is strict and leaves little room for interpretation meaning that judges have to do little more than cross off a checklist when listening to a case. Judges have the right to determine and apply the penalty of a given law, but they also have oversight as to whether a case warrants the given punishment. The penal system practices both retributive and reformative justice.

Hot Topics & Laws
[While most things are legal and culturally accepted, regulation and restrictions are emplaced in varying degrees by employers and owners of property in use (such as a store or building).]
Government: Libertarian (large but limited interference)
Abortion: Legal within the first two semesters of pregnancy, or in the last semester if the mother's health is at risk as identified by two separate doctors.
Homosexuality: Legal, culturally accepted
Gay Marriage: Legal, culturally accepted
Adoption: Open (after the agency clears potential parents, children still must agree to their new parents if they are older than five; if younger, an advisor must agree.)
Draft: Legal, unlikely (due to Operation New Age and a myriad of volunteers, a draft is very unlikely for the extreme future unless a massive attack on the nation occurs.)
Adult Age: 18 (children legally become adults, allowing for full adult prosecution, but also a year-long course to get a license)
Alcohol: Legal all ages
Drugs: Legal all ages
Suicide: Legal
Child Labor: Legal (only upon both parent and child consent)
Gun Ownership: Highly Restricted and Regulated
Capital Punishment: Legal and in use (no laws against cruel and unusual punishment)
Voting Restrictions: There is no voting thus none are necessary
National Speed Limits: 20 mph on right most lane, 50 mph on city roads, 200 mph on intra-city roads
Porn: Legal (production and consumption of by all ages with consent of said person)
Prostituion: Legal, regulated for health concerns
Polygamy: Legal
Stem Cell Research: Legal, government oversight
Cloning: Legal, highly regulated and restricted by and to the government
Slavery: Illegal
Hunting: Legal outside the city except in areas created for the express purpose within
Fishing: Legal, encouraged
Defamation: Legal verbally, illegal physically
Unisex Facilities: Legal
Sexual Restrictions: None
Obscenity Laws: None
Tax: Flat national income tax, none else
Naturalization: None
Censorship: Currently non-existent


Economy
The economy is very strong with a high total Gross Domestic Product and per capita. It is based on free market principles with very few restrictions or regulations.

With little international dealings outside of the military arms sector, the Dominion has relied on its large International Bank (http://forums.jolt.co.uk/showthread.php?t=497893) to supply monetary investments into the economy. The bank maintains trillion dollar accounts for many foreign nations, and while they build a large amount of interest, their assets are used to loan money to development of the nation and economy. However, this is a very dangerous game; while the world is in such constant turmoil that sometimes the bank can take control of an account due to political revolutions or a nation disappearing into the folds of history, it also means that at any moment a large portion of the accounts could be drained by those nations causing mass hysteria in the Dominion's economy. If all of the accounts were to be liquidated by those nations, the economy could seriously falter as the bank would be forced to call in its loans to repay the accounts and their interest. Luckily, most nations realize these are long term accounts so rarely do they close their accounts, thus the game of future increasings continues ever forward.

One of the main goals of the government has been to help grow the economy. It is a free market where whoever has the initiative to succeed may do so. However, currently there are two main companies in the Dominion: DMG Military Industries and WorldCorp (formerly DMG Civil Industries - though both are owned by the same man: Mar'ki Ticron). The two companies combined employ over four billion people and are the largest employers in the Dominion. They have legal monopolies over their respective markets and are driven to progress by their morally upstanding executives. There are some other companies in the Dominion, but none that come even remotely close to the reach or value of DMI and WorldCorp. Often, there are a unique type of corporation in which they build partnerships with thousands of small shops or restaurants, and offer mutual benefits; due to the idea behind them, they are known as "Partnerships."

List of the Largest Companies
Name: DMG Military Industries [DMI]
Market: Military Armament [International]
Market Value: $20,000,000,000,000 [Twenty trillion USD]
Assets: Classified under the SOIA of 1968
Employment: 50,000,000 [1.1% Total]
Average Annual Revenue: $20,000,000,000,000 [Twenty trillion USD]
Average Annual Profits: Classified under the SOIA of 1968
Year-to-Date Growth: 9%

Name: The World Corporation of DMG [WorldCorp]
Market: Universal Productions, Services, and Distribution [Domestic]
Market Value: $30,000,000,000,000 [Thirty trillion USD]
Assets: [U]Immeasurable
Employment: 4,035,000,000 [92% Total]
Average Annual Revenue: $120,000,000,000,000 [One hundred twenty trillion USD]
Average Annual Profits: $37,000,000,000,000 [Thirty seven trillion USD]
Year-to-Date Growth: 2% [Up]

Name: Digital Enterprises
Market: Neural Uplink [Domestic]
Market Value: $2,500,000,000,000 [Two-point-five trillion USD]
Assets: $84,500,000,000 [Eighty-four-point-five billion]
Employment: 140,000 [One hundred forty thousand]
Average Annual Revenue (1yr): $4,800,000,000,000 [Four-point-eight trillion USD]
Average Annual Profit (1yr): $4,100,000,000,000 [Four-point-one trillion USD]
Year-to-Date Growth: 1,000,000,000% [Up]

Name: Eagle Airways
Market: Air Transport [Domestic]
Market Value: $650,000,000,000 [Six hundred fifty billion USD]
Assets: $840,000,000,000 [Eight hundred forty billion USD]
Employment: 500,000 [Five hundred thousand]
Average Annual Revenue: $20,000,000,000,000 [Twenty trillion USD]
Average Annual Profit: $912,500,000,000 [Five-point-seven billion USD]
Year-to-Date Growth: .08% [Up]

Name: Wolf Lands Incorporated [Wolf Lands]
Market: Real Estate [International]
Market Value: $5,200,000,000,000 [Five-point-two trillion USD]
Assets: $$858,100,000,000,000 [Eight hundred fifty-eight-point-one trillion USD]
Employment: 8,000 [Eight thousand]
Average Annual Revenue: $180,000,000,000 [One hundred eighty billion USD]
Average Annual Profit: $140,000,000,000 [One hundred fifty billion USD]
Year-to-Date Growth: 4% [Up]

The supply and demand of the population is calculated using the most up-to-date information technology. Every purchase is recorded in the national database which all businesses have access to. When consumption of a particular good increases, the businesses makes arrangements to produce or import more of that good.

The tax rates have been known to fluctuate greatly but for the most part they are usually in the low 50s. The taxes are used for a variety of different things from maintaining and expanding the infrastructure of the Dominion to building the armed forces stronger. However, the only tax is a flat tax on income earned through a job. There are no sales taxes, food taxes, or income taxes on winnings or earnings. It is a simple flat tax on all job-related incomes over eighty thousand USDs. The aim of the government was to keep the tax system very simple and secure, so that people were not overburdened. In fact, people don't even pay taxes, employers are simply required to pay half an employee's pay check directly to the government, thus eliminating all hassle and worry and securing the income of the government by being able to easily attack those employers that do not pay.

The media is overseen by the government - this way there are no leaks or pesky reporters digging into the facts. The media only gives out information that the government thinks the citizens need to know – but most information is not restricted. The government often releases most of the details that are not classified, but in the end the government retains final decision. The largest and nearly only media outlet in the Dominion is the Universal News Enterprise, which employs over twenty-five thousand staff, journalists, reporters, writers, commentators, and technicians, many of whom have degrees in journalism and a specific subject that they deal with. UNE consists of twenty national television channels, on hundred district television channels, eighteen radio channels, sixteen newspapers, forty-three magazines, ninety-one online sections, and around the world coverage. The government generally finds it best to release most of the information the public desires, but does so in its own time and method so that they can control the delicate nature of the flow of information and its effect on society.

http://i23.photobucket.com/albums/b360/DMG2005/UNE.jpg (http://forums.jolt.co.uk/showthread.php?t=492466)

The nation runs on nuclear power and the nuclear waste is dumped into a securely designed vault on the ocean floor. Of course, before it is actually considered nuclear waste in the Dominion, all nuclear material goes through the reprocessing cycle so that maximum utility is achieved and minimal waste. Smog of any kind is not allowed as it could be devastating for the inhabitants of the city, thus all factories must reduce their emissions and/or find someway to pipe them out to the fresh air above the island. All vehicles of all kinds run on the newly developed Hydrogen power, which has no harmful emissions, is extremely abundant, and can be produced domestically, thus eliminating dependence on foreign nations or corporations for oil. However, the military still runs mostly on oil (except for the fully nuclear navy), and thus a small supply is necessary. Recent colonies have been established overseas solely for the purpose of creating a natural oil supply that is fully controlled by people inside of the Dominion.

Economic Facts (http://ns.b4yp.com/nseconomy.php?nation=DMG)


Population
The population has been steadily growing since the creation of the nation. The different generations that exist today have roughly the same number of Demogades in them that is until you reach the generations of over 100 years old. Most people in the Dominion are nearly pure Demogades as immigration and international marriages are rare at best. As such, nearly every citizen can trace their roots back to one of the founders of the Dominion - a source of pride for all. The generations of Demogades of over 100 years old vary tremendously in number of people because most Demogades die before the age of 100. When a Demogade soldier dies they are petrified (into stone "stonified"), in a soldier's stance holding their sword, and then placed at the bottom of the ocean surrounding the island. However if a Demogade lived passed the age of 100, his body is burned and then placed in a casket to be buried on top of the plateau.

Modern advancements in medicine, genetic engineering, and scientific research into non-organic human parts has greatly increased the average lifespan in a matter of years from slightly below eighty to around ninety years. However, the difference between a man's average lifespan and a woman's is nearly five years. This creates an interesting dynamic for the elderly. Due to historical norms, there are already greatly more woman in the population then men, and if men on average die earlier, at the oldest ages, there are considerably more women than men.
*Life Expectancy: 90 years
--Female: 92 years
--Male: 87 years
*Growth Rate: +.24% per year
*7 births per 1 death
*Current Population: 4.5+ Billion
Age Structure:
-0-14: 23.1%
-15-64: 56.2%
-65+: 20.7%

Demographics
For centuries, there were many more female Demogades in the nation then males for a variety of reasons. The smallest of reasons is that some males die in Slu'awl, the Sport of Swords. The next reason being that some male Demogades don't make it passed the right of passage. The biggest and most prevalent reason is that many males have died in combat for the nation. However, in more recent years the gap has begun to close as the right of passage has nearly been forgotten and combat has been sparse. Currently 99.999% of all people in the Dominion are natural Demogades meaning that they were born of Demogade parents in the Dominion - the small .001% is partially made up of foreign emissaries and their families. Furthermore, nearly every person is of pure Demogade blood, harking back to the beginning of the Dominion and the founding of the nation.

While past differences between men and women sometimes totaled nearly 20% (with 60% women and 40% men), the modern difference has shrunken greatly. However, due to the rapid rise in population in the last hundred years, while the current difference is only 6%, it is the greatest discrepancy in the number of women and men in history. Difference of 20% that existed hundreds of years ago often meant that there were tens of thousands of more women then men, but now a difference of even 6% means that there are more than a quarter billion more woman than men. This historical difference has helped shaped the Dominion's culture over the centuries, creating a Cult of Feminity and Masculinity.
*Female - 53%
*Male - 47%

Language
The Official Language of the Demogades is Braeshlan, which comes from the early Demonic languages that have mostly been forgotten. Almost nobody knows of the original language that it came from, though some philosophers and lingual scientists are piecing the language together from their discoveries of ancient written documents. By the time the first Demogades appeared on the island the original language was already long gone. However, the modern incarnation of the language has also changed considerably from what was spoken at the time of the founding.

Latin is the highest praised language in the Dominion and is seen as the language of the highly educated and sophisticated topics - one who speaks Latin is often learned or important (though others are neither but rather do it to impress others). However, in the most recent years with the rise of the Sanctum Mafia, a Latin-influenced Catholic "organized crime group," speaking Latin has also become a light mocking comment about being a criminal. English has become the unofficial language of the Dominion because of its common use in business and politics around the world and is thus a mandate to be able to speak it if one wants to join and serve in the government, military, or corporate world. However, it generally is not a problem as almost all young Demogades learn English with a combination of schooling and hearing their parents speak it at home. Which of the two main languages is spoke more is unknown with some believing that English has overtaken the cultural language of Braeshlan). A very, very small portion of the population has refused to learn English, because they feel it is overtaking and destroying the Demogades' culture.

Almost all known languages are taught in the Dominion's highly learned schools and universities, but none are required beyond the official language. Fluency in English is required for a myriad of common degrees, while Latin is required for the more scholarly of degrees offered by the University system. In addition, 73% of the population speaks at least one other language besides Braeshlan, English, or Latin.
*Braeshlan - 100%
*English - 99.9%
*Latin - 23%
*Others - 73% (in total)

Religion
Most of Demogades do not have a religion (roughly 95.5%) involving a god or an all-powerful deity of some kind. Those who do not follow deity-based religions occupy the mainstream and majority of the nation; 92% of people practice Buddhism, 20% practice Spiritualism, and growing percentage somewhere between 40-70% follow The Teachings of Ta'kai. However of those who practice a religion that does have a god or gods, the break does is as following: 66% follow peaceful Islam (3% overall), 11% follow Catholicism (.5% overall - though this is in dispute because the only group that practices it has occupied a chain of islands outside of the Dominion's main territories), 22% practice a modern Greco-Roman religion (1% overall), and less than 1% follow a variety of radical and violent religions that teach hatred and murder (.001% overall).

Buddhism: By far the largest and longest standing religion in the Dominion. It is considered to be the first and perhaps founding religion of the nation, being in existence and wide practice for hundreds of years. At no time has the level of identified practitioners dropped below 90% of the population; however, especially in modern times, the number who identify with Buddhism, the number who passively practice it, and the number who actively practice it have been in discord. In the modern world, with less and less faith in religions of all kind, less and less actively practice and meditate on a regular basis. The Four Noble Truths and the Noble Eightfold Path to Enlightenment are a strong part of the culture, which somehow exists despite being in strong contrast to the consumerist and material state of the nation. Perhaps one aspect that makes it so strong and popular is the fact that it makes no judgments or restrictions on other religions, allowing people to believe in whatever they wish.

The Teachings of Ta'kai: Three hundred years ago a scholar and philosopher wrote down his beliefs and views on life, sparing new detail or aspect. He simply titled it "The Book" and put it away with the rest of his library. By no means was he famous or even well known in his time; in fact, only one picture of him survived. However, when he died, his family sealed off his library and his writings were lost for centuries. Only recently, in the year 1990, did his library become unsealed and was donated to the public. With over five thousand volumes of various writings from famous scholars and philosophers, somehow, his lone writing, "The Book," was found and quickly became a popular hit. Within twenty-five years, the book had been reprinted and sold five billion copies, becoming the highest selling book in Dominion history (even more copies than people were bought). It quickly became a way of life, and though no organized body exists to lead or identify who actually follows it, recent estimates put the number at somewhere between sixty and seventy percent of the population.

Spiritualism: It is perhaps the oldest of all religions, dating back to the beginning of human consciousness. However, it has only recently taken hold in the last century and gained large recognition and practitioners, now 20% of the populous. It is truly an organized religion or even one with teachings or religions leaders. Instead, Spiritualism focuses solely on the individuals’ feelings. Meditation is at the center of it, bringing forth a practitioner’s spirit to purify and guide one. Perhaps one aspect that makes it so strong and popular is the fact that it makes no judgments or restrictions on other religions, allowing people to believe in whatever they wish.

Islam: Modern day Islam in the Dominion is the most popular of deity-based religions with 3% of the population. As opposed to culture or fundamentalist Islamic sects, the Dominion Muslim population focuses on the Koran to bring them greater obedience and peace. It has a large emphasis on the community and helping one's fellow man. While no doubt practitioners of Islam see others as without god or at the very least misguided in their beliefs, there is no great need to convert others or purify the world. "All people are free to believe as they wish, but only those who follow Allah will be allowed to enter his kingdom" is one of their main tenants. However, there are also different levels to their tolerance; they view the Catholics best as simply a step behind on the path to god, while Greco-Romans are pitied for completely not understanding, and those who do not believe in god are Infidels. All of their views, however, are purely judgments on one's religious beliefs and not the person as a whole.

Catholicism: While the only Christians of the Dominion are Roman-Catholic, they do not heed the word or authority of the Roman Pope. The one change that they made when raising the sect in the Dominion is to disregard the notion of the Pope being God's authority on earth. Other than that, the Catholics are extremely devout followers, incorporating the ancient Latin language into their daily lives and living separately from non-Catholics. However, the latter part may be more due to the fact that all of the Catholics are part of the Sanctum Mafia, a large exiled mafia of many millions (.5% of the population). They took refuge on a series of recently discovered islands, which, though in rough Dominion territory, are not considered to be controlled by the Dominion government to any strong degree. The Mafia has become quite militarized and therefore the government allows them to live as they are on their islands. The one distinction between the Church and the Mafia is that the head of one is not necessarily in charge of the other; they are merely intertwined to a strong degree.

Greco-Roman: There is much debate as to whether the modern "religion" known as Greco-Roman is indeed a religion or more of a way to relive ancient societies in the modern day. Practitioners have built their temples as they were in Rome and Greece, combining the gods into a single set of names. However, more to the point in the debate, they often attempt to live and act as their religious ancestors did, causing many to believe they are merely living out a fantasy rather than truly believing in the existence of tangible, living gods. Some who practice the religion are true Polytheists praying in the whole Pantheon, while others are Monolatrists, believing in the other gods, perhaps even the Christian and Muslim ones, but only bowing to their own Greco-Roman one. Somehow, the ranks of grown to encompass millions of followers to the point of having 1% of the population believe in, or at least follow, the Greco-Roman way, bringing the toga into the mainstream sights on the street.

Militants: There exists in the Dominion small but persistent religions that are cultish at best and violent at worst. Collectively, the .001% of the population that follows these religions are known as Militants. They represent some three hundred different belief systems and exist to varying degrees. The worst and most violent were exiled and banned, but took up residence on the deadly surface of the island where few ever journey or enforce the laws. Over the years, the military has launched numerous raids on the groups, but despite their best efforts and worst blood counts, they always return.

Breakdown
*Buddhism - 92%
*The Teachings of Ta'kai - 60-70%
*Spiritualism - 20%
*Islam - 3%
*No Religion - 2%
*Greco-Roman - 1%
*Catholicism - .5%
*Other - .05%
*Militant - .001%
[Note: Due to the nature of religions like Buddhism and Spiritualism, one can practice more than a single religion, thus the total percentage is higher than the total population.]

While there is a Minister of Religion that oversees and reports on the current state of religion in the Dominion, there are no groups that receive money or aid from the government's budget. This is partly so not to discriminate or promote any single religion over another, but more so that religion and the notion of a god is not a popular trend in the Dominion.

Holidays
Although the word holiday is derived from holy day, the holidays of the Dominion are in no way religious as there is no official religion of the Dominion. They are rather simply days for celebration, remembrance, and relaxation.

The Day of Demogades
The highest of holidays in the Demogades culture, it celebrates the culture and uniqueness of Demogades. Many Demogades refer to it as 'The Day of DMG' in honor of the founding father, the Supreme Ruler of DMG. On this day all work is halted so that every Demogade can celebrate and then rest. Festivals grace the city with great performances and spectacular sights. It is the most celebrative of the holidays. It is celebrated the day after New Year's Day, creating a longer than natural holiday.
*January 2nd

Memorial Day
As it is in many cultures, Memorial Day is to honor and celebrate those who gave their lives in service of the Dominion. All veterans of any war are given the day off from work and are honored as heroes of the Dominion. There are a few specific soldiers or servicemen that are considered heroes of the state and are thus honored above most on this particular day. It is not a day of celebration, but rather of remembrance, honor, and mourning for the more than ten million fine men and women that have given their lives in service of their country.
*May 1st

Civic Samaritan Day
Civic Samaritan Day is a very unique day because the date changes and is unknown aside from a few government officials. Once a year un-announced, the government sends out observers to watch the populace for good Samaritans. Later that week the government announces that it was recently Civic Samaritan Day and then sends out hefty checks to those who did good deeds. This promotes good deeds as a whole because it is unknown when the day will come.
*Unknown

Right of Passage
In days of old, to pass into the realm of adult Demogades, adolescents must have completed their Right of Passage. The Right of Passage was different for males and females as males and females had different 'unofficial' roles in the Dominion. After completing their Right of Passage the Demogades must live in the real world and learn to survive in a competitive, no holds barred environment. In the modern world, there are numerous rights of passage from learning to drive, to leaving home, to finding that special someone and settling down. Whatever someone chooses to hold as their right of passage becomes it.

Male
In the past there was a right of passage that is not really practiced anymore. When an adolescent male reached the age of 15 years old, with all his training in mind, he had to venture to the frigid plains of the plateau where he had to survive on his own for an entire year without contact of any kind. During his journey he must've retrieved a small piece of Chimeraen skin for the handle of his sword. The only way to get the skin of a Gryffinic Chimera is to cut it off its unprotected stomach and then run. If and when he returned from his journey he was treated as an adult and must leave his family and learn to fend for himself in the real world. However, this right of passage is no longer practiced as it is extremely dangerous. Sometimes though, kids will attempt to do the latter part of the right on a dare from their friends.

More modern rights of passage include simply branching off on one's own, completing education to a high standard, and becoming successful in life. For the more passionate, however, joining the military and receiving a commission as an officer is perhaps the most prestigious right of passage for young men. Joining the reserve force, while looked upon highly, is not considered the same in any means and would still require success in one's civilian life. Also, until recent years when Operation New Age was completed, joining the military as a Recruit was also considered prestigious and worthy of honor if one maintained their enlistment. In the modern era, almost all young citizens eventually complete a right of passage in some sense.

Female
In the past there was a right of passage that is not really practiced anymore. When a female Demogade reached the age of 17 she had to leave her family to enter the real world. The right of passage for a female adolescent was marrying another Demogade and having a child with him. After her first child is born she is fully accepted as a woman in the community. However, this right of passage more or less no longer exists (except in the eyes of some parents who choose to believe this way) as it is harsh and discriminates.

More modern rights of passage are similar to those of men. Living on one's own, doing well in one's education, becoming successful, or joining the military. However, while joining the military as a reserve soldier, a Recruit (in the past), or as an officer is considered honorable, due to hundreds of years of a split-gender culture, it is not quite up to the same level in the public perception as if a man had done it. In the modern era, almost all young citizens eventually complete a right of passage in some sense.

Sports
The most popular and only nationalized sport in the Dominion is Slu'awl, the Sport of Swords. In the sport of Slu'awl two combatants step into a twenty meter ring and square off. They wear their strongest armor but use specialized metal blades instead of their usual diamond ones. The battle continues until one of the two combatants gives up or is unable to continue. Very often the battle continues for more than a week without pause. If a Demogade becomes a Slu'awl champion he is regarded with the highest of esteem and is compensated by the government for his dangerous work over the years. Despite added precautions over the years that have attempted to ensure the combatants safety, severe injuries to the point of fatality have been known to occur on a consistent basis. Because a combatant's death could be construed as murder or attempted murder by the courts, the duelers are required to sign a Contract of Will, outlining that they are willingly participating in a deadly sport, understand all of the risks, and wave all rights to prosecution. The signing of this document has become a pre-match favorite for the public, gathering the media and allowing the combatants to square off in a battle of the mind before stepping into the arena.

Though Slu'awl is the national sport of DMG, it is not the only one. Nor does it possess an overwhelming amount of the public's support as it used to (though it is still the most popular sport) - this, some theorize, is in part because measures have been taken to reduce the number of fatalities that result due to the deadly nature of the sport. Other popular sports in DMG include: Football, Frisbee, Basketball, Soccer, Baseball, Tennis, Golf, Lacrosse, Track and Field, and Yard Ball.
DMG
30-01-2006, 18:24
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Policies and Affairs:
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Politics and Policies
Politics
Politics as a fact don't exist in the Demogade culture. There are no parties, there are no conservatives or liberals. This is for three main reasons: One, it creates strife and subversiveness to have many parties vying for power; Two, it creates extremist partisans who vote the way of their party instead of they way that is good for the society as a whole; three (and most importantly) there are no elections or groups of politicians, only hand-picked bureaucrats. Keep the government out of the hands of the politicians would be the saying in Viscount-ania if there were any politicians. Instead, the govnerment is run as a meritocracy rather than a popular system. Of course there are sometimes different factions of society with opposing ideas on certain issues, but they aren't unified by any group or name and nor do they have any power to force their views upon anyone else. "Politics" is a word that never need be uttered in the Dominion.

Political Policy
The government is doing what is best for the country and the citizens of the country. Its basic principles are not to further international power, limit any people's actions, or help the powerful stay powerful or vice versa; instead, the government's basic actions are to maintain the country as is, let it run its course, and give people the ability to safely be free. These ideologies create a large government that does little to interfere with its people and gives them numerous free services (though paid for by taxes) such as healthcare and education. In the end, though not an enumerated right or declared principle, if a large segment - not even a majority - of the population disagree with some ruling, law, or action, the government will review and rescind it. It is a government of the people, by the people, for the people in every sense of the phrase.

There are no elections because elections lead to misinformation and subterfuge, which is unnecessary, and the propaganda that is created is unsettling to the general population. Also the Supreme Ruler, who founded the nation, along with all Demogades decided that politicians should be kept out of politics so it can be left for people who actually want to do the work. Without having to get re-elected by the populous, those who work in government can focus on doing what is right and not what is popular. If they screw up or become too big for their proverbial britches, they are removed by someone higher up in the chain of command. It is similar to the military style of rule where commands are given and obeyed with few checks or balances, thus the government runs quite rigidly and effectively like a well-fed army. Obviously this gives total power to the highest echelons, but the people of the Dominion have approved for the past several hundreds of years and the government hasn't led them astray yet.

Civil Policy
Simply put: all the rights that don't interfere with other people's rights. As long as what you are doing doesn't hurt someone else physically than it is most likely legal, although there are a few exceptions. The exceptions generally deal with doing something to oneself that could later endanger others. Also, damaging property that is not one’s own is illegal. It is the Libertarian principles laid out by prominent members such as Mill that have served as the government's backbone for many years that have put forth this "Harm Principle." Thus the Dominion, despite its rigid appearance and organization, is a very free society where people have the right to do pretty much anything they want. Laws against gay marriage, abortion, suicide, and other hot-button topics from around the world do not exist. A society is only truly free when all of its citizens have been given the right to live their lives as they wish.

The government has the ability to take away any civic right it feels necessary. It could be to protect the populous or ensure national security, but as long as the Supreme Ruler agrees with or issues the order it can be undertaken. Taking away a civil right from someone to protect him or her is a tradeoff the government is willing to take (though not to the extreme). If citizens are responsible and smart about their actions, they have nearly limitless possibilities.

Foreign Policy
The Dominion ardently maintains the "Monroean" policy of, "Don't interfere with our business and we won't interfere with yours." Any law passed or action undertaken in our country is the business of the Dominion and it should not be up to the rest of the world to decide what our government is and isn't allowed to do. Nations are free to be displeased and voice their condemnation, but as long as one rule is maintained, they should not act - the rule being that the people of the nation in condemnation are allowed to leave; if that holds true, then there are certainly enough nations in the world that would be willing to help people of the condemned nation leave and resettle elsewhere. This piece of the Dominion's foreign policy is quite subjective to each case and Executive at the time.

The Dominion is willing to make alliances with friendly countries or declare war on aggressive ones, but usually won’t attack a foreign country as long as they don't attack or threaten the Dominion or its allies (directly or indirectly – some threats to the world would be indirect threats to the Dominion). Diplomatic immunity is not granted to any member of a foreign nation other than the head of state and extradition treaties are currently not in place. In setting up embassies, the Dominion is not willing to allow just any nation to set up shop and has completely subjective criteria as to whether or not a nation should be allowed to establish diplomatic connections. Past initial formal relations, the Dominion has no true policy or precedence on dealing with nations. It only analyzes the current situation and acts accordingly in the best interest of the people of the Dominion and the Dominion as a whole.

Economic Policy
Growing the economy and corporate world of the Dominion is a prime goal; however, it is not one the government actively pursues, but rather through passive non-action. Monopolies over industries are completely legal - this is due to the Neo-Darwinian belief of a pseudo-survival of the fittest as well as a libertarian belief in laissez-fare. If the corporations try to run up the price on products or stall on development and research of new technologies and products, the government would take action from economic penalties to a disintegration of the company; however, this has never happened in the corporate history of the Dominion, because the corporations recognize that they are owned, run by, and serve the people of the nation and do not wish to do them harm for any reason. Immoral business practices are looked down upon and are not used. Also, the government can and will place tariffs and trade barriers on foreign goods if it is in the best interest of the nation, though this is a rare practice because of the minimal number of necessary and actual imported goods.

An interesting dynamic has grown over the years in the Dominion. Originally, the government encouraged the corporate and industrial world to keep its work base in the country rather than looking for cheaper land, taxes, and workers elsewhere. The businesses did as asked and remained in the Dominion. Now, since imports and exports remain low and only in certain small areas, almost all business remains here. All parts of the chain from the initial production process to selling the product or service happens in the Dominion, thus keep wages high allows and by fact of no other source makes employees seek the products and services of their employers. Thus all in the circle have been satisfied and breaking that circle by striking, cutting wages, raising prices, or whatever else is met with quick and harsh public repudiation.

The economic policy and ideology of the nation can be summed up in four words: free mutually beneficial progress.

Military Policy
War is a fact of reality; we will be dominant in the field of battle. The Dominion will not declare war on a foreign nation without provocation or unless in the defense of another nation. Much spending goes into the military and defense budget in order to acquire, train, and maintain a powerful military force. As represented in the Cabinet by the Supreme Allied Commander, the military plays an important role in government and international affairs and is a source of national pride. For the most part, the Armed Forces are a defensive entity tasked with protecting the Dominion's assets domestically and abroad. While warhawks definitely exist within the military ranks, few are inclined to start an agressive or offensive war. The gray area comes when acting around new colonial assets and the opposition in the area.

The size of the military is not of much concern in the Dominion. Current levels have active forcers somewhere around one half of one percent [.5%] of the total population and combined with the reserve force not that much more. However, there is no regulation or true calculations that go into this figure other than the current thinking on necessary power of the military. It has been known to expand and shrink over the years depending on the Executives, the level of technology, and the active use. However, whenever it does so, the population has always risen immediately to meet the necessary roles. Especially now with Operation New Age supplying the majority of soldiers, it does not seem it will ever be a problem to fill the entire military force; it only requires bright minds and leaders to enter the Academy to become the officers of tomorrow - something many more than necessary are eager to do because of the pride, pay, and power. In fact, at times such as these the military has refused entrance into the reserve forces to citizens because they were full.

The largest corporation in the Dominion is a military development company (Dominion Military Industries) due to both foreign and domestic contracts. Until recently (with the purchase of a Hood Class ship), the Dominion only uses equipment from DMI and has an exclusive contract that allows both parties to profit; the Dominion assures DMI exclusive rights along with massive contracts in return for exclusive equipment, free repairs, and cheaper prices. Often, when new equipment becomes available, the government will return old equipment to DMI for retuning that they can then sell or do as they see fit. Thus, in a sense, it is almost like loaning equipment to the military, which in time will be returned. Procurement costs, though listed at certain levels for the current equipment, has reached considerably over one hundred trillion dollars since the beginnings of DMI and its relationship with the military. In the end, DMI recognizes its position in dealing with the government and the fact that the government has the authority and power to assert its will onto the corporation, thus it deals amicably and does not wish to create any sense of dissatisfaction.


United Nations
"The Dominion will never join a group that is filled with so many idiotically idealist fools that don't know what is good for them..."

The nation is currently not part of the United Nations and does not recognize the authority of the United Nations to set forth rules on every matter for all United Nation members. Some would say it is worse than an alliance because it does not backup its members when under attack. All it does is restrict things. The Dominion believes that United Nations often passes resolutions on the inner workings of nations in which it should have no authority. And nearly all of the proposals are naively passed, while none of the repeals, despite the best of arguments, ever come to fruition. Also many members of the United Nations try to pass resolutions that are very ideological and as result the majority of the United Nations became an enforcer of illogical utopias in which everyone is free to be free... except for the multitude of rules that restricted everything from weapons to dolphin-safe tuna.

Official Statement: The Dominion of DMG does not recognize the authority or power of the United Nations and will not submit to any request, requisition, order, or action undertaken by the aforementioned body.


Trade
"Trade makes the world go round."

The Dominion is a progressive nation that realizes that trade is a necessity in order to grow. DMG Military Industries is the major exporter of goods in the Dominion and has exported over 500 Trillion USD in military products and technology. However, after many years of developing products, creating large corporations, and gaining resource rich colonies, the need for trade has diminished greatly. Only extreme luxury items are imported as all other necessities are provided for by domestic means.

Due to the unique situation the city of Viscount-ania is in, the major and only port of The Dominion is located at Trimian Naval Base. The naval base receives all shipping traffic in and out of the nation. It has a complex and secure system to transport the shipments from the city to the naval base or vice versa. The system is basically a pair of super long conveyer belts that go from the naval port to a port on the inside of the city. Because the city is so big it has shipping ways to transport the goods to different parts of the city. Through out the entire conveyer belt system a gas that is highly corrosive and lethal to only organic entities is released and kills anybody trying to sneak in or out of the city. Also the conveyer belt system is watched by thousands of cameras with infrared and thermal imaging so that if anyone sneaks in to the system they can be seen and the one thousand-man team guarding the conveyer belt is alerted.

Imports:
-Alcohol
-Luxury Goods
-Exotics

Exports:
-Military Hardware
-Uranium


Foreigners and Immigration
"Foreigner status can be boiled down to the three E's: no extradition, no extraterritoriality... and not easy."

People of the entire world are welcome into the Dominion and while no special accommodation (unless of political importance) will be made for them, the government greets them with open arms. Immigration can be put on halt by the government if they see fit, and the banning of a particular nation's citizens is also allowed if the government deems it necessary for any reason from hostile nations to cultural influence to lack of respect. All crimes committed by or against a foreigner on Dominion soil will be tried, sentenced, and carried out in the Dominion without exception. The Dominion does not grant any diplomatic immunity or extradition to foreign peoples of any status, thus it does not expect any for Demogades in foreign nations (even if it is the norm in that nation for foreigners).

As all citizens do, foreigners must register with the government and submit to a full background search before entering the Dominion. Foreigners must submit all travel plans and locations as well as changes in plans or locations to the government ahead of time and can be tracked. Failure to do either of these will result in punishment including possible jail time or at the worst life banishment from the Dominion. Immigration is considerably harder, takes much longer, and is much more likely to be denied even for petty or no reason. This has resulted over the years for various reasons. The nation is extremely proud of its cultural and intellectual identity and is not fond of having it "mucked up" by foreigners. However, on a more realistic level, the Dominion has a highly planned bottom level of government care and does not wish to affect that by taking on lower class foreigners who could it the bottom of the bucket. Lastly, the Dominion is an island nation with limited room (before having to expand to colonies), thus it does not want to add to its already swelling population by taking in foreigners who only wish to take advantage of the prosperous and free state of affairs. It may be called selfish by some, but the Dominion's natural citizens are priority number one.


Colonies

Eborall:
The Founding of Eborall (http://forums.jolt.co.uk/showthread.php?t=454934) is a documentation of the creation of the first colony of DMG. It was established in a region with many other colonies, though it has limited contact due to its remote location. It is west of most of the other colonies and is and island, keeping it away from unwanted contact and conflict.

It was created to be nearly the polar opposite of what the Dominion is, in policy and physical nature. The Dominion is physically cold, rugged, and unpleasant, forcing its inhabitants into the underground city. Eborall, however, is quite warm and pleasant with an average temperature in the mid seventies (Fahrenheit). The majority of the island is covered in rolling grasslands, save for one tall mountain in the north and the sandy beaches that surround it. It is quite a tourist attraction as the beaches and plains have been described as some of the most beautiful anywhere in the world. There are a plethora of resorts, casinos, hotels, and other entertainment venues that pull in countless millions every year, making tourism one of its two biggest (and virtually only) industries. The other major industry is exporting rare jewels and elements that are found in the deep mines of the island.

In policy Eborall is also vastly different from the Dominion. DMG is quite strict and businesslike often being compared to how a corporation is run. Eborall on the other hand is quite liberal and accepting. One philosopher once put the distinction quite simply, "In DMG the people are servants of the Dominion, while in Eborall the Colony is a servant of the people," however, in recent years DMG has become much more liberal and open.

The capital of the island is Tia'Dar Dieux, a metropolis that sits on the beautiful southern shore. However, unlike the Dominion, Eborall has many little towns scattered about the island where people can be much more secluded if they want it so. Tia'Dar Dieux is the major port of Eborall, and is connected to its main naval base. The island has seven military bases in total: three Army, Two Air Force, and Two Navy.

The ruler of Eborall is Prince Ali (http://i23.photobucket.com/albums/b360/DMG2005/Ali.jpg) (b. 1985) of the Royal Family, who was born (http://forums.jolt.co.uk/showthread.php?t=455141) on the island shortly after its colonization by DMG. The Royal Family is made up of five members: Prince Ali, Princess Elisa (http://i23.photobucket.com/albums/b360/DMG2005/PrincessElisa.jpg) (b. 1989), their mother Princess Cordelia, their father who remains a mystery to the public, and the newest Royal to join the family, Prince Lawrenzo (http://forums.jolt.co.uk/showthread.php?t=531105) (b. 2007). Prince Ali is twenty-five currently and has done a remarkable job of ruling the island for the last five years. He took over the 'throne' at the appointed age of twenty. The Supreme Ruler decided that it would be interesting to continue the tradition of making Eborall so different from DMG and thus created a royal family (this family). When Prince Ali was born the Supreme Ruler decided that he would be the first of the Royal Family to rule at the age of twenty - at which time if he did not have a wife, he would be forever without one. The Royal Family was treated just like their title would imply, royally; they were built a massive and spectacular Palace and surrounding complex and given the best raising any child could hope for. While Prince Ali tended to the cultured arts and was quite interested in the politics and ruling of Eborall, Princess Elisa tended to be the exact opposite. She enjoyed adrenaline rushes and made sure she was not at all affiliated with the state in anyway. "If there were one word to describe the Princess, it would be breathtaking," -The Dominion Magazine. She is considered one the most beautiful woman in the world and people regularly (potential suitors (http://forums.jolt.co.uk/showthread.php?t=465724)) flock to try and find her, though none have been successful as she is kept quite well informed and makes sure her plans are not known by anyone.

http://i23.photobucket.com/albums/b360/DMG2005/EborallKey.jpg
Map of the Colony of Eborall




West Liberty Island:
West Liberty Island (http://forums.jolt.co.uk/showthread.php?t=490855) is thus named for its shared territoriality and the beach on which Dominion forces first landed. Discovered not far from a nation known as New Feluca, news of the finding spread fast and soon numerous nations were attempting to send forces and establish a foothold in the new land. A couple failed in their attempts, but five managed to create military bases and make a name for themselves by cutting out a piece of the pie. In the northwest, the Dominion landed an Expedition Force of ten thousand soldiers and a good-sized fleet to defend the waters. Abutting the new territory, though separated by neutral and unclaimed land, were the nations of New Feluca to the east and United Earthlings to the south. Slightly southeast of New Feluca, a small and relatively weak nation by the name of Farstra landed while to the south of the United Earthlings the imperialist Transylvanians took up base. After the Felucans reportedly claimed the entire island to themselves, several of the other nations deemed them to be rude and hostile. Soon a war broke out between the Farstrans and the Felucans, but the Dominion remained safe in its stronghold to the west.

Just off of Liberty Beach (which was the sight of the first Dominion landing), Echo Base was established at the junction of two rivers where it was strategically placed for defensive action. After a few days of building up a better defensive position and expanding to the east and south, a civilian research team was brought to the island in order to search for the black gold that had been rumored about. In a matter of a couple days, the oil was confirmed and a large civilian taskforce was dispatched to create a permanent settlement and oil field mining operation. Over the first two weeks, the Dominion's position was solidified and Echo Base as well as Slicksville (the settlement for civilians near the oil fields) was made permanent and it was clear that they were there to stay.

In a wonderful turn of fortunes, while the Felucans were bogged up in a war, the nation on the southern tip of the island mysteriously disappeared and left no trace of their presence. Just around the same time, the United Earthlings presented DMG with a deal to buy their claimed territory and resources in exchange for some oil. Needless to say, the Dominion jumped on the chance and bought the land for ten billion dollars and a million barrels of oil per day. With two of the nations to the south out of the way and the two to the east in a battle, the Dominion quickly spread across the island, claiming nearly 70% of the land. However, after some short and curt negotiations, the claim was reduced to nearly 60% and relations were settled between New Feluca and the Dominion. The Felucans recognized the Dominion's territory and sovereignty in exchange for a guarantee of never bringing more than twelve thousand troops to the island. With dealing with the others out of the way, the forces there constructed a three hundred and seventy mile wall from north to south along the boundary line, dividing the island in two.

It was official. West Liberty Island was established as a colony of the Dominion and granted all such rights by a three to zero vote. However, it was to remain an industrial colony only. With precious resources on the island and an annoying terrain to colonize for serious immigration, the island remained closed to non-military and non-delegated civilians. A force of ten thousand soldiers and a small fleet (about five ships) remains to guard the island and the few thousand civilians that are working on the oil fields.

http://i23.photobucket.com/albums/b360/DMG2005/WestLibertyIslandKey.jpg
Map of the Colony of West Liberty Island




Crown Peaks:
Crown Peaks (http://forums.jolt.co.uk/showthread.php?t=494185) is a very small colony established on Kikko Island off the coast of Africa. Discovered soon after the establishment of West Liberty Island, General Hubbard, the Commander of Central Command, decided to go a different route with it. Instead of sending a massive expeditionary force to colonize the area, he sent only a single aircraft carrier along with a civilian crew of forty men and the special operations taskforce known as the Nightstalkers. Everything they were doing was completely unofficial and denied by the government. If captured or discovered, they were on their own. Even the aircraft carrier was labeled as a rogue ship, having removed all of its callsigns and not responding to any transmissions. They were deathly alone...

The Nightstalkers were flown by helicopter under cover of darkness to the highest part of the island, the mountaintop near the center. They quickly secured the area and prepared for the arrival of forty civilian contractors and their massive equipment. Within the day, camp had been setup; however, sticking with the air of secrecy about the mission, it was all built underground with coverings so that nothing could be seen, heard, or detected. The camp was virtually not there.

With the camp set up, the Nightstalkers prepared to search the area and set up defensive measures. They scouted the entire mountaintop (eventually becoming the entire colony of Crown Peaks) and in the end found that there were only three entrances to the mountain that were possible by man, beast, or machine (other than flying). Sensors, cameras, explosives, and traps were established on the three paths and soon the area was totally secure... nobody could enter without them knowing. On top of all the security, the Nightstalkers split up into two man teams and took six-hour shifts, watching the entrances.

A storm came the first night, - in fact it was nearly a hurricane with violent winds and pounding rains - but the civilians were safe beneath the ground in their tents. However, by the second day, calm had taken over and the civilians were ready to begin research and reconnaissance on the potential mines here, finding depth of the minerals, abundance, type, purity, and ease of access. On the third day, they decided to expand their operations to the rest of the mountaintop and continued their research. At 0900 Zulu Time on Day 6, drilling commenced on the first three mines. The sound were contained by a sound proof structure that was built and sealed around the drilling equipment, so nobody on the island was any the wiser.

By the first day of the second week, the exploitation of mines had continued and the colony was nearly operational. Still, nobody was any the wiser of the Dominion's presence on the island, a true testament to their abilities and guile. Loads of goods were airlifted in secret from the aircraft carrier to the colony for their survival, and in return the helicopter would return with minerals from the mines to be transported back to the Dominion. However, this process would only last for so long and would eventually be discovered, and so serious measures were taken place to bypass the current system.

A massive project was undertaken in secret with the drilling equipment, creating a long tunnel from the top of the mountain where Crown Peaks had been established, along the river, and down to the southern part of the island near the unnamed lake. The tunnel let out near halfway around the coast between the territories of the United Earthlings and Transylvania. However, when it was completed a couple months later, it let out not on the surface but under water. A special access way was created so that a transport submarine could connect with it and create a waterproof seal. The minerals from the colony would be transported in via conveyor and the supplies needed would be transferred onto (or below) land. And so it was established as a secret colony. The aircraft carrier left and the only traces of the Dominion was a submarine going through the area once in a while, hardly proof of the Dominion's presence.

http://i23.photobucket.com/albums/b360/DMG2005/FinalMap.png
Map of Kikko Island and the Colony of Crown Peaks




Wolf's Isle:
Wolf's Isle (http://forums.jolt.co.uk/showthread.php?t=494154) is unlike many previous and current colonies of the Dominion in two aspects: it was founded and maintained by a private citizen, and it is an Ascendant Colony. Before most nations new of the newly discovered continent of Terra Recedentia, a young self-made billionaire of the Dominion had the fortune to drift towards it while investigating the comfort of his ship's bed with his first mate. When they woke up pleased the next morning, John Wolf milled about the deck before noticing the signs of land, followed quickly by the presence of land itself.

As his expensive yacht required no crew at all, word of the land would not get back to the Dominion until Wolf wanted it to. And first he wanted to go exploring. Alexia (http://i23.photobucket.com/albums/b360/DMG2005/Alexia2.jpg) and he made it to shore and pushed deeper into the forest. What they found was a lush and tropical land, perfect for development. Without civilization for hundreds of miles, John Wolf was able to claim it for himself, sanctioned by the Dominion.

Over the next several weeks, DMG Military Industries - contracted by the real estate mogul John Wolf - began building a small town right on the beach. Under the Colonial Charter of 1879 the creation of the colony was officially completed with the establishment of the town hall. The town was named Alexandria, after his beloved angel, Alexandra "Alexia" Griffyn. A marvelous ball was held in the honor of Count Jonathon Frederick Wolf as well as all those who worked to build his dream island so quickly. The town (http://i23.photobucket.com/albums/b360/DMG2005/Alexandria.jpg) was a beautiful place filled with the richest of souls. To the southwest was a small port and dock where a cargo ship from the Dominion would come every month to unload the imports - both necessities and luxuries - as the island produced nothing of its own. Occasionally a transport ship would come as well because there was no official airport, only paths in the grass.

Three weeks after the ball an official document arrived from the Dominion, signed by the Secretary of State Count Vincent Alexander X and the High Councilor Marius Templarica. It was a Writ of Ascendancy, granting virtual sovereignty of the colony to the new Executive Minister, John Wolf, and his Vice Minister Alexandra Griffyn. With the ratification of the complicated and somewhat contorted document, the colony was no longer relative to the Dominion. The small military fort that had been installed to the north was evacuated of Dominion soldiers, leaving the defense of the colony to those who lived within.

Fate, however, was a cruel mistress. As the leaders of the former colony celebrated in the town hall and prepared to take a picture in front of the document of their crowning achievement, vessels pulled up to the shore and pirates stormed the beaches. In no time the town was overrun. The pirate lord made his way to the town hall and burst open the doors, firing a single bullet directly into John Wolf's head just as the photographer snapped a picture, capturing a most cruel picture. The image would become a reminder of this terrible day in future years, but for now it was simply a photograph of the very instant the island lost its beloved leader. In the picture Wolf stood with shock in his eyes and a nine millimeter in his skull, freezing the moment in time just milliseconds after the bullet bore a hole through his head and milliseconds before he died - in an instant he was caught between life and death. Throughout the town the scene was even worse. The pirates came in great numbers, robbing the people of their riches, raping the women as they pleased, and killing any men unfortunate enough to get in the way of their drunken trail of blood. Not wanting to see any more suffering or damage done, when the pirate lord asked if anyone would dare challenge his rule, Alexandra, the new Executive Minister just moments after receiving her previous commission, gave in. The horrid sights continued even after the submission, but soon enough, after they had filled their greed, the pirates boarded their ships and sailed across the short straights to their own territory. To maintain control over their new vassal, they left a guard of one thousand pirates who immediately began taking up residence and making themselves comfortable in the homes of those who had just suffered so much.

Alexandra couldn't bare to see her people and friends living so poorly beneath their overlords, so she fled into exile, escaping into the dense jungle where the pirates would not follow. From there she traveled north to her private farm located in a small clearing. Over the next few days she met up with others who had escaped into self-exile and collectively they decided that the path of resistance was the only true path to take. The farm became the base of operations for their mobilization against the pirates. They secretly stole weapons, equipment, supplies, and whatever they could get their hands on from the pirates and the town and began training themselves for battle. Alexandra even went so far as to equip the elephants she had acquired from a foreign dealer with armor and machine guns and train them to furiously attack the enemy in order to turn them into deadly instruments of war. However, in their year of exile, despite the progress they made and the armament they built up, they were still obviously too small, too under equipped, and too ill trained to take on the fierce pirate warriors. That is until they came...

One year to the tragic day of much death and destruction, help would arrive and turn the tide of battle. After the Dominion ceded control of the territory to the inhabitants of Wolf's Isle, they could no longer interfere in anyway, especially not military forces. Bringing in troops would not be possible without causing an international incident that the government of the Dominion would not be willing to risk. Despite even being pirates, which would have put them in violation of international law if they actually boarded a vessel in international waters, interfering would be the same as getting involved in the territorial dispute of two foreign nations. However, there was a group in the Dominion that reported to no government and responded only to its own orders. They were dead men; ghosts; not even legends. They appeared on the anniversary of the joyous turn tragic day seemingly out of the mist. They were soldiers of great prowess and they approached the exiles with an offer to help.

For nearly a full moon the Spartans helped train and equip the resistance force, bringing high quality weapons and equipment that neither the pirates nor the Alexandrians had access to before. Over the four weeks their leaders, Alexandra and Barak, got to know each quite a bit; they learned from each other and even admired what the other had gone through in their life. However, no one would dare say they formed a friendship, but perhaps the two of frozen hearts created some kind of connection. But the night they had planned for a year had now approached. The Reconquista was at hand. Despite the training, equipment, and manpower the Spartans brought with them, the combined forces of the Alexandrian Rebels and the Spartan Legion were still outnumbered and outgunned by at least four to one by the occupying pirates. Thus they would take advantage of every opportunity they could.

On the night of a great party, during which the pirates got even drunker than was usual, the attack began in silence from the depths of the jungle. Quickly and silently, the lax sentries found themselves dead as the forces led by the Spartans moved in. Some of the pirates were taken by surprised as they lay passed out or asleep during the wee hours of the morning. Many fell before the alarm was raised. But soon the pirates, despite being weary, half-drunk, or hung-over, had organized themselves and prepared a counterattack on the resistance. That is when Alexandra let loose her elephant riders, tearing holes through the enemy lines and shredding rows of scared pirates with the mounted machine guns. A tramping elephant equipped with barbs and armor thick enough to stop almost all sidearm fired rounds is a frightening sight to see in an infantry battle. Soon the pirates were routed and slain.

As dawn broke, the streets glistened with blood in the rising sun as a year of anger was calmed by the feeling of security in their old homes. But as the battle was won and the Spartans self-appointed aims were completed, they disappeared back into the mist without a word. However, they seemed to "accidentally forget" a bit of equipment that would prove very useful in preventing any future incursions by sea or air by the pirates across the way. The Reconquista was complete in a single bloodbath. In the year that had passed many had died, many others were ruined, but now the healing process began. The blood was washed from the street, the buildings were repaired, and the injured were nursed back to health, but for some the pain would never pass. Not even the knowledge that a few days later a series of unexplainable explosions ripped through the pirate camp was enough to dull the pain and emotion. Just being in the town and on the island that Jack and she had christened and help rise to independence was enough to bring her the constant pain of an emptiness inside. So Alexandra, with a cold heart and dripping tears, left Wolf's Isle and disappeared...

http://i23.photobucket.com/albums/b360/DMG2005/WolfsIsleKey.jpg
Map of the Ascendant Colony of Wolf's Isle




Elysian Isles:
The majesty that is the Elysian Isles (http://forums.jolt.co.uk/showthread.php?t=527363) is a beautiful paradise island that has been established in a way as to intertwine perfectly with the existing nature. What makes it truly unique from the other colonies is that it, despite being managed by the Dominion, is an international colony to open to any and all persons so long as they comply with the rules, especially the ones about existing in harmony with nature and keeping it a weapons free area.

http://i23.photobucket.com/albums/b360/DMG2005/ElysianIsles.jpg
Image of the Elysian Isles



The Next Frontier: Space
Pre-2015
The Dominion Agency for the Development and Exploration of Space (DADES) is responsible for the entirety of the Dominion's extra-planar operations. The agency has the ability to regulate dealings in space and is the only entity allowed to launch ships or satellites into space. A small division of DADES is connected with the military base responsible for DARAD in order to keep an eye on space and defend the Dominion's territory from threats traveling through or from space.

The Dominion has an active space program including space telescopes, civilian satellites, military satellites, and space stations. As previously stated the necessity or want to colonize other planets may become important in the near future so the Dominion space program has begun hypothetical work on colonization plans. These plans are very limited and are in the beginning phases currently, but as time progresses they may become very necessary and very real. A recent addition to the military satellite program was to deploy Space Based Weapons to serve as a first-strike capability as well as a powerful deterrent.

Currently the Dominion has many satellites orbiting in space including commercial and privately owned ones as well as those that are governmental and military operated. Almost all non-governmental or military satellites are used for communication or tracking by private business (with the exception of a privately owned, fully defense capable space station of Mar'ki Ticron). The government/military satellites range from tracking and communication to defensive and offensive weapons (including strategic nuclear launch silos and kinetic bombardment).

The Dominion operates four major space stations orbiting in space that currently serve as advanced space research centers but may in the future be used to launch ships for deep space exploration. They are manned at all times by a full crew of twenty astronauts (each) that are rotated every six months via space shuttle launch. Supplies are also brought up every six months with the rotation of astronauts, though a twelve month supply is kept onboard at all times in case of emergency.


PMT-2065
http://i23.photobucket.com/albums/b360/DMG2005/ProjectGemini.jpg (http://forums.jolt.co.uk/showthread.php?t=540716)


Enemies and Allies
"Enemies tend to lead to conflict and allies are no better as they lead to an obligatory conflict... for these reasons the Dominion is best to stay at arms length, always."

The Dominion has good relations with a great number of countries but only has formal (albeit forgotten and disregarded in all but name) alliances with two. The initial reason for the forgotten alliance (and most alliances) is for joint military defense in which when one of the nations involved was attacked, the others would come to its defense. Because of what the general reason for alliances is, the Dominion has never seen fit to join a serious one for there is no fear of a military invasion upon the Dominion for three main reasons: One, the island is nearly an impregnable fortress that would be totally insane and extremely costly to invade; Two, the Dominion possesses a powerful military, especially a navy, that can easily fend off would-be attackers; Three, most nations realize that if the Dominion was to fall, then so would DMG Military Industries, which provides many of them with their military equipment, so if the nation is ever attacked, numerous nations will most likely come to our defense.

Other than formal relations such as alliances or embassy exchanges, the Dominion also has created a list of global nations that the Dominion highly respects regardless of relations or lack thereof. Though the list remains at a low-level classification, it is not particularly valuable or under any serious protection - it is simply not something the Dominion wishes everyone to know the contents of.

International diplomatic relations, however, are not something the Dominion feels are foolish. Though many in the international world recognize that the Dominion is not the most intrusive of nations, it still feels the need to maintain friendly relationships with other, especially, powerful nations. The Embassy Exchange (http://forums.jolt.co.uk/showthread.php?t=477704) is a more passive program of the Ministry of Foreign Affairs, allowing foreign nations to apply for an embassy in the Dominion. However, most often, the Dominion does not actively seek out other nations to establish embassies. More often than not, only powerful, large, or respected nations will be accepted by the ambassadorial program, rejecting smaller ones. All nations, as previously stated, who have an embassy are situated at the Imperial Palace. There are, however, many non-negotiable rules and regulations for those wanting to establish formal relations with an embassy exchange.

Exchange Regulations
Article I: The arriving nations shall respect the laws and territories of the Dominion surrounding their embassies and respect our sovereignty.

Article II: All embassies will be situated in the Imperial Palace regardless of previous ties to the Dominion. The land will be maintained and continue to be owned by the Dominion of DMG.

Article III: The total amount of personnel shall not exceed one hundred. This does not include the family of the ambassador or diplomat.

Article IV: No weapons shall be allowed on or off the embassy premises with the exception of a locker of pistols that shall not exceed 50% of the total embassy personnel in number. The pistols are only to be used in times of crisis and are not to be concealed off of embassy grounds.

Article V: No more than two [2] non-armed helicopters and ten [10] non-armed (and non-military grade) land vehicles are permitted. All landing/parking space will be provided (as well as armed escorts if required). If these are a burden on the embassy holder to get a hold of, the Dominion will supply two [2] Executive Class helicopters and eight [8] modified Elusion Class Vehicles. (If you are unsure whether your vehicles are allowed, submit them for review and we will respond as soon as possible)

Article VI: A squad of twenty [20] Dominion soldiers will be assigned to each embassy for guard and escort responsibility. The guard will remain outside of the embassy premises at all times unless asked to enter by the embassy holder or in times of crisis. The guard can be waived for any reason by the embassy holder, but a replacement guard of the embassy holder's own detail cannot be emplaced (see article 3).

Article VII: Crimes committed on embassy grounds, regardless of the nationality or citizenship of the intruder, are subject to the owning nation's legal code, to be tried, or otherwise sentenced. The right of which can be waived by the owning nation at any time to lessen the logistical, legal, or political burden. Likewise, any crime committed elsewhere in the Dominion shall be handled by local Dominion courts regardless of the person's status within the embassy. They shall be tried, sentenced, and incarcerated per Dominion legal codes without prejudice.

Article VIII: Should conflict arise between the nations of DMG and an embassy holder, and no hope for de-escalation or a refusal to negotiate is chosen, the Dominion retains the right to give twenty-four [24] hours notice of a request to vacate the embassy. At which time all ambassadorial staff will be escorted safely and without threat to the nearest airport, and transfer of all papers records or the like at to the embassy holder. If the embassy staff refuses the request, they will be removed forcefully and all damage, injury, destruction or death that may occur will be burdened on the embassy holder.

Article IX: Should the request for an embassy in the Dominion be accepted after review by the Ministry of Foreign Affairs, the requesting nation must allow an embassy of the Dominion in their nation (subject to their regulations for embassies).

Embassies (http://forums.jolt.co.uk/showthread.php?t=477704)
-Admiral-Bell, (Reciprocated)
-Ariddia, (Reciprocated)
-Asgarnieu, (Reciprocated)
-Drexel Hillsville, (Reciprocated)
-Dweladelfia Prime, (Reciprocated)
-Geneitcon, (Reciprocated)
-Guerreros, (Reciprocated)
-Imported_Illior, (Reciprocated)
-Itinerate Tree Dweller, (Reciprocated)
-Kahanistan, (Reciprocated)
-Omni-Sense, (Reciprocated)
-Roman Republic, (Reciprocated)
-Saint Fedski, (Reciprocated)
-Southeastasia, (Reciprocated)
-The Grey Phoenix, (Reciprocated)
-The Macabees, (Reciprocated)
-Theao, (Reciprocated)
-United Earthlings, (Reciprocated)
-Vetaka, (Reciprocated)
-Willink, (Reciprocated)
-Xeraph, (Reciprocated)

Allies
None

The Alliance of GOD

The Alliance of GOD was a tripartite agreement made up of Guerreros, Omni-Sense, and DMG for military protection.
However, it has long since passed its charter and is no longer recognized.
DMG
30-01-2006, 18:37
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The Island:
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http://i23.photobucket.com/albums/b360/DMG2005/DMGMap.jpg (http://i23.photobucket.com/albums/b360/DMG2005/DMG-1.jpg)

Geography
The Dominion is located on an island in the Antarctic. The island in which the Dominion of DMG exists is roughly 90,000 sq miles (300 miles a side). The entire island is a level 500-meter plateau. The Demogades live under the ground in one huge 85,000 sq mile city, Viscount-ania, which is built in an artificial cave that is 400 meters high. It is 50 meters from the sea level and 50 meters from the ground level of the plateau. The sides of the cave that the city is in are never closer than 10 miles to the outside wall of the plateau. The city is meant to look like an average outdoor city and includes parks, trees, and such – kept alive by an artificial sun on the cave's ceiling (which is powered by a series of super-efficient nuclear power plants and various chemicals to reproduce the sun’s effects). All of the Demogades structures are underground including their space shuttles and airplane runways – this is to protect the population from the harsh temperatures and weather patterns of the outside area.

The surface of the island is completely flat all the way across, never deviating more than a meter in either direction from its five hundred meter average. There is little shelter - at most a few ice caves formed by the whether - but almost no foliage or rocks to be seen. Depending on the time of year and current whether patterns, the ground can be anything from a sheet of solid ice to a three feet of packed snow, but never is the ground any color other than white. Recent discoveries point to a pair of ancient rivers that at one point ran their way from the middle of the island to the edge of the plateau where they became massive waterfalls, but they have remained inactive for some millennia - frozen rivers hidden beneath the snow.

The cliffs that form the natural walls of the island do not jut up past the surface, but are almost exactly five hundred meters from sea level to the top. Their faces are extremely smooth due to a combined force of the whether and mankind. The freezing temperatures and ice that accompanied them have for thousands of years removed the weak and rough parts of the cliffs, leaving only flat, smooth surfaces. The spots that remained rough, porous, or at all climbable were smoothed down by the military to aid in the defense of the island and safeguard an easy (albeit ridiculously hard) route onto the island.


Climate
The climate is freezing due to its location in the Antarctic Rim. Harsh weather patterns include regular sub-zero freezes and ice storms. The average temperature is 400 degrees Protego, which is equivalent to 25 degrees Fahrenheit or roughly -3.9 degrees Celsius. The highest temperature that the island ever reaches is 500 degrees Protego or 30 degrees Fahrenheit and -1 degree Celsius, while the average low temperature is -900 Protego or -40 Fahrenheit and -40 Celsius – while the lowest temperature every recorded was -1200 Protego. In the "winter," if one could differentiate seasons, the days on the surface become very short and cold as the sun disappears from view due to the planet's axial tilt. (To convert Protego to Fahrenheit divide Protego by 20 and add 5)

The surface of the plateau is covered in ice and snow while the waters below are frigid and lethal to humans. The city of Viscount-ania in which all Demogades live is kept at a constant 1300 degrees Protego or 70 degrees Fahrenheit. The freezing and rugged nature of the plateau aid in its defense as the harsh conditions make it tough on any invasion force that dares set foot on the island.

The seasons are all pretty much the same - freezing - with the only difference being the amount of precipitation and sunlight. While it snows, hails, flurries, sleets, and rains (freezing rain) all year long, the most is from September to November. Large snowstorms that could bury whole people in them are not in frequent, but worse than snow perhaps is the cutting wind that is almost perpetual on the open surface. With nothing to stop it and only ocean for miles around, the wind sweeps through at great speeds and can literally cut people if they stay out too long. However, inside the island the people go by normal northern hemisphere seasons of winter, spring, summer, and fall, though the whether doesn't change as it is regulated to be nearly the same yearlong.


Viscount-ania, The City Itself
The first and only city of the Dominion, Viscount-ania is a massive underground establishment where all of the Demogades live and work (unless they are military personnel). The city is very high tech and is built up very high in order to use space efficiently. Now that it houses multiple billion people, the urban nature of the city has spread to all parts, though the center is still the largest and most built up. There is no longer much rural area, except for those who have bought up large expensive swaths of land and built it to appear quaint. For most of the city, in order to hold and maintain a population in the billions, the buildings stretch from the ground to close to the ceiling. There are thousands of ceilingscrapers of all different size and design

http://i23.photobucket.com/albums/b360/DMG2005/Viscount-ania2.jpg
Cityscape


The city has one entrance in which you have to take a gravity pad from the surface of the plateau to the tightly guarded security entrance. The facility through which one must enter is in fact the whole building on the surface of the island. It is nothing special; just a secure housing for the top of the grav-pad and a guard of five thousand soldiers. The gravity pad is like a giant elevator; it is a circular pad that is connected to the shaft in four places located equally around the ring - it runs through a giant blue, transparent tube that runs from the surface entrance to the city below. The ring is capable of accelerating very fast and can transport matter from the surface to the ground in only a couple of seconds. The tube connects directly to an enclosed facility, much like the one on the surface, that registers all entries and checks everything with a full inspection by the guard there. A record is made of every Demogade who leaves or enters the city and the same with goes with any other underground structures in the nation such as military bases. Before being allowed exit from the facility, all people must undergo a quick series of scans from fingerprint to MRIs - it is about a fifty foot tunnel with a terminal on the other end that one walks through and then touches and it is over. However, traffic remains low as not many people enter the nation.

In the center of the entire city are the government buildings, which are unique compared to their surroundings. Most of the buildings around the city are ceiling scrapers, measuring 400 meters high, while the government buildings are at the highest 200 meters and usually shorter than that. Also the architecture of the buildings is older and more elaborate compared to the new age art of the surrounding buildings. The small stature and unique design of the government buildings is to symbolize the government and to show the citizens that while it is important it is not imposing on their life or the culture of the Dominion. They are built in an elegant Georgian style with Roman influence and massive marble structures.

On the outskirts of the city are the factories that produce all of the goods and food that are needed by Demogades. The factories are often noisy and heavily populated so keeping them away from the rest of civilization keeps it organized and people happy. Because of the long journey to and from the factories for the workers, the government installed a state of art underground train system that completes the journey of 80 miles in just under 20 minutes and leaves the station every 5 minutes.

In order to facilitate movement around the city, the government has installed an extensive, free, mass-transit system that appears in various forms. There is an extensive network of underground trains that run all across the city that transport both people and supplies depending on the train and stop. Some buildings have created other walkways on various floors from one to the other. About three hundred fifty meters high a new Sky-Way (http://i23.photobucket.com/albums/b360/DMG2005/Sky-Way.jpg) has been created for the dense building area (much of the city) that connects building to building across the city. Additionally, around a good size portion of the city an artificial waterway has been created in order to facilitate large transport needs on tankers or freighters.

Housing is everywhere from the middle of the city to the outskirts. It takes several different forms from mansions to apartments to houses built upon platforms to utilize the most amount of space. Some buildings have built in living for the offices so that workers can live in close proximity to their workplace. The vast majority of people live in great complexes or buildings that house thousands of people. Some people never even need to leave these buildings because they have pretty much everything one could need or want from jobs to food stores. For the most part there are not many "traditional houses," but there are millions of large apartments in the various buildings.

It is one of the largest cities ever known to man, and soon there will be no building space left underground.

http://i23.photobucket.com/albums/b360/DMG2005/Viscount-ania1.jpg
Viscount-ania



The Imperial Palace
The Imperial Palace is a giant complex that was originally built as a palace for the Supreme Ruler but was later turned into a compound for foreign emissaries. It is guarded by the best soldiers in the military and nobody has every successfully infiltrated it. The Imperial Palace is also where diplomats and foreign dignitaries are greeted and stay on their visits to the nation. It is almost a very mini city inside of the city so that people staying there don't have to leave and worry about their security in the general populous.

The Imperial Palace also plays home to all embassies of foreign nations. Each nation is given a section of the complex for their embassy and diplomats, but it remains property of the Dominion and is subject to Dominion rules and laws. The section of the complex that is given to a foreign emissary or diplomatic core comes complete with numerous offices, a couple of bedrooms, a small kitchen and eating area, four Royal Guards each, secure lines and security, and a backup generator. There is also a small medical wing in the Palace with top-notch doctors that can attend to the visiting diplomats and also have access to their nation's specific medical treatments.

Obel Lake, seen in front of the Imperial Palace below, is one of the few lakes in the nation as they are so expensive (due to the value of the land and the difficulty of building above them). It is the fourth largest water body on the island and has many living entities within.

http://i23.photobucket.com/albums/b360/DMG2005/TheImperialPalace.gif
The Imperial Palace - Diplomats' Residences and Offices



National Animal
The Gryffinic Chimera
The national animal of the Dominion is the Gryffinic Chimera for a couple of reasons. The first of which is that it is revered for its immense strength and fighting ability. The other is that before the Demogades populated the island, the most dominant animal was the Gryffinic Chimera; it was the king of the frigid plains.

The Gryffinic Chimera is what most people would call a dragon; however it does not breathe fire and does not horde gold. They are monstrous creatures that stand at 18 feet when upright and 9-10 feet when on all fours. It has a wingspan of 30 feet that allows it to glide through the air. However because the dragon ways nearly 2500 pounds it cannot fly for very long which explains why the Gryffinic Chimera can only be found on the island of DMG. The distance from the island to the next piece of land is too far for it to make without resting and because the island is surrounded by vast oceans it cannot make the long journey.

Covered in spikes and aided by sharp claws and teeth, the Gryffinic Chimera is a fierce creature that doesn't take kindly to any other creature including other Gryffinic Chimeras. However it does not have very good eyesight and has to mainly rely on its sense of smell so Demogades can often sneak past undetected.

It dwells in caves on the surface of the plateau but due to the lethal temperatures of the winter months it hibernates in small caves. During the warmer months the Gryffinic Chimera hunts animals of all sizes for food.
*Height - 18 Feet standing, 9-10 Feet on all fours
*Weight - 2500 Pounds
*Carnivore
*Hibernates
*Unique to the Island
*Can Fly
*Ferocious and aggressive
*Solitary Animals

http://i23.photobucket.com/albums/b360/DMG2005/GryffinicChimera.jpg
Gryffinic Chimera


The polar bear, especially polar bear cubs, are being introduced to the island, on top and inside. The polar bear cub (http://i23.photobucket.com/albums/b360/DMG2005/Fuzzy.jpg) is rapidly becoming the unofficial mascot, pet, and animal of the Dominion as the Demogades have a rare and odd love of it. It is also not as violent, deadly, or mean as the Gryffinic Chimera and thus is much easier to see (as the national animal should be).

Recently a special breed of polar bear cubs has been created through genetic tampering and trait selection. They are quite small, only slightly larger than the common house cat, and stay that way for their entire lives - some, however, also stay young in personality their entire lives also. These have become the most popular pets in the Dominion, and some even prefer the young personality ones to the small but developing ones.
DMG
30-01-2006, 18:45
=======================================================================================
History:
=======================================================================================

The beginning of the Dominion's history begins when a small band of Demogades lead by who is now known as the Supreme Ruler, mysteriously emerged on the island. There has a major fluctuation in the attitude and society through the ages, ranging from highly turbulent and in a constant state of war to a glorious era of prosperity and growth for all.



RPed Events
A Vault Devoid: (http://forums.jolt.co.uk/showthread.php?t=537079) The Heist of the Millennium
When the nation's largest monetary vault, the International Bank, is suddenly robbed, panic ensues and the race to capture the criminals is off. All foreign holders of accounts at the bank were notified immediately and invited to send investigators. The path was quickly followed to Executive Vice President Michael Stanton who had uploaded a complicated computer program that liquidated the international accounts. He eluded capture for several days by fleeing on his private jet before the robbery was noticed, but within the week his corpse was found shot in the head in Eborall. Slowly, though more evidence continued to flow in, the path went cold and the case was all but dead. Some one hundred plus trillion dollars were lost, nearly a quarter of which was insured, driving the bank into bankruptcy and causing it close indefinitely. The mastermind remains at large as does over one hundred trillion dollars.

Intelligence Breach: (http://forums.jolt.co.uk/showthread.php?t=527799) The Greatest Security Disaster in Dominion History
Little is known what actually happened in the greatest threat to Dominion security ever. A mysterious spy hacked into the Dominion's most secure database, stealing all kinds of information, codes, passwords, encryptions, and more. With the threat of sale on the open market, which would effectively cripple the nation, the largest investigation ever was launched, albeit covertly. Unfortunately, every step of the way the spy was at least three steps ahead, and remained that way until the end. When the deadline of bidding passed and nothing happened, the investigation went cold. It seems that some information like passwords were sold for large sums of money, but they were changed by the nation's security agencies, rendering them useless. No other information about the issue, the information, or the spy is known.


Important Events
Informal Documents (1217)
The first set of rules established by the Supreme Ruler. They were very basic and disputes often arose about them. They were what the Ten Commandments were for many other parts of the world - the cornerstone and building block for the legal system - the first set of laws on how to behave in society.

Clorik'Ean Revolt (1351-1356)
During the five year revolt more than a million Demogades were killed. Shaelk Brinthormer led a separatist movement from the Supreme Ruler that had over 1 million followers. Brinthormer disapproved of the concentration of power in one man's hand, despite popular approval of the idea, and sought to either weed out the main supporter of the Supreme Ruler or create a new state. Such a secessionist plot could not be allowed to continue on the island for it would greatly inhibit the development of such a great society and create numerous future conflicts. It was to be on war now so that ten didn't have to be fought later. In an anything but glorious series of battles, the Supreme Ruler and vast majority of Demogades defeated the Clorik'Ean secessionists and killed Shaelk Brinthormer for treason. Many of his followers were killed while others returned to civilization marked a traitorous Demogade. It is still remembered as one of the darkest days in the nation's history - a reminder for all time the danger of division.

Viscount-ania (1533)
The underground cave and only city of the Dominion was built. Though finally completed in 1533, it had taken nearly fifty years and millions of workers. Now that the inside was ready for civilization, the true city building could begin. The Demogades moved from their makeshift towns and caves into the warmer atmosphere of the underground city. The population starts soaring and businesses flourish as a firmly rooted civilization began to grow.

Trimian Changes (1581)
The basis for the Constitution and government that is in existence today. The Trimian Changes are attributed to Trimus the right-hand of the Supreme Ruler during the Establishment Era. His ideas brought forth a government under three separate branches with different roles, responsibilities, and powers. Each level was checked by the level above it with all power resting in the hands of the Supreme Ruler. They aren't true "changes" to any official document, but more written ideas that became powerful enough to shape the modern nation.

Constitution (1595)
The Constitution was written, signed, and ratified in 1595. It dictates the way in which today's government is formed, rules, and how the citizens live.

Scalonian Wars (1673-1682)
It was a long bloody war with the Scalons, a culture very different from the Demogades' own. They appeared one day on the eastern side of the island and claimed the land as their ancestral cradle. At first encounter the Demogades attempted to be peaceful, but the Scalons deemed them to be unworthy and declared war. They fought bitterly for nine years, slowly overcoming the Scalonian warriors. Eventually the Scalons were all defeated and killed.

Malachorian Wars (1685-1688, 1689-1694, 1695)
Three separate yet equally bloody wars fought against the same unknown foe from across the sea. Each time they came in mighty ships with powerful weapons and sea-born warriors. Three times they invaded the island, three times they lost the war, and thee times they made a peace treaty. After the third time when their fleet and army were decimated beyond repair they sailed off in what they had left and never returned to the island to bother the Demogades.

Braenth Civil War (1699)
The Civil War was not a bloody war like the Clorik'Ean revolt but rather a war of words and propaganda that escalated to monstrous proportions. It was a war fought with ink and rhetoric. However, even more unusual was that neither side involved was the military or government. They were two seemingly random bodies that grew in size as people read about their debates. Eventually, when it began effecting the nation's flow, the Supreme Ruler squelched both sides and had the leaders detained and sentenced to public works. His maneuver quickly ended the war and the two men never were heard from again.

Founding of DMI (1980)
Founded by Mar'ki Ticron, it is arguably the greatest company ever created by a Demogade, DMG Military Industries is now responsible for almost every private business in the nation. It also maintains the nation’s military and defense forces and boosts the economy with its numerous exports. It employs millions of citizens, helps the economy flow, and responsible for much international attention.

Intelligence Breach (2010)
The most dangerous breach of security in the Dominion's history occurred when an unknown agent hacked into the most secure networks and databases of all branches of the government. Immediately, the most delicate operation in history began to recover and capture the agent...

Marius Reforms (2015)
In 2015 a series of extensive studies was undertaken by a panel of experts to analyze the current organization, equipment, and performance of the military. Headed up by General Gaius Marius, the panel found numerous weak spots and places for change. After the studies were concluded a wide sweeping reform was put into place under the direction of General Gaius Marius. The document was eventually leaked to the public where it was broadcasted for all to see by the Universal News Enterprise.

New Age (2000-2030)
In 2000 the government sanctioned the creation of a new department to study the human genetic code. Although updates were given over the years, the true details of the program were kept quite classified and away from the public. With its black budget, the program flourished and the researchers learned how to manipulate - to an extent - the genetic code. Since then Operation New Age has produced millions of clones who are raised from birth to be soldiers of unparalleled skill and form.


Notable Demogades
DMG – The Supreme Ruler
Though he is the oldest, most famous, most beloved Demogade and not to mention founder of the Dominion, almost nothing else is known about him. He is rarely in the public eye and merely supervises the government rather than taking a front seat in ruling the nation. He has complete power over every detail of the Dominion from making laws and declaring war to someone's personal life. There is nothing above or beyond him - he is virtually God incarnate.

Naaras Thulio
First High Councilor appointed by the Supreme Ruler after the Trimian changes. He delivered rulings on many key issues and many of his decisions still stand today more than 400 years later. As the first High Councilor he was responsible for setting a precedent on how the position was to be treated and what role he was to play in the nation.

Shaelk Brinthormer
Brinthormer is a most despised name, socially banned from the nation. He was the leader of the famous Clorik'Ean Revolt before it was quelled by supporters of the Supreme Ruler. During the early years of the nation, before any of the laws had been truly established, there was a movement to give absolute power to one man, however, Brinthormer wished that man to be him or nobody. He decided to start a violent movement to either suppress the idea or create his own state, and when support for the Supreme Ruler grew, Brinthormer had no choice but to attempt to form a new state. Once defeated, he was put on trial for treason, the second highest crime possible under the law, and was convicted and sentenced to death to be carried out without delay.

Likra Manorth
First Secretary of State appointed by the Supreme Ruler after the Trimian changes. She helped lead the country during a turbulent and unsure time of change. As the civilian leader of the nation, she helped create and gain support for the Constitution, ratifying it under her watch in 1595. As the first Secretary of State she was responsible for setting the precedent of how future officer holders would act and handle the position.

Blane Fir'eth
First Supreme Allied Commander of the Dominion Combined Forces appointed by the Supreme Ruler after the Trimian changes. Although he accomplished no important feat except to organize the first true military, he set the precedent for future commanders.

Trimus
Right-hand man to the Supreme Ruler of DMG during the early years of the nation. His written ideas, known as the Trimian Changes, influenced the public consciousness of the time and became the embodiment of today's government. He is recognized as the father of the Constitution despite dying before it was written, because his ideas had much influence on the document and future of the nation. Widely acknowledged as the second most famous and beloved Demogade, behind the Supreme Ruler, in history.

Xaro Tal'Bot
The greatest commander the Dominion has ever seen. He was the Supreme Allied Commander of the Dominion Combined Forces during the Contention Era and led the Dominion to victory in the Scalonian and Malachorian Wars before being betrayed and killed by his own bodyguards during the Braenth Civil War. A special tribute is given every memorial day in his honor. The Xaro Air Force base is named in his honor and he is memorialized there with a giant statue.

Robert J. Brookings
A brilliant scientist and ardent free-thinker, Brookings was considered universally by his colleagues as the pre-eminent mind of his day. By the age of thirty-nine, in the fateful year of 1937, he was the leading scientist in charge of the development of atomic technologies and contributed immensely to the first successful test later that year. Thus he gained the title of Father of the Atomic Bomb and became one of the most infamous men in the nation's recent history.

Mar'ki Ticron
Founder of DMG Military Industries and DMG Civil Industries, he has become the richest and most powerful citizen in the Dominion, other than the Supreme Ruler. A mechanical and technical genius, he has long since given up inventing products himself and moved on to being a figurative statesman and full-time businessman.

General Gaius Marius
In 2015 Gaius Marius was responsible for heading up the series of studies on the current military and was directly responsible for the sweeping reforms named in his honor (The Marius Reforms).

Blane Barak
In all meanings of the word, Blane was the best. It is the only way to describe and yet it still does not live up to his legacy. In only a few years of service he became the most decorated soldier in the history of the Dominion, receiving nearly sixty awards including three Medals of Honor, Four Medals of Prestige and the only ever Golden Crest awarded. His death was a national tragedy, mourned by all.


Eras
Establishment Era (1160-1283)
The beginning of the nation was being formed. A small group of Demogades lived in the caves on top of the plateau and struggled for survival.

Imperial Era (1284-1528)
After the establishment of the Demogade race on the island there began little feuds and quips between fellow Demogades. The Supreme Ruler decided that until a more structured nation could be formed he would have to rule the Demogades with an iron fist. He raised an army and police force, which helped put down the trouble makers and arguments. If not for his guidance in constructing a powerful military, the infamous Clorik'Ean revolt might have succeeded, forever changing history. Many see this time as a dark period in which the government used great force to keep the nation in line, but most historians recognize the necessity of the means used and accept the benefits of the results.

Conversion Era (1529-1595)
During the Conversion Era the government, culture, and economy began changing. It began with the establishment of the underground city of Viscount-ania that is still today the only city in the Dominion. The new city brought stability and prosperity allowing the intellectual base of the nation to begin to form. Also during this period the Trimian Changes, which are the basis of the Constitution, came into affect. And that very Constitution was ratified in 1595, thus ending the Conversion Era and ushering in the Era of Enlightenment.

Enlightenment Era (1596-1669)
Once the basis of the nation had been set down in all fields from government to science, the nation could finally focus on truly advancing. It was a time of great intellectual thought, scientific discovery, spiritual awakening, and economic prosperity. However, it was short lived as wars with mysterious foreigners began to plague the island nation.

Contention Era (1670-1700)
During this era there were many bloody wars for the ownership of the island. Mysterious neighbors invaded from across the sea, seeking the land for themselves. Though the Dominion triumphed in the Scalonian and Malachorian Wars, it was a bloody and dark age. Many Demogades went down as heroes while still many more others were left as widows. Six million Demogades lost their lives during the wars in service of the Dominion - prompting the creation of Memorial Day

Isolationist Era (1701-1876)
As a result of Contention Era, many Demogades did no longer feel secure with outsiders and the nation was plunged into the Isolationist Era. It is the second longest era to date, but the least amount of progress or change occurred. During the era the nation fell behind in the fields of science, technology, and common philosophies. No longer feeling so supreme in their own culture and scared of the world's, the nation eventually, spurred by voice of the citizens, opened its doors to outsiders. And what resulted in a matter of years was the Economic Era.

Economic Era (1877-2014)
After the Isolationist Era in which the nation fell behind many others, the Ministry felt like it needed to improve upon the economy and technology so it started focusing lots of money into commerce, trade and businesses. The nation quickly caught up with the world in the areas it had been lagging behind and even surpassed many nations. As a result the nation prospered from the rich to the poor. It was during this time that the most famous corporation in the history of the Dominion was founded by an ambitious young Demogade - DMG Military Industries. The corporation is more than a giant - it is a symbol of the Era as a whole.

Common Era (2015)
After a long period in the Economic Era in which most funds were going towards advancement the Ministry changed its attitude to better the life of all Demogades, mainly through education but also transportation, healthcare, and welfare. This is the current outlook that the government holds.
DMG
30-01-2006, 18:54
=======================================================================================
Companies:
=======================================================================================


Overview
The Securities Exchange Market (http://forums.jolt.co.uk/showthread.php?t=536808) is a private company whose business is the "speculative stock market." However, what it more importantly serves as is a listing for almost all of the companies in the Dominion. Lots of economic data and expert analysis of the companies can be found with a simple registration at the SEM.

Listing (http://forums.jolt.co.uk/showpost.php?p=13004823&postcount=2)



DMI & WorldCorp
http://i23.photobucket.com/albums/b360/DMG2005/DMI.jpg (http://forums.jolt.co.uk/showthread.php?t=440478)
http://i23.photobucket.com/albums/b360/DMG2005/DMIHQ.jpg
DMG Military Industries Headquarters
Founder: Mar'ki Ticron
CEO: Mar'ki Ticron
CFO: Delila Swift
Executive VP: Corin Thaul
Chief Engineer: Carl Steelcaster
Majority Shareholder: Mar'ki Ticron - 90% (900,000,000 Shares)


DMG Military Industries was founded in 1980, by a then 20-year-old Mar'ki Ticron. It started with a simple weapons website being run solely by Mar'ki Ticron, but with Ticron's ambition it grew into the multinational corporation that it is today. It expanded over the years, buying foreign designs and creating its own. In 2005, Mar'ki Ticron took DMI public and sold off one-quarter of the stock (Mar'ki Ticron still holds 90% of the stock). Ticron then went on buying hundreds of small business in the Dominion of all different sorts, and formed them into a conglomerate called DMG Civil Industries. The wealth Ticron had accumulated at DMI was used to quickly grow DCI into the largest national corporation that spanned the entire market. Though Ticron retains full control over the company, its reported market value is some 30 trillion dollars.

As it grew into a massive and powerful company, DCI was renamed the World Corporation of DMG or WorldCorp. It has a virtual monopoly over the entire market for any good, industry, or service. It is the single largest corporation in the Dominion in all meanings of the word: market value, yearly profits, buying power, employment, customers, goods and services rendered, land owned, etc. The follow is a list of the types of business WorldCorp holds nigh 100% market control of:

Production
Biological Industry
Chemical Industry
Construction
Electronics
Engineering
Energy Industry
Food and Beverage
Industrial Design
Metalworking
Research & Development
Plastics
Telecommunications
Textile Manufacturing
Transportation
Services
Business Functions
Child Care
Cleaning, Repair, and Maintenance
Death Care
Dispute Resolution
Education
Entertainment
Fabric Care
Financial Services
Foodservice Industry
Cosmetic
Health Care
Hospitality Industry
Information Services
Risk Management
Social Services
Transport
Utilities
Retailers & Distributors
Storefront
Online Web-Distributor
Supermarket
Variety Store
Megastore
Department Store
Malls
Outlets
Discounters
Resale Vendors
Utilities

Name: The World Corporation of DMG [WorldCorp]
Market: Universal Productions, Services, and Distribution [Domestic]
Market Value: $30,000,000,000,000 [Thirty trillion USD]
Assets: Immeasurable
Employment: 4,035,000,000 [92% Total]
Average Annual Revenue: $120,000,000,000,000 [One hundred twenty trillion USD]
Average Annual Profits: $37,000,000,000,000 [Thirty seven trillion USD]
Year-to-Date Growth: 2%

These two companies have made Mar'ki Ticron one of the most influential and powerful men in the Dominion, other than the Supreme Ruler and his Cabinet Members. Ticron's reported worth is over 50 Trillion USD.

DMG Military Industries sells numerous different types of goods, from naval forces, to aircraft, to land systems and personal equipment. DMI has created several unique products including some that have taken years of research and development before their unveiling. A few of DMI's products have been restricted by the DMG government to only be sold to the Dominion so as to maintain the superiority of the Dominion's armed forces.

The company is currently worth 20 Trillion USD and has done over 850 Trillion USD in international contracts. DMG Military Industries currently employs over 50,000,000 employees and is one the largest employers in the Dominion (along with WorldCorp). DMI is also the largest owner of Dominion land, other than the government and WorldCorp, which ranges from corporate offices to factories, to testing ranges (naval and land). It is the cornerstone of the international Dominion economy and has become more than a simple corporation.

Name: DMG Military Industries [DMI]
Market: Military Armament
Market Value: $20,000,000,000,000 [Twenty trillion USD]
Assets: Classified under the SOIA of 1968
Employment: 50,000,000 [1.1% Total]
Average Annual Revenue: $20,000,000,000,000 [Twenty trillion USD]
Average Annual Profits: Classified under the SOIA of 1968
Year-to-Date Growth: 9% [Up]

Original Products
Naval
Super Dreadnaughts
-Kraken Class (http://forums.jolt.co.uk/showpost.php?p=11377066&postcount=3426)
-Leviathon Class (http://forums.jolt.co.uk/showpost.php?p=9577847&postcount=319)
-Atlantis Class (http://forums.jolt.co.uk/showpost.php?p=9586417&postcount=373)
-Overlord Class (http://forums.jolt.co.uk/showpost.php?p=10405348&postcount=2059)
Aircraft Carriers
-Quickbreaker Class (http://forums.jolt.co.uk/showpost.php?p=9820301&postcount=839)
-Valkyrie Class (http://forums.jolt.co.uk/showpost.php?p=9591673&postcount=398)
-Slicer Class (http://forums.jolt.co.uk/showpost.php?p=12570596&postcount=4267)
-Pulse Class (http://forums.jolt.co.uk/showpost.php?p=12815597&postcount=4534)
-Poseidon Class (http://forums.jolt.co.uk/showpost.php?p=9622805&postcount=473)
-Derelict Class (http://forums.jolt.co.uk/showpost.php?p=12815607&postcount=4536)
-Admiral Class (http://forums.jolt.co.uk/showpost.php?p=9588272&postcount=380)
-Empire Class (http://forums.jolt.co.uk/showpost.php?p=10108613&postcount=1386)
Submarines
-Nautilus Class (http://forums.jolt.co.uk/showpost.php?p=9577001&postcount=305)
-Dolphin Class (http://forums.jolt.co.uk/showpost.php?p=9577004&postcount=306)
-Hunter Class (http://forums.jolt.co.uk/showpost.php?p=10108620&postcount=1387)
Cruisers
-Stingray Class (http://forums.jolt.co.uk/showpost.php?p=9577006&postcount=307)
-Storm Class (http://forums.jolt.co.uk/showpost.php?p=10108622&postcount=1388)
Destroyers
-Flanker Class (http://forums.jolt.co.uk/showpost.php?p=9618966&postcount=454)
-Sentry Class (http://forums.jolt.co.uk/showpost.php?p=11377049&postcount=3422)
-Vanguard Class (http://forums.jolt.co.uk/showpost.php?p=10108627&postcount=1389)
-Dragon Class (http://forums.jolt.co.uk/showpost.php?p=11377061&postcount=3425)
Landing Craft
-LC-2 Intruder Class (http://forums.jolt.co.uk/showpost.php?p=10242802&postcount=1659)
-LC-3 Invader Class (http://forums.jolt.co.uk/showpost.php?p=12815603&postcount=4535)
-Demon Class (http://forums.jolt.co.uk/showpost.php?p=9618971&postcount=455)
Battleships
-Lord Class (http://forums.jolt.co.uk/showpost.php?p=10108633&postcount=1390)
-Orca Class (http://forums.jolt.co.uk/showpost.php?p=9618959&postcount=453)
-Chieftain Class- (http://forums.jolt.co.uk/showpost.php?p=10242797&postcount=1658)
Other
-Sprint Class Powerboat (http://forums.jolt.co.uk/showpost.php?p=10405355&postcount=2060)
-Shadow Class Stealth Ship (http://forums.jolt.co.uk/showpost.php?p=10405347&postcount=2058)
-Sword Class Corvette (http://forums.jolt.co.uk/showpost.php?p=11393408&postcount=3468)

Aircraft
Fighters
-F-90 Guardian Angel (http://forums.jolt.co.uk/showpost.php?p=9624602&postcount=481)
-F-19 Knight (http://forums.jolt.co.uk/showpost.php?p=10242812&postcount=1660)
-F-44 Interceptor (http://forums.jolt.co.uk/showpost.php?p=9992748&postcount=1162)
-F-88 Ghost (http://forums.jolt.co.uk/showpost.php?p=10242754&postcount=1647)
Bombers
-B-3 Nightrider (http://forums.jolt.co.uk/showpost.php?p=10242733&postcount=1642)
-B-54 Night Falcon (http://forums.jolt.co.uk/showpost.php?p=9570516&postcount=245)
Attack
-A-7 Wraith (http://forums.jolt.co.uk/showpost.php?p=11393405&postcount=3467)
Helicopters
-AH-2G Ranger (http://forums.jolt.co.uk/showpost.php?p=9622070&postcount=469)
-AH-12 Phoenix (http://forums.jolt.co.uk/showpost.php?p=9747670&postcount=667)
-AH-17 Predator (http://forums.jolt.co.uk/showpost.php?p=12570594&postcount=4266)
-AH-23 Black Panther (http://forums.jolt.co.uk/showpost.php?p=10547543&postcount=2484)
-MHX-20 Zenith (http://forums.jolt.co.uk/showpost.php?p=9570510&postcount=243)
-UH-48 Highwind (http://forums.jolt.co.uk/showpost.php?p=11377056&postcount=3424)
-UH-65 Rogue (http://forums.jolt.co.uk/showpost.php?p=12815591&postcount=4532)
Special
-E-5 Networker (http://forums.jolt.co.uk/showpost.php?p=10242752&postcount=1646)
-SR-72 Aurora (http://forums.jolt.co.uk/showpost.php?p=10242774&postcount=1649)
-SR-73 Vortex (http://forums.jolt.co.uk/showpost.php?p=12570589&postcount=4265)
-AC-1 Eclipse (http://forums.jolt.co.uk/showpost.php?p=12815595&postcount=4533)
-C-57 Galaxy Lifter (http://forums.jolt.co.uk/showpost.php?p=10242735&postcount=1643)
-RQ-10 Angel (http://forums.jolt.co.uk/showpost.php?p=10242789&postcount=1656)

Vehicle
Tanks
-King Zeus MBT (http://forums.jolt.co.uk/showpost.php?p=10020371&postcount=1261)
-Behemoth II HBT (http://forums.jolt.co.uk/showpost.php?p=9572471&postcount=274)
-Behemoth III SHBT (http://forums.jolt.co.uk/showpost.php?p=11369844&postcount=3397)
-Tiger MBT (http://forums.jolt.co.uk/showpost.php?p=9591658&postcount=397)
-Beast MBT (http://forums.jolt.co.uk/showpost.php?p=11653509&postcount=3736)
Artillery
-MH-1 Annihilator (http://forums.jolt.co.uk/showpost.php?p=12570605&postcount=4268)
-M65/l Asteroid (http://forums.jolt.co.uk/showpost.php?p=10242775&postcount=1650)
-MH-67 Hulk (http://forums.jolt.co.uk/showpost.php?p=10242785&postcount=1654)
-M200 Desolator (http://forums.jolt.co.uk/showpost.php?p=12815590&postcount=4531)
-Impact MLRS (http://forums.jolt.co.uk/showpost.php?p=9620060&postcount=459)
-Wolverine MLRS (http://forums.jolt.co.uk/showpost.php?p=11377052&postcount=3423)
Fighting Vehicles
-Bull Warrior Fighting Vehicle (http://forums.jolt.co.uk/showpost.php?p=9620522&postcount=461)
-Blitz Fighting Vehicle (http://forums.jolt.co.uk/showpost.php?p=11393411&postcount=3469)
Armored Transport
-M101 Advancer (http://forums.jolt.co.uk/showpost.php?p=10242779&postcount=1651)
-Elusion Class Vehicle (http://forums.jolt.co.uk/showpost.php?p=9622097&postcount=470)
-Legionnaire S-15 (http://forums.jolt.co.uk/showpost.php?p=9570518&postcount=246)
Air Defense
-Defender (http://forums.jolt.co.uk/showpost.php?p=10242746&postcount=1645)
-Watchman (http://forums.jolt.co.uk/showpost.php?p=12815587&postcount=4530)
Other
-Cyclops ULV (http://forums.jolt.co.uk/showpost.php?p=11393401&postcount=3466)

Weapons
Pistol
-Stunt 12 WASP (http://forums.jolt.co.uk/showpost.php?p=9570504&postcount=242)
-Saturn Pistol (http://forums.jolt.co.uk/showpost.php?p=10242796&postcount=1657)
-Infinity Magnum (http://forums.jolt.co.uk/showpost.php?p=10242771&postcount=1648)
-Hardballer (http://forums.jolt.co.uk/showpost.php?p=11627382&postcount=3694)
-Viper R-90 (http://forums.jolt.co.uk/showpost.php?p=9570500&postcount=241)
-Enforcer (http://forums.jolt.co.uk/showpost.php?p=12570608&postcount=4269)
Rifle
-R-12 Stryker (http://forums.jolt.co.uk/showpost.php?p=9770902&postcount=738)
-AK-132 (http://forums.jolt.co.uk/showpost.php?p=10242731&postcount=1641)
-K3 Liberator (http://forums.jolt.co.uk/showpost.php?p=11627388&postcount=3696)
-Flash HY-3 (http://forums.jolt.co.uk/showpost.php?p=9772742&postcount=742)
-Strike Magnum (http://forums.jolt.co.uk/showpost.php?p=9570530&postcount=248)
-D-7 Cobra Strike (http://forums.jolt.co.uk/showpost.php?p=10405357&postcount=2061)
Machine Gun
-Patriot MP (http://forums.jolt.co.uk/showpost.php?p=10242788&postcount=1655)
-Sidewinder (http://forums.jolt.co.uk/showpost.php?p=11627383&postcount=3695)
-M-B7 Barret (http://forums.jolt.co.uk/showpost.php?p=10242784&postcount=1653)
-Hell-Raiser (http://forums.jolt.co.uk/showpost.php?p=9622346&postcount=472)
-M/A-206 (http://forums.jolt.co.uk/showpost.php?p=10242781&postcount=1652)
Shotgun
-Crass S-6 Shotgun (http://forums.jolt.co.uk/showpost.php?p=10242728&postcount=1640)
-Painkiller (http://forums.jolt.co.uk/showpost.php?p=11377046&postcount=3421)
Anti-Armor
-M5 Tank Buster (http://forums.jolt.co.uk/showpost.php?p=10242739&postcount=1644)

Emplacements
-Sentinel SAM Launcher (http://forums.jolt.co.uk/showpost.php?p=10445382&postcount=2202)
-500mm Coastal Railgun (http://forums.jolt.co.uk/showpost.php?p=10445386&postcount=2203)
-Firestorm Missile Launcher (http://forums.jolt.co.uk/showpost.php?p=11366504&postcount=3388)


---------

Wolf Lands Incorporated
http://i23.photobucket.com/albums/b360/DMG2005/WolfLands.jpg (http://forums.jolt.co.uk/showthread.php?t=534239)

Overview
Wolf Lands Incorporated is the single largest real estate company in the Dominion with a 97% majority monopoly over the industry. The company was founded by the late John Wolf after he moved up the ranks of a former competitor. Initially, he required a high-risk loan from a bank crazy enough to take him on, but when he succeeded and turned a large profit, he repaid the loan and Wolf Lands soon became a highly prosperous institution. By chance or some insight of genius, Wolf bought up large tracts of land in the Dominion, which overtime matured into a fortune. Selling the land back into a country with a booming economy, blossoming population, and expanding city with limited land proved to be quite rewarding. And with the seemingly impossible amounts of money he accrued, he continued to reinvest it in new land that was yet to be in demand, but inevitably would be. Thus Wolf Lands became the third highest valued company in the Dominion by public stock speculation. Similarly, it has the third largest amount of physical assets coming from its real estate ownership behind only the government and Mar'ki Ticron, majority owner of DMI and WorldCorp.

In perhaps is most unique and profitable land speculation case, John Wolf happened upon a relatively uninhabited (only primitive tribes) island on the continent of Terra Recedentia. With his female companion, Alexandra "Alexia" Griffyn, he set up a beautiful town - named Alexandria after her - and enticed the rich and famous to stake their claims in the private island. Though Dominion law states all land discovered by a citizen of the nation is subject to Dominion law, the Secretary of State Count Vincent Alexander X signed a Writ of Ascendancy, effectively granting sovereignty of the island to Wolf. However, shortly after, Wolf was shot dead by invading pirates. Though unknown at the time, in his will, Wolf left all of his assets and holdings, including 100% control over Wolf Lands, to Alexandra Griffyn. After a long struggle by Alexandra, the land was reclaimed, but unable to remain there, she disappeared into the folds of time. Thus Wolf Lands was left in an interesting position where its owner could not be found; since then, the Board of Directors has run the company quite effectively, continuing to increase its ownership over real estate.

However, having amassed such a fortune in assets, market value, and money, Wolf Lands does not adhere to a normal philosophy of business and land ownership. When purchasing land, little thought goes into what its future value or selling ability is and nor does it really matter what its location is. They simply want to accumulate as much real estate across the world as possible. After gaining the land, anything could happen to it from being developed into a city to resold to sit there as preserved land. More often than not the land simply sits idly by for years. The end-of-year profit made by the company is often quite lower than it could be for two reasons: it doesn't sell off all of the land it can, but rather small amounts that it for whatever reason wants to, and because it actively buys land with its masses of legal tender.

Details
Name: Wolf Lands Incorporated
Governed: Board of Directors
Market: Real Estate [International]
Market Value: $3,950,000,000,000 [Three-point-seven-six trillion USD]
Assets: $7,500,000,000,000 [Seven-point-five trillion USD]
Employment: 6,000 [Six thousand]
Average Annual Revenue: $150,000,000,000 [One hundred fifty billion USD]
Average Annual Profit: $120,000,000,000 [One hundred twenty billion USD]
Year-to-Date Growth: 4% [Up]

International
Now, after years of massing lands in the Dominion and her colonies, Wolf Lands is looking to spread its holdings across the world. It is looking to buy all types of property from small plots to wide expanses for miles and miles, whether they are developed or undeveloped, and whether they come with restrictions or government regulation.

List of Land Holdings
Wolf's Isle, Dominion (http://forums.jolt.co.uk/showpost.php?p=10327608&postcount=4) - 2736 mi² (7,086 km²)
[Status: Partially Developed]

Viscount-ania, Dominion (http://forums.jolt.co.uk/showpost.php?p=10327661&postcount=5) - 8410 mi² (21,781 km²)
[Status: Fully Developed]

Atlantis, God: The Game (http://forums.jolt.co.uk/showthread.php?t=535970) - 1000 mi² (2590 km²)
[Status: Fully Developed]

Cactaur Island, Dominion (http://forums.jolt.co.uk/showthread.php?t=536360) - 4247 mi² (11,000 km²)
[Status: Partially Developed]

Turin, Bredford (http://forums.jolt.co.uk/showpost.php?p=12922283&postcount=6) - 154 mi² (400 km²)
[Status: Developed (http://forums.jolt.co.uk/showpost.php?p=12922763&postcount=12)]

Justinian, St Samuel (http://forums.jolt.co.uk/showpost.php?p=12938030&postcount=31) - 42.5 mi² (110 km²)
[Status: Developed (http://forums.jolt.co.uk/showpost.php?p=12940919&postcount=39)]

Deadlands, Alfegos (http://forums.jolt.co.uk/showpost.php?p=12941354&postcount=41) - 27 mi² (70 km²)
[Status: Undeveloped]

Sunset Island, Light Inc (http://forums.jolt.co.uk/showpost.php?p=12944105&postcount=44) - 386 mi² (1000 km²)
[Status: Undeveloped]

Lakeside, Vanek Drury Brieres (http://forums.jolt.co.uk/showpost.php?p=12945254&postcount=45) - .031 mi² (.081 km²)
[Status: Developed (http://forums.jolt.co.uk/showpost.php?p=12946609&postcount=47)]

Silvet, Bedford (http://forums.jolt.co.uk/showpost.php?p=12976787&postcount=56) - 57.9 mi² (150 km²)
[Status: Developed (http://forums.jolt.co.uk/showpost.php?p=12977265&postcount=57)]

---------

http://i23.photobucket.com/albums/b360/DMG2005/EagleAirways.jpg

Overview
Eagle Airways is the sole public, passenger air transport company in the Dominion, handling the hundred thousand plus flights and fifty million passengers every day. However, the airline only flies domestically, leaving foreign carriers to create flights to the Dominion for people to travel either from or to the nation. This had an interesting effect on the development of Eagle Airways, because until recent colonial holdings in the late twentieth and early twenty-first centuries there were no real destinations to fly to. As the Dominion mainland is a city (albeit a massive one), there is no need for intra-national flights like in most other nations. Thus when the colonial possessions came and with the development of the island that serves as Viscount International Airport, the demand and ability for domestic flights exploded causing EA to blossom overnight.

However, as airlines go due to operating costs, they make a very small profit, though will never be in danger of bankruptcy or going out of business because of their monopolistic situation. Their revenues, like the other top companies in the nation, are massive with twelve zeros, but operating costs are so high that their profit is considerably smaller than the likes of DMI and WorldCorp. Their physical assets lay almost completely in airport space and aircraft; however, much of both - though the number has never been released for fear of market speculation - have been bought with bank loans that are being paid back overtime. Some estimates say that over forty percent of their nearly thirteen thousand aircraft fleet is still being paid back. The dilemma becomes that by the time they are paid off, new technology and developments have produced better aircraft that the airline is obliged to buy by the public, but unfortunately they have no domestic market to sell their old aging aircraft too (and thus must look internationally or scrap them). It is a complicated business and profit scheme that has been developed and tweaked on the run everyday.

While the flights range from ten minutes (from Viscount International Airport to the Dominion proper) to eleven hours (from Viscount International Airport to Wolf's Isle), the one thing they all have in common is that the flights by virtue of the aircraft have been designed for luxury and comfort. All seats on the three different models of aircraft used by EA are loaded with all of the possible amenities, services (crew members), space, and privacy. Any single luxury [standard] seat has been compared to the luxury of a Dominion four-star hotel room and better than any other first-class (or comparable) seat. They can be easily adjusted from entertainment surroundings to an office space to a sleep room. Unluckily for most, the longest trip the average citizen will make on an Eagle Airway's flight is from the Dominion mainland to the international airport only ten minutes away so all of the luxury is wasted on most. However, for those multi-hour flights to the colonies, the luxury is wonderful even at multi-thousand dollar seat costs.

Air Fleet
In order to fill the massive demand of travel done by citizens of the Dominion and foreigners within the Dominion's holdings, Eagle Airways, as the only domestic airline, must have a massive fleet of planes. Because the company works on such a low margin, some of the aircraft used in the fleet are being rented or have been paid for by a loan (which is being paid back over time). In total there are twelve thousand eight hundred [12,800] planes that EA operates: ten thousand [10,000] A700 class jets, twenty-six hundred [2600] A350 class jets, and two hundred [200] A100X class jets. None of the aircraft are wasted sitting on the ground or in hangars, but can be found quickly bustling from gate to gate in steams across the airways. When one fails due to mechanical reasons, instead of replacing it with another aircraft for that flight, the passengers are merely absorbed by the other flights taking off so frequently (e.g. every second between the Dominion mainland and Viscount International Airport).

Name: A700 Class
Type: Double-Decker Luxury Jet
Seating: 400 (luxury)
Speed: 1000 mph (cruising), 1050 mph (maximum)
Description: These behemoths of the skies can be seen in a steady flow between VIA to DNA all day everyday and are the mainstay of the EA Fleet. Capable of seating over 900 people in the world's standard of third-class, they were instead designed for luxurious seating and comfortable flights despite their most popular and traveled route being only ten to fifteen minutes long.

Name: A350 Class
Type: Narrow-body Luxury Jet
Seating: 180 (semi-luxury)
Speed: 800 mph (cruising), 870 mph (maximum)
Description: Perhaps the most overlooked aircraft in the fleet, the A350 makes regular flights to the colonial holdings of the Dominion where the airports cannot handle too many of the larger and more burdensome A700s. However, it is also an underperformer and less luxurious than its brothers.

Name: A100X Class
Type: Business Express Jet
Seating: 20 (super-luxury)
Speed: 2150 mph (cruising), 2200 mph (maximum)
Description: The pride of the entire fleet is the sleek, sexy, and super luxurious A100X Business Class Jets. The ride is quick, comfortable, quiet, and private; however, the tickets for these planes are expensive and hard to come by.

Schedule
All flights must route through Viscount International Airport located some hundred miles off the coast of the Dominion mainland, so the scheduling system and times are based (and listed) solely on VIA. All flights out of VIA have a return flight from their destination thirty minutes after landing, thus all stats for return flights are the same as the flights to VIA except for the timetables. There are currently five routes flown in the greater Dominion, though one (VIA-to-West Liberty Island) is restricted to registered personnel for security and business reasons.

[U]Flights
Route: Dominion (VIA-to-DNA)
Aircraft: A700
Rate: 78 flights per minute
Price: $1000 ticket
Distance: 100 miles
Time: 10 minutes

Route: Eborall (VIA-to-ARC)
Aircraft: A700; A350; A100X
Rate: 6.9 fpm; 3.82 fpm; .347 fpm
Price: $2500 ticket; $1800 ticket; $10,000 ticket
Distance: 4000 miles
Time: 4 hours; 5 hours; 1 hour 55 minutes

Route: West Liberty Island (VIA-to-WALI)
Aircraft: A350; A100X
Rate: 2 fph; .208 fph
Price: $2000 ticket; $10,000 ticket [Restricted]
Distance: 6300 miles
Time: 8 hours; 3 hours

Route: Wolf's Isle (VIA-to-AAA)
Aircraft: A350; A100X
Rate: 1 fph; 2 fph
Price: $2500 ticket; $10,000 ticket
Distance: 9000 miles
Time: 11 hours 15 minutes; 4 hour 15 minutes

Route: Elysia (VIA-to-EIA)
Aircraft: A350; A100X
Rate: 2 fph; 8.3 fph
Price: $2400 ticket; $10,000 ticket
Distance: 4000 miles
Time: 5 hours; 2 hours

Stats
Name: Eagle Airways
Market: Air Transport [Domestic]
Market Value: $650,000,000,000 [Six hundred fifty billion USD]
Assets: $840,000,000,000 [Eight hundred forty billion USD]
Employment: 500,000 [Five hundred thousand]
Average Annual Revenue: $20,000,000,000,000 [Twenty trillion USD]
Average Annual Profit: $912,500,000,000 [Five-point-seven billion USD]
Year-to-Date Growth: .03%


[I]Viscount International Airport
http://i23.photobucket.com/albums/b360/DMG2005/ViscountInternationalAirport.jpg (http://forums.jolt.co.uk/showthread.php?t=534092)
Image of Causeway between Sector-D and Sector-I

Overview
Viscount International Airport, named for the capital and only city of the Dominion for which it provides unique service, is the largest of five public airports in the Dominion and her holdings. The precarious location of the nation, underground dwelling of its inhabitants, and grandeur of the government being what they are, decided that all air traffic - and effectively all traffic - into and out of the Dominion should be routed through a single major airport. However, in order to avoid potentially dangerous situations in the country, security risks, and clutter, the airport was to be established offshore. Thus a contract was awarded to create or find and develop an island some hundred miles northwest of the Dominion proper into the nation's only international airport.

A supremely flat island devoid of resources, flora, or fauna was selected and quickly a long and immense construction process began. It was decided that the airport would be divided into two individual sectors - one for international flights and one for flights to the Dominion or its colonial holdings - that would be, for national security measures, separated by a mile wide expanse of land. The two sectors would be connected by a series of causeways of some hundred bullet trains spaced every thousand feet along the sectors that averaged eighty miles hour on their short trip. However, in order to pass from one to the other, one must pass through an extensive security screening process to safeguard against smuggling and hostile actions. All around the airport to move a thousand feet or ten miles there are different modes of transportation from trams to moving walkways and sitways; however, except for service and emergency automobiles, no others are allowed inside or outside the airport.

The rectangular island is thirty by twenty miles wide and has been completely developed so that only sparse plots of grass are still visible. In order to protect the island from oceanic disturbances as well as ships entering a restricted zone around it, a large seawall was built in a circle around the airport so nothing could disturb the land and cause great havoc. It is entirely an airport and technically has a permanent inhabitance number of zero persons as nobody actually lives on it (though there are hotels) - personnel fly in from the Dominion when their shift begins, replacing their counterparts and continuing the cycle. However, though it is only an airport, being six hundred square miles gives it the luxury of plenty of room for development of any kind. Foreign business is encouraged to buy space in the massive Sector-I and developable areas in order to entice passengers to buy their products or use their services.

In order so that no expansion is necessary in the future, the airport has been constructed to comfortably accommodate fifty million inbound and fifty million outbound passengers (a unique aspect of the airport because inevitably all passengers must be both inbound and outbound). However, expansion is always a though depending on the number and size of foreign investors wishing to grab a piece of the airport for their company or airline. Its six hundred square mile footprint has enough runways and gates to handle a quarter million flights per day. In order to get to any location in the Dominion, one must fly through this airport whether one is already inside the country or not. Viscount International Airport connects the Dominion mainland with all of its colonies that have public airports, but mainly Eborall and the Elysian Isles.

International
While Eagle Airways has taken up the burden of all intra-Dominion air traffic, it has not and will not for the foreseeable future be making any international flights. Thus for the Dominion to be connected to the foreign lands of the world, we need other countries' airlines to schedule flights into VIA (as it is the only airport for international flights). There are plenty of benefits to buying gate space from this massive complex, especially the thus untapped entry and exit ways of the Dominion.

Similarly, with such a large space for the airlines, there is an also enormous amount of room for businesses to move in. While all of Sector-D has been filled, most areas of Sector-I are available for purchase and development.

However, if and when an airline wishes to take up residence here, they and their passengers must, without exception, adhere to these very simple Security Measures:
1) All persons and objects must submit to scheduled security checks with a full array of sensors when entering primarily, when switching Sectors, and when exiting.
2) All persons and objects are subject to all Dominion laws. Refusal to obey VIA Special Police will result in detaining and prosecution.
3) All airlines are responsible for denying the transportation of illegal or prohibited material into or out of the Dominion.
4) Upon arrival, all airline personnel and passengers agree to a full background check.

List of Airport Facilities (http://forums.jolt.co.uk/showpost.php?p=12916426&postcount=2)

---------

Digital Enterprises
http://i23.photobucket.com/albums/b360/DMG2005/DEHQ.jpg

Overview
Matthew Diamond (http://i23.photobucket.com/albums/b360/DMG2005/MatthewDiamond.jpg), founder and CEO of the hottest company in the Dominion, is the envy of the business world. Starting with a cool seventy-five thousand dollars, Matthew secured a high-risk business loan for ten million dollars. He put up his entire life - all his possessions and his home - as collateral, and the loan, being a high-risk one, had a steep interest rate of twenty percent. However, he took that loan and built an empire in only one year... and he did it by selling just one product and service.

Matthew Diamond is a young, brilliant scientist and businessman. Since earning his dual graduate degrees in business and cerebral studies, he has been working on fully understanding the makeup of the brain. Like the 2000 project on fully mapping and understanding the human genome, this 2030 project took nearly a decade of work by many brilliant scientists. However, it was Matthew that made the final breakthrough and had the insight on just how to capitalize on their findings. Risking his entire life's work, Diamond founded Digital Enterprises.

The Product
So just what was this brilliant innovation? Ask any person in the Dominion now, and they will know. As Matthew Diamond worked alone on his invention, he instructed Digital Enterprises to go about buying up as much computer memory and processing power as possible. While it started as a couple hundred terabytes here and there, they would eventually amass five yottabytes (YB (http://i23.photobucket.com/albums/b360/DMG2005/Yottabyte.jpg)) of computer storage and processing power. Meanwhile, Diamond worked day and night on his project until finally he had completed his invention. After testing it on himself - the first ever unit - it was ready for release to the public. His brilliant invention, combining computer ingenuity and cerebral mapping, is called the "Neural Uplink": A simple computer, connected to a wireless receiver (capable of reaching anywhere in the world) that is surgically imbedded into the brain and connected to both the Temporal lobe and the Occipital lobe. The tiny computer, which essentially is used as any part of the brain, connects the user to the main Digital Enterprises facility known as The Cerebrum (http://i23.photobucket.com/albums/b360/DMG2005/Cerebrum.jpg). The Cerebrum is a massive brain like formation composed of all of the storage and processing power. When connected, the human brain can access any information stored in the massive database (essentially all public data in the world) via a private account (scripted only for that specific BWC or Brain Wave Connector).

What it essentially means is that you can be connected to one of the worlds largest databases and fastest computers every moment of your life no matter where you go. Any data you need can be accessed by just thinking about it, and with a petabyte of computer power (minimum) at your disposal, results are instantaneous. Because it is connected to both the auditory and visual cortexes of the brain, you can both hear and see the information (as if it were displayed in front of you) and manipulate it with your mind. It can also be used in the reverse order, creating information like graphs, documents, or the like by simply thinking about their contents and appearance (though impartial thoughts will be completed to the computer's best ability). With a simple $1000 purchase and surgery fee, you can have all of the world's information at your fingertips.

When Digital Enterprises announced their product to the world, initial skepticism quickly went out the door with Matthew Diamond's famous press conference in which he answered any and every question under the sun. Quickly there were lines for miles to get the surgery and have "the omniscient power of god," as some people were calling it, installed. Though some remain wary of its potential misuse and dangerous path, nearly all of the nation's population got it. It changed the world in innumerable ways: in post installation reports, productivity at work went through the roof; game shows banned the use of it by contestants; doctors found higher correct diagnosis and prognosis rates; and so much more.

Digital Enterprises quickly became the quickest growing company in Dominion history, reporting first year profits of some four trillion dollars. The "Neural Uplink & Cerebrum" were named "This Century's Greatest Innovation" by Scientific Business Magazine. That loan that Diamond took out was paid back within the first quarter of business. And while he could originally only afford to pay a few cheap employees, the company now employs over eighty thousand highly qualified people in several departments (technical, public relations, marketing, management, legal, health & security, etc.). In fact, he moved the company into one of the highest valued and most noticeable buildings in the city (pictured above). His office, like his life now, sits at the highest peak, watching over his new empire...

Stats
Name: Digital Enterprises
Market: Neural Uplink [Domestic]
Market Value: $2,500,000,000,000 [Two-point-five trillion USD]
Assets: $84,500,000,000 [Eighty-four-point-five billion]
Employment: 140,000 [One hundred forty thousand]
Average Annual Revenue (1yr): $4,800,000,000,000 [Four-point-eight trillion USD]
Average Annual Profit (1yr): $4,100,000,000,000 [Four-point-one trillion USD]
Year-to-Date Growth: 1,000,000,000% [Up]


---------

http://i23.photobucket.com/albums/b360/DMG2005/TheBrookingsInstitute.jpg (http://forums.jolt.co.uk/showthread.php?t=547331)
The Brookings Institute
The Crown Institute for Advanced Studies

Details:
-Director: Robert C. Goddard Jr.
-Spaces: No Vacancies
-Trust: $25 Billion USD
-Operating Funds: $2 Billion USD Annually
-Financial Officer: Chuck Schwab

[U]History:
The chief benefactor and namesake of the institution is Robert J. Brookings (1898-1990), better known in the Dominion as the father of the atomic bomb. A brilliant scientist and ardent free-thinker, Brookings was considered universally by his colleagues as the pre-eminent mind of his day. By the age of thirty-nine, in the fateful year of 1937, he was the leading scientist in charge of the development of atomic technologies and contributed immensely to the first successful test later that year. Thus he gained the title of Father of the Atomic Bomb and became one of the most infamous men in the nation's recent history.

In part due to gratitude for his work and in part due to fear of his selling his knowledge to the highest bidder, the government granted the highly esteemed scientist an unconditional stipend of $10 million USDs per year indexed to inflation for as long as he chose to accept it. However, the man wished his name not be associated with such destructive power, and thus funneled his energies into pursuing a new legacy. Willingly accepting the yearly salary and having no thought of betraying his nation, Brookings continued his work for decades, though no achievement would ever equal that of the atomic project. Though in his lifetime he would never see the birth of a new legacy, dying with the knowledge that he may kill from beyond the grave through his work, his descendants would create glory from his name.

In 1940, just three years after his greatest accomplishment and thirty million dollars richer, Robert J. Brookings donated a third of his fortune - $10 million USDs - to a man by the name of Thomas Crown for expressed purpose of funding the think tank he had established that year: The Crown Institute for Advanced Studies (CIAS). Though the surge of funds did the institute a world of good, attracting many bright minds, the establishment largely flew under the radar for the next half century.

In 1990, already decades passed his prime and with his mind in a decaying state, Robert J. Brookings succumbed to the rigors of age and time, leaving his entire fortune to his grand-nephew, Robert C. Goddard the Elder (Sr). While the government held a formal national funeral for one of its favorite sons and the media ran stories of his accomplishments, - notably the one he was least proud of - Robert Goddard Sr. debated what to do with the fortune. Brookings' account had ground immensely over the years with annual multi-million dollar checks coming in and immense interest payments, topping off at roughly $5.7 billion USDs in 1990. Goddard, who now found himself a billionaire, decided to donate the vast bulk of it to The Crown Institute for Advanced Studies under the condition that it be renamed The Brookings Institute. Goddard kept roughly two hundred million dollars for his own family, giving half a billion to be used immediately by the Institute, and invested the remaining five billion in the name of the Institute.

http://i23.photobucket.com/albums/b360/DMG2005/Sanctuario.jpg
[View of the Sanctuario Arcology]

By 2015, though Robert Goddard Sr. had passed away two years earlier, through his clever investing, the Brookings Trust had grown to slightly over $34 billion USDs. With millions invested in restoring the image of the Institute, it once again returned to glory, becoming the most prestigious research center and think-tank in the nation. The same year, for its 75th Anniversary, work was completed on a new establishment for the Institute: a water-molecule shaped series of three fully-stocked, independent Arcologies. The opening of the $9.25 billion USD constructions is being coupled with a vastly new policy, including allowing foreign thinkers to become members of the Institute.

Currently, the Brookings Institute is the pre-eminent think-tank in the nation as well as one of the top in the world. It has a steady Trust of $25 billion USDs invested at a rate of 8% a year, giving the establishment a $2 billion USD operating fund annually. The Fourth Director of the Brookings Institute is Robert C. Goddard the Younger (Jr).

Policy:
Since the establishment of The Brookings Institute in 1940, it has been a completely independent think-tank. It has never had any affiliations with the government, corporations, other institutions, or advocate groups. Until Goddard Sr. established the Brookings Trust, the Institute relied solely upon unconditional donations to survive. There have been years where its loudest voices have leaned to the left or right, but there has never been an official position of the Institute. For decades it has attracted members from all areas of the spectrum. However, policy research and analysis has always only been one half of the equation. The other half is a commitment to research of any and every field. The best and brightest minds in the nation are gathered at the epicenter of the highest level of research, free to work on what they please when they please.

It is the goal of The Brookings Institute to encourage unfiltered, undirected, and unrestricted work across all fields of research and thought by the best minds of each generation. It was Robert J. Brookings' dream that had he been working purely for himself, the first use of atomic technology might have been constructive and not destructive.

The Benefits:
-Annual stipend of $1 million USD
-All inclusive services, food, necessities, living and working quarters, assistants, grants, and facilities.
-No requirements on how much or when work is done.
-No requirements for teaching or lecturing
-The Institute claims no right to or profit from a members work. The only requirement is Brookings being named as the benefactor.
-Members are immediately cleared for entry into the Dominion mainland.

Environment:
In 2015, The Brookings Institute opened its new home known as Sanctuario off the coast of New Zealand in the South Pacific. Three arcologies (http://en.wikipedia.org/wiki/Arcology) are joined together by bridges in the shape of an H20-molecule. The two antenna arcologies (sticking off the main one) are completely filled with staff, aides, and other resources, while the main arcology is solely for the members to work, live, and entertain themselves. M-1 (Mind-One), the member's arcology, is very luxurious, providing each of its one thousand possible occupants with their very own villa. The villas, designed by some of the best housing planners in the nation, were developed with ease, comfort, and luxury in mind.

http://i23.photobucket.com/albums/b360/DMG2005/Villas.jpg
[View of a typical Villa]

With such all-inclusive villas, members never have to leave their homes. However, the platform offers numerous other attractions from movie theaters to bowling alleys to shops and even more laboratory units. But should someone still not want to leave their home, they don't need to; there is a full service, complimentary, full-time staff of five aides per member. Each staff includes a maid, a chef, a butler, a personal assistant, and a choice of a trainer/nutritionist, spiritual advisor, or second personal assistant. All of these members live in the adjoining arcologies, though they are fully committed to full service and will move in to the spare guest rooms should they be asked. In addition to a multi-member staff, there are qualified students/aides living in the adjoining arcologies that can be used for help in labs, discussing one's ideas, or whatever.

The villas all face in towards the center of the platform where all of the other venues are. There is a swimming pool that curves all the way around the inside, flanked by a path that can take one to every part of the floating city. The backside of the villas face out towards the ocean, where a path encircles the whole platform and is dotted with tiny little gardens and fish ponds. Besides the fish, the only animals that roam the platform naturally are tiny little chipmunks that live in the gardens. While almost impossible to tell its there without being very close to it, a large reinforced, glass barrier protects the arcologies from the elements and severely reduces noise from boats or helicopters that are traveling to them. However, they do remain open-air, exposed to the outside and maintained by the natural warm climate. When the temperature reaches its coldest in the middle months, the platforms can be sealed off and kept warmed from absorbing and trapping the sunlight, but most of the time the outside air and slight breeze from being on the ocean is pleasant.
DMG
30-01-2006, 19:07
=======================================================================================
Military:
=======================================================================================

"I am a soldier, I fight where I am told, and I win where I fight."
The military currently totals nearly thirty million soldiers with two-thirds of them being support personnel. In also has one of the largest budgets of any department, totaling in the multiple trillions. The Armed Forces are headed by the Supreme Allied Commander Malcolm Granger III - he reports directly to the Supreme Ruler and is a member of the Cabinet (making him one of the three or four most powerful men in the Dominion). While Commander Granger has supreme authority over all military decisions he is rarely involved with the day-to-day work unless it involves something major like a declaration war.

The military is divided into three divisions: the Navy, which has received the most funding over the years due to the nation being an island, the Air Force, which is significantly smaller than the other two branches because the Navy carries most of the aircraft, and the Army, which has the majority of the troops due to the sheer size of the soldiers on foot making up the legions.

Dominion soldier training is completed under Operation New Age (http://forums.jolt.co.uk/showthread.php?t=513332)


Supreme Allied Commander: Malcolm Granger III
General of the Army: Frank Pierce
Admiral of the Fleet: Lord Arthur Brigham Wesley
General of the Air Force: Brock Con'firma
Five Star Generals: General Hubbard, General Bradley Foster, General Henry Grant


Dominion Military Structure:
Theater: 2,584,540 Combatants led by a General/Admiral
-2x Armies (500,000x combatants each)
-4x Mechanized Divisions (28,000 combatants each)
-4x Fleets (365,000 combatants each)
-1x AirGuard (12,540 combatants - 1/5 Air Force)
Army: 500,000 Combatants led by a Brigadier General (5x Corps)
Corps: 100,000 Combatants led by a Commander (4x Divisions)
Division: 25,000 Combatants led by a Colonel (5x Legions)
Legion: 5,000 Combatants led by a Major (5x Battalions)
Battalion: 1,000 Combatants led by a Captain (5x Companies)
Company: 200 Combatants led by a Lieutenant (5x Platoons)
Platoon: 40 Combatants led by a Sergeant Major (4x Squads)
Squad: 10 Combatants led by a Sergeant (2+ Fire Teams)
Fire Team: 4 Combatants led by a Corporal

Dominion Army Rankings:
General of the Army
General
Lieutenant General
Brigadier General
Commander
Colonel
Lieutenant Colonel
Major
Captain
Lieutenant
Sergeant Major
Master Sergeant
Sergeant
Corporal
Private
-First Class
-Second Class
-Third Class
Recruit
*Executive Marquis*

Dominion Air Force Rankings:
Grand Marshal of the Air Force
Air Marshal
Vice Marshal
Wing Commander
Colonel
Major
Group Captain
Squadron Leader
Master Sergeant
Sergeant
Corporal
Airman First Class
Airman
Recruit
*Commandant of the Air Force*

Dominion Navy Rankings:
Admiral of the Fleet (Fleet Admiral)
Admiral
Vice Admiral
Rear Admiral
Commander
Captain
Lieutenant
Ensign
Master Chief Petty Officer
Chief Petty Officer
Petty Officer First Class
Petty Officer
Seaman
Recruit
*Lord of the Admiralty*

*Denotes a civilian rank that oversees the respective department of the military for the Ministry

Awards:
Golden Crest*
Medal of Honor - Given to a soldier who in the face of overwhelming odds displayed honor, courage, and intelligence on the field of battle.
Grand-Croix - Given to a soldier who performed excellently, above all other combatants, foreign and domestic, on the field of battle.
Knight's Cross - Given to a soldier who went above and beyond the call of duty to perform an act of great courage and honor.
Silver Star - Given to a soldier, who when faced with impossible odds and no chance of survival, sacrificed himself so that others may live.
Order of Merit - Given for outstanding service on the field of battle or in the officer's corps in the name of the Dominion.
Soldier's Medal - Given for an extended and dedicated service to the nation by serving in the armed forces.
*Various Other Medals*

*Only ever given once to one Commander Blane Barak, deceased.

Summary:
Overall
Total Soldiers: 42,000,000
--Support: 28,000,000
--Combatants: 14,000,000
----Active: 12,938,000
----Reserves: 1,062,000
Total Cost: 54.1939 Trillion


Navy
Total Cost: 34,961.4 Billion
Total Soldiers: 8,000,000
--Active Soldiers: 7,310,300
--Reserves: 689,700

Total Vessels: 5050
Total Aircraft: 167,500

100x Carrier Battle Groups
10x Submarine Carrier Groups

Surface Ships: 4200
Submarines: 850
Fighter Planes: 100,400
Helicopters: 64,100
Bombers: 3000


Air Force
Total Cost: 7,845.5 Billion
Total Soldiers: 75,000
--Active Soldiers: 62,700
--Reserves: 12,300

Total Aircraft: 27,300

Fighters: 9600
Helicopters: 9900
Bombers: 5000
Special Aircraft: 2800


Army
Total Cost: 11,387 Billion
Total Soldiers: 5,925,000
--Active Soldiers: 5,565,000
--Reserves: 360,000

100x Special Forces Teams
20x Mechanized Divisions
1000x Legions

Training (Soldiers)
Total Cost: 14 Trillion USD
Total Men: 35,000,000

400,000 per Soldier


Details:
Navy (7,310,300)
-(689,700 Reservists)

1st Dominion Fleet
First Fleet of the Empire
-5x Carrier Battle Groups

2nd Dominion Fleet
Second Fleet of the Empire
-5x Carrier Battle Groups

3rd Dominion Fleet
Third Fleet of the Empire
-5x Carrier Battle Groups

4th Dominion Fleet
Guardian Force Fleet
-5x Carrier Battle Groups

5th Dominion Fleet
Trimian Fleet
-5x Carrier Battle Groups

6th Dominion Fleet
Arctic Fleet
-5x Carrier Battle Groups

7th Dominion Fleet
Icebreaker Fleet
-5x Carrier Battle Groups

8th Dominion Fleet
Executor Fleet
-5x Carrier Battle Groups

9th Dominion Fleet
Pinnacle Fleet
-5x Carrier Battle Groups

10th Dominion Fleet
Grand Fleet of the Dominion
-5x Carrier Battle Groups

11th Dominion Fleet
Sanctum Fleet
-5x Carrier Battle Groups

12th Dominion Fleet
Breakwater Fleet
-5x Carrier Battle Groups

13th Dominion Fleet
Temple Fleet
-5x Carrier Battle Groups

14th Dominion Fleet
Emperor Fleet
-5x Carrier Battle Groups

15th Dominion Fleet
Marius Fleet
-5x Carrier Battle Groups

16th Dominion Fleet
Haven Fleet
-5x Carrier Battle Groups

17th Dominion Fleet
North Sea Fleet
-5x Carrier Battle Groups

18th Dominion Fleet
South Sea Fleet
-5x Carrier Battle Groups

19th Dominion Fleet
East Tide Fleet
-5x Carrier Battle Groups

20th Dominion Fleet
West Tide Fleet
-5x Carrier Battle Groups


1st Submarine Carrier Group
2nd Submarine Carrier Group
3rd Submarine Carrier Group
4th Submarine Carrier Group
5th Submarine Carrier Group
6th Submarine Carrier Group
7th Submarine Carrier Group
8th Submarine Carrier Group
9th Submarine Carrier Group
10th Submarine Carrier Group


DMI Carrier Battle Group
6x Empire Class Battle Carrier
-825x F-90 Guardian Angel
-180x AH-12 Phoenix
-30x B-4 Nightmare
-30x Landing Cushion Air Cushion
-360x S-15 Legionnaire
5x Pulse Class Stealth Carrier
-170x F-90 Guardian Angel
-120x AH-12 Phoenix
3x LC-3 Invader Class
-5x F-90 Guardian Angel
-130x UH-48 Highwind
-130x UH-65 Rogue
-18x Landing Cushion Air Cushion
-216x S-15 Legionnaire
8x Hunter Class Submarine
10x Storm Class Guided Missile Cruiser
-10x UH-65 Rogue
10x Dragon Class Destroyer
-20x UH-65 Rogue
5x Lord Class Heavy Battleship
-40x UH-48 Highwind
-10x UH-65 Rogue
3x Chieftain Class Pocket Battleship

Total Aircraft: 1670
Total Ships: 50
Total Cost: 347.294 Billion
Total Personnel: 73,000
--58,000 Crew
--15,000 Detatchment


Submarine Carrier Group
1x Derelict Class Submarine Carrier
-40x F-90 Guardian Angels
-10x AH-12 Phoenix
4x Hunter Class Submarine

Total Cost: 23.2 Billion
Total Men: 1030


Air Force (62,700)
-(12,300 Reservists)

Fighters
9600x F-90 Guardian Angel

Bombers
2000x B-4 Nightmare
3000x F-88 Ghost

Helicopters
4900x AH-12 Phoenix
2500x UH-48 Highwind
2500x UH-65 Rogue

Reconnaissance/Electronics/Special Aircraft
2000x C-57 Galaxy Lifter
200x SR-73 Vortex
100x E-5 Networker
500x KC-10A Extender


Army (5,565,000)
-(360,000 Reservists)

100x Special Forces Teams
20x Mechanized Divisions
1000x Legions


Special Forces Team (50)
5x Elusion Class Vehicle
5x Legionnaire S-15
1x UH-48 Highwind
2x UH-65 Rogue
2x Demon Class Insertion Craft
1x Sprint Class Powerboat
3x Rigid-hull Inflatable Boat (RIB)
-50x Viper R-90
-50x Enforcer
-10x Patriot MP
-10x Sidewinder
-5x M-5 Tank Buster
-5x FIM-92A Stinger
-10x D-7 Cobra Strike
-10x Painkiller
-50x R-12 Stryker
-10x K-3 Liberator
-50x Uniform and Armor
-50x Equipment
-10x Ghillie Suit

Total Cost: 130,000,000
Total Men: 50 Spec-Ops


Mechanized Division
500x Behemoth III Super Heavy Battle Tank
4000x King Zeus Main Battle Tank
1000x Wolverine MLRS
3000x Blitz Fighting Vehicle
3000x Legionnaire S-15
500x Elusion Class Vehicle
300x Watchman
700x MH-1 Annihilator

Total Vehicles: 13,000
Total Men: 28,000
Total Passengers: 25,500
Total Cost: 168.7 Billion


Legions
5,000x Fully Equipped Soldiers
1000x Legionnaire S-15
500x Firestorm Missile Launcher

Total Cost: 8 Billion
Total Men: 5000


Bases
The Dominion of DMG has four major bases each of which serves a different purpose: Ft Fir'Eth, Ft. Blane, Xaro Air Force Base, and Trimian Naval Base. The Dominion also maintains smaller military bases in other nations such as Guerreros and Omni-Sense as well as its colonies like Eborall (where there are multiple small bases). Also in unidentified regions of the world the Dominion has secret military bases for training and strategic purposes.

Ft Fir'Eth is the Dominion's Special Forces training base and is located in a very harsh environment with access to multiple different terrains on the island. Nobody other than a member of the Special Forces or an officer is allowed passed the entrance and into the fort. It is the smallest of the four bases, housing no more than fifty thousand soldiers and possessing only a few items that would be identified as large equipment.

Ft. Blane is the base in charge of the mechanized divisions and legions of troops, meaning the entire army. It has the capability to house and serve over ten million soldiers, though there have at most only been four million soldiers. In terms of both physical size and total number of troops actually there at any time, Ft. Blane is the largest of the four main forts.

Xaro Air Force Base is a massive underground complex that stores tens of thousands of aircraft and can launch them through a serious of 1000 mechanized SVTOL hatches that open from the top and sides of the island. While the Air Force is currently the smallest of the three branches, the number of aircraft as well as testing area that there is requires it to still be a large base. Because it is quite a large base, only about one-twentieth of its housing capabilities are used as there are only fifty thousand soldiers in the Air Force and it can house up to one million. As well as being the main Air Force Base of the Dominion, Xaro AFB serves as the main aerospace launch facility. It has launch pads and especially modified launch hatches for spacecrafts to leave and arrive out of.

Trimian Naval Base is the Dominion's only port and naval access site to the island. It is built into a small alcove (on the northwest part of the island) that can protect a limited number of ships from aerial attacks. While it has hundreds upon hundreds of docks, many of them are used by civilian ships to transport goods in and out of the Dominion, while many others are used for the production of naval vessels by DMG Military Industries. It is capable of housing a couple million sailors, but most of the time the bunks remain empty as the fleets are busy protecting the shores of the island.

The Dominion Officer's Military Academy, known as the Forge, is the educational institute for all officers in the Armed Forces. Though officially there are no military bases inside the city itself, the Forge is located in a gated compound inside Viscount-ania and is the largest collection of military personnel in the city. Every single officer must complete eight consecutive years of education and training at the Forge somewhere between the ages of sixteen and thirty-two before receiving their commission (though applicants are accepted as early as ten in the future-officers program, they must complete eight years after they turn sixteen). It serves as the officer training academy for all branches of the military with general training as well as area specific training. It is an intimidating sight with a massive temple-like building as the entry way into the complex. As an educational institute it is one of the finest in the nation, and is also one of the rare "universities" that requires certain testing (examination, intelligence, psychological, etc.).

http://i23.photobucket.com/albums/b360/DMG2005/TheForge.jpg
The Forge

The bases are home to the nearly thirty million soldiers that serve proudly in the military and are basically large cities with every possible amenity and need filled. Access to the bases is highly regulated and protected with the utmost secrecy. On the off-chance that a civilian is allowed in, they are not permitted any type of recording device (visual or audio) and must be escorted by an armed guard of four soldiers at all times.


Military Spending
The Dominion purchases all of its military products and technology straight from DMG Military Industries at a discounted price. In return for the discount, any unused funds from the budget each year go to research and development of new products by DMI. Also, when a product used by the military becomes obsolete, DMI often buys it back for a small fraction of the price so that it can be turned into scrap metal and reused or refurbished and sold. Total spending so far by the Dominion military is in the tens of trillions of dollars. The defense budget for the military is now reaching into the multiple trillions, allowing for extravagant spending on top secret projects as well as normal acquisitions.

In acquirement costs, the Army and Air Force have received just over four trillion dollars each to procure the necessary heavy equipment (vehicles, aircraft, etc.), while the Navy has received over fifteen trillion dollars to acquire its four thousand plus ships. Like in the procurement budget, in the maintenance portion of the defense budget the navy receives the majority of the money. However, the Air Force also receives quite a bit of cash, while the Army receives very little. Over the years, tens of trillions of dollars have been spent on training soldiers to make them the best of the best. The average cost per soldier is four hundred thousand dollars, though it varies based on their job description (e.g. Spec Ops would be much more than support personnel).

http://i23.photobucket.com/albums/b360/DMG2005/DefenseBudget.jpg


Defensive Systems
Along with the entire Dominion Military there are also other defensive systems in place to guard the island of the Dominion. Multiple defensive satellites fly in outer space and guard against ballistic missiles and airplanes while also coordinating ground forces. Every mile along the coastline of the plateau is a Firestorm Missile Launcher that retracts beneath the ground. It has a very long range and can target airborne, land, and naval based enemies. They create an overlapping defensive system against incoming planes and missiles, but also aid in defending against a naval invasion. Along with the Firestorms is an extensive series of 500mm Railguns that stand guard over the waters of the Dominion. To guard against ground assaults on the plateau, every 150 feet are a pair of cameras that watch the ground and the sky for enemy invaders. The cameras are linked underground to DARAD, The Dominion Aerospace Radar Defense, and are closely monitored by a supercomputer for any movement (84480 Cameras total). Security forces can be deployed to anywhere on the plateau in less than ten minutes once they are alerted. Essentially the island is an impregnable fortress.

Along with the massive power of the navy, there are two more systems hidden deep beneath the icy waters to help defend against an invasion force. The first of the two systems is a series of underwater missile batteries that are hidden beneath the ocean's floor. Upon command, the missile batteries open their bays can launch anti-ship and anti-aircraft missiles straight through the water. The more interesting of the two systems is a massive series of intertwined pipes that spread across the ocean floor for miles in every direction around the island. The pipes have the ability to open large holes in them through which extremely high amounts of oxygen that is highly pressurized can be released. The oxygen creates a massive air bubble beneath the water that rises up until it reaches the surface and 'bursts.' The air bubbles potentially have the ability to capsize ships and sink them to the watery depths.


Defense Condition 1: [Maximum Force Readiness] Reserves are called up, all military forces are active and ready to be deployed, increased security and intelligence, possible curfew, complete aerial coverage, possible wartime economy, and nuclear armament prepped.
Defense Condition 2: [High Force Readiness] Reserves are readied for duty, all military forces are active and ready to be deployed, increased security and intelligence, complete aerial coverage, and nuclear armament prepped.
Defense Condition 3: Active military forces are on standby for service, increased security and intelligence, and complete aerial coverage.
Defense Condition 4: [Peacetime, Increased Measures] Active military forces are free to go on leave, increased security and intelligence, and partial aerial coverage.
Defense Condition 5: [Peacetime] Nothing other than standard measures.



Nuclear Armament:
The Dominion possesses a large stockpile of nuclear weapons (as well as other weapons classified as weapons of mass destruction) that is ever evolving and growing. Though the Nuclear Policy dictates that they only be used for defensive reasons such as an invasion, the meaning of the word 'defensive' is of much debate. Some say that in the defense of another nation or people within that nation the use of nuclear weapons is warranted, while others stick to a strict invasion of the Dominion only belief.

Whatever the use, the Dominion possesses tens of thousands of nuclear weapons that can be delivered through various different means. There are hidden silos across the nation that are buried into the island and hidden by ice and snow; there are even lots of silos hidden on the floor of the ocean around the island so that they can launch through the water and are extremely hard to notice and take out. A large stealth bomber contingent exists that possess the capability of reaching targets thousands of miles away with thousands of nuclear ordinances - once they are put on the full alert and take to the skies, their is no hope of stopping them. The Dominion also possesses cruise missiles tipped with nuclear weapons as well as satellites in orbit around the planet that have a stock load of missiles containing nuclear explosives. All in all, the Dominion has a large nuclear stockpile that it hopes it will never have to use, but is fully prepared to let loose all hell.

Non-Nuclear WMDs
As well as nuclear weapons, the Dominion possesses several non-nuclear weapons that could cause mass damage on multiple scales. Though not once used in war yet, the Dominion has a large stockpile of chemical and biological weapons stored under lock and key should they ever be deemed necessary in the direst of circumstances. As well as standard weapons of mass destruction, the Dominion has purportedly been researching devastatingly massive electro-magnetic pulses and space-based particle beam cannons.

Biological WeaponsQ Fever
Q fever is a zoonosis caused by the strictly intracellular, gram negative bacterium Coxiella burnetii which proceeds asymptomatic and self-limiting in 60% of the cases. The infectious organism is commonly found in cattle, sheep, goats and other domestic mammals. The infection results from inhalation of contaminated particles of the inhaled air. The incubation time is 9-40 days. It is considered possibly the most infectious disease in the world, as a human being can be infected by a single bacterium.

The most common manifestation is flu-like symptoms with abrupt onset of fever, malaise, severe headache, myalgia (muscle pain), loss of appetite, dry cough, pleuritic pain, chills, confusion and gastro-intestinal symptoms such as nausea, vomiting and diarrhea. The fever lasts approximately 7-14 days. During the course, the disease can progress to an atypical pneumonia, which often results in a life threatening acute respiratory distress syndrome.

Anthrax
Anthrax, called also splenic fever, is an acute infectious disease caused by the bacteria Bacillus anthracis and is highly lethal in its most virulent form. Anthrax most commonly occurs in wild and domestic herbivores, but it can also occur in humans when they are exposed to infected animals, tissue from infected animals, or high concentrations of anthrax spores.

Anthrax can enter the human body through the intestines, lungs (inhalation), or skin (cutaneous). Anthrax is non-contagious, and is unlikely to spread from person to person.

[I]Pulmonary (pneumonic, respiratory, inhalation) anthrax
Inhalation infection initially presents with cold or flu-like symptoms for several days, followed by severe respiratory problems. If not treated soon after exposure, before symptoms appear, inhalation infection is the most deadly, with a nearly 100% mortality rate.

Gastrointestinal (gastroenteric) anthrax results in a 25-60% death rate.

Cutaneous (skin) anthrax is lethal in 20% of all cases.

Ebola
Ebola hemorrhagic fever is a very rare, but severe, usually fatal infectious disease occurring in humans and other primates, caused by the Ebola virus.

Among humans, the virus is transmitted by direct contact with infected body fluids such as blood. The incubation period is 2 to 21 days. Symptoms are variable and often appear suddenly. Initial symptoms include: high fever (at least 38.8° C, 101° F), severe headache, muscle/joint/abdominal pain, severe weakness and exhaustion, sore throat, nausea, and dizziness. Before an epidemic is suspected, these early symptoms are easily mistaken for malaria, typhoid fever, dysentery, or various bacterial infections, which are all far more common. The secondary symptoms often involve bleeding both internally and externally from any opening in the body. Dark or bloody stools and diarrhea, vomiting blood, red eyes from swollen blood vessels, red spots on the skin from subcutaneous bleeding, and bleeding from the nose, mouth, rectum, genitals and needle puncture sites. Other secondary symptoms include low blood pressure (less than 90mm Hg) and a fast but weak pulse, eventual organ damage including the kidney and liver by co-localized necrosis, and proteinuria (the presence of proteins in urine). From onset of symptoms to death (from shock due to blood loss or organ failure) is usually between 7 and 14 days.

Plague
Bubonic plague is an infectious disease that is believed to have caused several epidemics or pandemics throughout history. Bubonic plague is the most common form of plague, and is characterized by swollen, tender, inflamed lymph glands (called buboes); other forms are Septicemic plague, which occurs when plague bacteria multiply in the blood, and Pneumonic plague, which occurs when the lungs are infected. Mortality rate is very high if untreated and spreads to others quickly.

Small Pox
Smallpox is a highly contagious disease unique to humans. It is caused by two virus variants called Variola major and Variola minor. V. major is the more deadly form, with a typical mortality of 20-40 percent of those infected. The other type, V. minor, only kills 1% of its victims. Many survivors are left blind in one or both eyes from corneal ulcerations, and persistent skin scarring - pockmarks - is nearly universal.Chemical WeaponsSarin Gas
Like other nerve agents, Sarin attacks the nervous system of the human body. When a functioning motor nerve is stimulated it releases the neurotransmitter acetylcholine to transmit the impulse to a muscle or organ. Once the impulse has been sent, the enzyme acetylcholinesterase breaks down the acetylcholine in order to allow the muscle or organ to relax.

Initial symptoms following exposure to Sarin are a runny nose, tightness in the chest and contraction of the pupils. Soon after, the victim has difficulty breathing and experiences nausea and drooling. As the victim continues to lose control of bodily functions, he vomits, defecates and urinates. This phase is followed by twitching and jerking. Ultimately, the victim becomes comatose and suffocates as a consequence of convulsive spasms.

Mustard Gas
The compound readily eliminates chloride ion by intramolecular nucleophilic substitution to form a cyclic sulfonium ion. This very reactive intermediate is particularly detrimental to cellular health as it has a strong tendency to bond to the guanine nitrogen in DNA strands. This leads to either immediate cellular death or, as recent research has found, cancer. Mustard gas is not very soluble in water but is very soluble in fat, contributing to its rapid absorption into the skin. Blister agent exposure over more than 50% body surface area is usually fatal.

VX Gas
The VX nerve agent is the most well-known of the V-series of nerve agents. VX agent is considered an area denial weapon due to its physical properties.

It is odorless and tasteless, and can be distributed as a liquid or, through evaporation, into small amounts of vapor. It works as a nerve agent by blocking the function of the enzyme acetylcholinesterase. Normally, an electric nerve pulse would cause the release of acetylcholine over a synapse that would touch the post-synaptic neuron. This continues the transmission of a nerve signal over the synapse. The excess acetylcholine is then hydrolyzed to non-reactive substances (acetic acid and choline). VX blocks acetylcholinesterase's diffusing properties, thus causing nerves to fire continuously resulting in contractions of all the "involuntary" muscles in the body. Often regarded as the deadliest nerve agent created to date, as little as 10 mg is enough to kill an average person.

BZ – Agent 15
The characteristic that makes BZ an incapacitating rather than a toxic chemical warfare agent is its high safety ratio. The amount required to produce effects is a thousand or more fold less than a fatal dose of the compound. In terms of Ct products, the ICt50 (the Ct product needed to produce incapacitation in 50% of an exposed group) for BZ is 112 mg•min/m³, whereas the Ld50 is estimated to be 200,000 mg•min/m³.

Central effects
Disturbances in level of consciousness
Misperceptions and difficulty in interpretation (delusions, hallucinations)
Poor judgment and insight (denial of illness)
Short attention span, distractibility, impaired memory (particularly recent)
Slurred speech, preservation
Disorientation
Ataxia
Variability (quiet/restless)

Operations:
All of the following information is classified under penalty of death.

Operation Sustaining Sovereignty:
Status: Ongoing
Result: Momentary Success
This is currently an ongoing operation. Operation Sustaining Sovereignty is a general mission that encompasses nearly every military action and most other operations. Its basic goal is maintaining the Dominion and its power economically, militarily, and politically. How any of its goals are carried out is within wide range of tactics from the subtle cover operation to an all-out military offensive.

Operation Wolf Guard: (http://forums.jolt.co.uk/showthread.php?t=494154)
Status: Completed
Result: Success
This operation began when a rich businessman from the Dominion found an uninhabited swath of land on Terra Recedentia. He decided to colonize it and so the military sent a small force of soldiers to the island to help defend it. Though native inhabitants were reported to be on the island to the north, the military outpost never spotted any signs of life. When Wolf Isle was issued a Writ of Territorial Ascendancy by the Dominion Government, the military forces were removed and the operation was officially concluded and deemed a successful mission.

Operation Securing Assets: (http://forums.jolt.co.uk/showthread.php?t=490855)
Status: Completed
Result: Success
Recently a new island was discovered that was rumored to have oil in its northern and western parts. Promptly, an expeditionary force was sent to secure the area in question. After a couple of weeks, civilian crews were brought in and a constant flow of oil was secured from the island to the Dominion via tanker and Destroyer escort. Not long after the first tanker arrived in the Dominion, a neighbor to the south, the United Earthlings, agreed to sell the Dominion its land all access to all of the resources in its territory on the island for a fixed rate of oil per day. After agreeing to the deal, the Dominion continued to stretch its border to the east and south, until it came to an agreement with the Felucans wherein DMG received nearly sixty percent of the land. The operation was officially ended when the colony was secured and all hostile forces had been neutralized in one way or another. However, a military contingent remains on the island to safeguard the all-important oil fields. As well, the tankers of oil are secretly guarded by a force of submarines and sometimes destroyers. This mission was deemed a success.

Operation Black Rumor: (http://forums.jolt.co.uk/showthread.php?t=491706)
Status: Completed
Result: Failure
When rumors of an island where the lakes were full of black gold arose, it sparked the interests of the oil hungry government. Delta Force was dispatched to confirm or deny the rumors, after which a military force was planned to be utilized if necessary. Preparations were prepared for an incursion onto the mysterious island as Delta Force worked their job. However, the case went cold and Delta Force pulled out. This mission was deemed a failure, though no longer a necessary asset as at the time the Dominion became oil independent.

Operation Defending Space: (http://forums.jolt.co.uk/showthread.php?t=443933)
Status: Completed
Result: Success
A few years back an unidentified object crashed into the icy top of the island. After investigating it, a military team concluded that it was a satellite capable of launching nuclear missiles that fell before reaching orbit. Soon after moving the satellite to a secure location, multiple nations began attempting to steal and/or destroy the satellite. Military forces were called into surround the area, and a bloody battle ensued. However, the special forces that were attempting to steal the satellite disappeared. The satellite was to be shipped back to its owner, which officially ended the mission. The mission was deemed a success, however, the transport was ambushed near the nation's port and the satellite was destroyed before arrival.

Operation Mountain Fortress: (http://forums.jolt.co.uk/showthread.php?t=494185)
Status: Completed
Result: Success
The Nightstalkers were dispatched with a civilian counterpart to an island discovered by the nation of Transylvania. Though the leader of Transylvania openly welcomed others to the island, the Dominion decided to operate secretly and send in a Special Forces team to the center of the island on top of a large mountain. They dug in and created a fortress as their civilian counterparts began searching for valuable metals. Valuable resources were found where they had set up base and the team prepared a permanent installation. The report does not say whether or not the Nightstalkers remain there, but still in secret the civilians mine away and send the resources through an underground passageway to a waiting submarine for transport. The mission was deemed a complete success as other nations still do not know of its presence.


Black Ops
"Victoria Sine Pari..."
~Motto

The following information is top secret and classified to only the most upper echelons of the military. Many top officials outside of the military don't even know the following information. This information is classified as AME, which means that in case of leak or subterfuge, any means necessary (including death and brutal force) can be used to recover the files and neutralize the threat.

Soldiers selected for special training have been pointed out to be experts in their field. They are removed from their units and sent to a top secret military base where they undergo extensive training. Eventually, they may make it into one of the following groups.

Delta Force (http://i23.photobucket.com/albums/b360/DMG2005/DeltaForce.jpg)
Delta Force is one of the most secretive military organizations in the world. Besides the five members of the team, only three people know of their existence. However, it is also the strongest arm of the Special Forces and the most capable of accomplishing any task. It operates all over the world, but never works in tandem with any other group. They take orders directly from and report solely to the Supreme Allied Commander on an encrypted private line.
Members: Five
Special: Non-Existent, Carte Blanche, Prosecutorial Immunity, License to Kill
Mission Directive: Non-Existent
Responsible: SAC Malcolm Granger III
Level: 10

Fox Cell (http://i23.photobucket.com/albums/b360/DMG2005/FoxCell.jpg)
Members: 50
Special: None
Mission Directive: Assisting a larger military force through covert actions.
Responsible: General Bradley Foster
Level: 5

Eagle Strike Team (http://i23.photobucket.com/albums/b360/DMG2005/EagleStrike.jpg)
Members: 30
Special: Semi-Autonomous Actions
Mission Directive: Intensive and surgical strikes behind enemy lines.
Responsible: General Henry Grant
Level: 4

Hell's Wrath (http://i23.photobucket.com/albums/b360/DMG2005/HellsWrath.jpg)
When the Dominion is insulted or attacked in any form, Hell's Wrath delivers the ire of the Dominion. They have the right and directive to attack and destroy military and civilian targets, including civilians. Due to the sensitive nature of their directive, only a handful of military officers know of their existence. Not even the Secretary of State is supposed to know about them.
Members: 15
Special: Carte Blanche, Prosecutorial Immunity, License to Kill
Mission Directive: Deliver the ire of the Dominion
Responsible: SAC Malcolm Granger III
Level: 9

Nightstalkers
The Nightstalkers's mission directive entails all things covert. They are killers, hunters, trackers, guardian angels, but most importantly they are soldiers of the shadows. Be seen and they have already failed in their mission. Because of their intense training in covert and secretive missions, they are a choice force of the Dominion military.
Members: 12
Special: Semi-Autonomy, License to Kill
Mission Directive: Covert tracking, stalking, and elimination of targets
Responsible: GoA Frank Pierce
Level: 8

Odin's Sword (http://i23.photobucket.com/albums/b360/DMG2005/OdinsSword.jpg)
Odin's Sword, as well as its twin force, Thor's Hammer, are directed with assisting a large military force in combat, whether it be covertly or side-by-side in the trenches. The two twin forces are the least experienced and covert of the Dominion Special Forces.
Members: 40
Special: None
Mission Directive: Joint-Military Operations
Responsible: General Bradley Foster
Level: 5

Thor's Hammer (http://i23.photobucket.com/albums/b360/DMG2005/ThorsHammer.jpg)
Thor's Hammer, as well as its twin force, Odin's Sword, are directed with assisting a large military force in combat, whether it be covertly or side-by-side in the trenches. The two twin forces are the least experienced and covert of the Dominion Special Forces.
Members: 40
Special: None
Mission Directive: Joint-Military Operations
Responsible: General Bradley Foster
Level: 5

Rogue Force
No information is available...
Members: N/A
Special: Non-Existent, Non-Responsible, Carte Blanche, Prosecutorial Immunity, License to Kill
Mission Directive: ...None
Responsible: ...None
Level: X

Dragon Force (http://i23.photobucket.com/albums/b360/DMG2005/DragonForce.jpg)
Members: 35
Special: None
Mission Directive: Covert naval subterfuge
Responsible: Admiral Eduard Perry
Level: 4

Nightmare Faction
The two hundred members of the Nightmare Faction are instructed in the art of handling a battle against a larger, better equipped force. It can prove useful in a true war, whether it be holding a position, terrorizing a city, or performing a deadly raid on a military encampment. However, all two hundred members know that, more than any other special operations force, their lives are in jeopardy in every mission; they are the soldiers that are supposed to survive a suicide mission.
Members: 200
Special: None
Mission Directive: Engaging larger forces in combat
Responsible: GoA Frank Pierce
Level: 7

Ghost Recon (http://i23.photobucket.com/albums/b360/DMG2005/GhostRecon.jpg)
Ghost Recon is primarily a reconnaissance force, though at times it acts as a standard, covert special operations force. It often works in tandem with a large military force as the first and most forward eyes on the ground, while also often working in tandem with another specials operations force. Though many in the military service know of Ghost Recon, few have ever witnessed their existence.
Members: 28
Special: None
Mission Directive: Covert Recon
Responsible: General
Level: 7

Splinter Cell (http://i23.photobucket.com/albums/b360/DMG2005/SplinterCell.jpg)
No Information is available...
Members: 10
Special: Non-Existent, Carte Blanche, Prosecutorial Immunity, License to Kill
Mission Directive: Causing general turmoil and havoc in enemy nations
Responsible: None
Level: X

Imperial Guard
Though there is a large security force that is responsible for the protection of the entire Ministry, including the Cabinet, the Imperial Guard is an elite organization that is directly responsible for the security and safety of the High Councilor, the Secretary of State, and the Supreme Allied Commander. Depending on the perceived threat and security of each Cabinet Members' transportation and location, the Imperial Guard's eighty members are allocated accordingly. If they feel that their charge is in danger, they shoot to kill.
Members: 80
Special: Domestic-Operations, Carte Blanche, Prosecutorial Immunity
Mission Directive: Unnoticed protection of the Cabinet
Responsible: SAC Malcolm Granger III
Level: 3

ELITE (http://i23.photobucket.com/albums/b360/DMG2005/Elite.jpg)
ELITE is one of the few special forces that is authorized to operate domestically without warrant or restriction. Though they report to Commander Salazar Valdez, the members of ELITE may operate without direct order or tasking. They are the highest form of law enforcement and domestic security in the Dominion.
Members: 50
Special: Domestic Operations, Carte Blanche
Mission Directive: Enforcing the law and protecting the general safety against threats, foreign and domestic
Responsible: Commander Salazar Valdez
Level: 6

Executor Squad (http://i23.photobucket.com/albums/b360/DMG2005/ExecutorSquad.jpg)
The dark arm of the Dominion. The Executor Squad carries out "hits" on important targets around the world. It is purely an assassination and covert operations force and does not perform any other type of operation. It is composed of seven members with various skill sets including a sniper, explosion man, and chemical specialist. The team leader reports to Command Salazar Valdez, affectionately known as the "Hitman."
Members: 7
Special: Non-Existent, Carte Blanche, Prosecutorial Immunity, License to Kill
Mission Directive: Assassination
Responsible: Commander Salazar Valdez
Level: 10



Spartan Legion
Classified Material: Spartan Legion <encrypted...>

http://i23.photobucket.com/albums/b360/DMG2005/Spartans.jpg

Special: Non Existent, Non-Responsible, Domestic Operations, Cart Blanche, Prosecutorial Immunity, License to Kill
Mission Directive: None
Responsible: None
Known By: Only SR
Level: XXX


Known as the Spartans, these soldiers are the most elite and highly trained in the Dominion of DMG. The Spartans are called upon to do the work that remains a mystery, the jobs that require getting your hands dirty – the unknown missions. The Spartans are also often called the Unknowns because the work they do is unknown and the actual Spartan members are unknown to society.

The program and Legion is headed by Blane Barak, a former Black Panther commander and the most decorated hero in DMG history. He is gone through the hardest training in the world, from training with the Black Agents for two years to advanced SEAL training to SESOU Training. He trained with operatives from all over the world in different settings and he learned a great deal from them. He has secretly been involved in numerous missions and battles of recent time and successfully accomplished his mission every time. He personally trains each member of the Legion and has full authority over the members and the Legions operations.

As every child in the Dominion of DMG is born, they are tested for genetic traits that would make them a good Spartan. If one is found, the swap is made, and the child enters the classified world of the Legion. They are brought up in a secret program, away from society – there they are educated in numerous fields from the basic algebra to the history of the Dominion wars to the creation and use of an F-90 Guardian Angel. They are taught everything that could be useful to them and more…

When they reach the age of 16, they are transferred from the education program to the training program. They continue to learn and gain knowledge, but it is often more on the line of weapons and tactics. It changes from a normal – yet accelerated – education to a military education that produces commanders and soldiers. However the main part of their education is now the training they receive in the field. The best soldiers and commanders in the Dominion military are brought to the Legion in order to train the new ‘recruits’. They train with the combined techniques of Navy SEALs, Black Panthers, DMG SpecOps, and some training from the Black Agents – taught by Blane Barak, the commander of the Spartan Legion

Education and Training
-Basic Schooling
-Advanced Schooling
-Weapons
-Combat
-Tactics/Strategy
-Psychology
-Survival
-Medicine
-Stealth
-Electronics/Technology
-Emotions*
-Demolitions/Explosives
-Mechanics/Vehicle Use
-Negotiating
-Intelligence
-Strength
-Technique
-Philosophy
-Classified**

*Spartans are taught to use others emotions to help them on their missions – whether it be anger or happiness – it can be used for gain. Because of this, Spartans are also taught not to have emotion as emotion can lead to fear or trust and both can lead to their downfall.
**Spartans undergo other types of training but they are highly classified

After completing all education and training, although they must continue to educate themselves into the future, they must pass a series of tests. The tests are created uniquely for the participants and can range anywhere from survival in a jungle to rescuing hostages from three hundred armed terrorists. Only one out of a hundred passes all the tests, but for that one who does, he is than branded with the “Mark of the Legion” and becomes a full Spartan Legion member. He is then given his equipment which has been created especially for the Legion by DMI Covert Products Unit

Equipment
Full Body Suit (FBS)
• An all inclusive suit that covers the entire body. It is equipped with the most advanced and secretive technology to maintain supremacy for the user. The overall purpose for the suit was to be light weight and easily maneuverable while maintaining the best possible defenses for the user. The suit blocks all unwanted air from the outside getting in, which has a variety of uses: the suit generates filters all incoming air and then is able to heat or cool it to the bodies preferred temperature – it also protects against chemical and biological threats. It was made of a classified synthetic that is very useful: it is resistant to fire and will not burn (unless at extreme temperatures of 1500+), it is strong enough that it is very hard to break with a blade in any manner, whether it be slicing or stabbing, and the material is also uniquely designed so when a bullet hits it – the heat forces the suit to harden and then the molecules rearrange themselves into the original pattern (however if the bullet is going fast enough it will still penetrate – i.e. a sniper rifle). The inside of the suit is lined with an artificial skeleton that reacts with the user and allows for the user to use more strength than he actually has.
• The FBS a tiny supercomputer that runs all of its systems: The helmet has built in NVS and IR system, Com-Link, signal encrypter and jammer, and the front display is hooked up to the computer which can access every database in the DMG – allowing for the user to look up everything from terrain to the most popular baby name that year…
• An onboard motion and heat tracker alerts the user of any life forms in the vicinity.
Weapons
• 2x Viper R-90s
• 1x R-12 Stryker
• 1x Stunt 12 WASP
• 1x IMI SP-21 Barak Pistol
• 2x Spartan Issue Blades
• 1x Legion Issue Sword of Demogade
• 8x Assortment of Grenades
• 4x Assortment of Explosives
DMG
30-01-2006, 19:16
=======================================================================================
Invader's Guide:
=======================================================================================

Okay, for some reason you have decided to invade the Dominion. Maybe we have pissed you off somehow, maybe we insulted you, or maybe your nation is just plain psychotic. Whatever the reason, you are going to need a good plan as well as a deep understanding of the nation in order to mount a successful invasion.

I am writing this guide because I do not like having to repeat this information, but at the same time the other person doesn't want to have to read through my entire factbook in order to figure out everything s/he needs. Thus I present the Invader's Guide to the Dominion.

First off... a Map (Alright, so it isn't the best map, but it will have to do.)
http://i23.photobucket.com/albums/b360/DMG2005/DMG-1.jpg

Some useful Facts
1) Physical: Obviously, if you look at the map you will notice the Dominion is an island. Each side is roughly three hundred [300] miles in length. The ground is completely frozen over with ice and snow. Lastly, the island is actually a plateau, five hundred meters high at every point and flat on top. There are no beaches or landing points (and don't try calling god-mod; if you don't like it, then you don't invade me).

2) Climate: This is the Antarctic, so it is extremely cold. The average temperature throughout the year is -4 degrees Celsius with a high of 4.4 degrees and a low of -34.4 degrees Celsius. Needless to say, it is frigid. The arctic winds don't help either, creating a wind-chill of deadly proportions. The ground is frozen ice and snow, making traction hard for vehicles and creating the perfect situation to get stuck in the snow. Rain (or rather snow) isn't overly common, but a quick and thick blanket of snow has been known to fall... so be prepared to get dug in. The waters around the island are frigid, easily giving someone hypothermia even if well protected. They have also been known to freeze over, but the swarm of ships in the Dominion's Navy keeps them broken up and passable.

3) Subterranean: All of the people of the Dominion live in one city (the capital), Viscount-ania. However, it is actually underground (buried into the plateau), so there is no bombing the city, infrastructure or people. In fact, the military bases are also underground (except the ports and naval base which are built into the side of the plateau). There is only one entrance to the city and it’s guarded year round by a legion of soldiers and even more during wartime. Again, if you don't like this, don't cry god-mod, just don't damn invade us.


What you Could know
Now, you don't necessarily have to know these things, but they are the ones that you are permitted to know.
1) The useful Facts: Duh. You are allowed to know all of the stuff I pointed out above.

2) Military Bases: There are four military bases in the Dominion. In the north-northwest are the combined ports of the Dominion and Trimian Naval Base. In the northeast is Xaro Air Force Base. In the southwest is the special forces base, Ft Fir'Eth. And in the south is the Army's base, Ft. Blane.

3) Coastal Defenses: The perimeter of the entire island is dotted with numerous defensive measures. There are thousands of cameras watching every piece of coastal (though raised above the water) land and air. There are Firestorm Missile Launchers and 500mm Railguns that lined the coast and prevent aerial and naval incursion. It is a very strong network of defense that is hard to break.


What you Don't know
This is the stuff that you couldn't and don't know ahead of time.
1) Missile Silos: The Dominion has hundreds and thousands of missile silos all around the island. Some are for conventional and short range missiles while others are long range (inter-continental) missiles and containing nuclear ordinances. They are scattered and hidden beneath the land (with the silo door hidden by ice and snow), and even a few beneath the water (some of which are to target ships and others to launch long range).

2) Minefields: The edges of the island, where the defensive measures have been taken place, there are minefield protecting against landings. They are hidden beneath the snow/ice and can be detonated via pressure or remote detonation.

3) Bubbles? That's right, giant bubbles. The Dominion built a massive series of large pipes all across the ocean's floor around the island. They have holes that can be opened and air is pumped in. When it escapes the pipes, it creates large air pockets that rise to the surface and burst, possibly causing the ships to rock, tip, or even capsize. [Credit where credit is due.]

Some numbers for you to take in. The military has a total of roughly
thirty-nine [39] million active soldiers and three [3] million true
reservists. However, in times of war the Dominion can raise another two
hundred million or so, low-trained soldiers from the civilian populace.

Navy
Total Soldiers: 8,000,000
--Active Soldiers: 7,310,300
--Reserves: 689,700
Total Vessels: 5050
Total Aircraft: 167,500

100x DMI Carrier Battle Groups
10x Submarine Carrier Groups

Surface Ships: 4200
Submarines: 850
Fighter Planes: 100,400
Helicopters: 64,100
Bombers: 3000

DMI Carrier Battle Group
6x Empire Class Battle Carrier
-825x F-90 Guardian Angel
-180x AH-12 Phoenix
-30x B-4 Nightmare
-30x Landing Cushion Air Cushion
-360x S-15 Legionnaire
5x Pulse Class Stealth Carrier
-170x F-90 Guardian Angel
-120x AH-12 Phoenix
3x LC-3 Invader Class
-5x F-90 Guardian Angel
-130x UH-48 Highwind
-130x UH-65 Rogue
-18x Landing Cushion Air Cushion
-216x S-15 Legionnaire
8x Hunter Class Submarine
10x Storm Class Guided Missile Cruiser
-10x UH-65 Rogue
10x Dragon Class Destroyer
-20x UH-65 Rogue
5x Lord Class Heavy Battleship
-40x UH-48 Highwind
-10x UH-65 Rogue
3x Chieftain Class Pocket Battleship

Total Aircraft: 1670
Total Ships: 50
Total Personnel: 73,000
--58,000 Crew
--15,000 Detatchment

Submarine Carrier Group
1x Derelict Class Submarine Carrier
-40x F-90 Guardian Angels
-10x AH-12 Phoenix
4x Hunter Class Submarine

Total Men: 1030


Air Force
Total Soldiers: 75,000
--Active Soldiers: 62,700
--Reserves: 12,300
Total Aircraft: 27,300

Fighters: 9600
Helicopters: 9900
Bombers: 5000
Special Aircraft: 2800


Army
Total Soldiers: 5,925,000
--Active Soldiers: 5,565,000
--Reserves: 360,000

100x Special Forces Teams
20x Mechanized Divisions
1000x Legions

Mechanized Division
500x Behemoth III Super Heavy Battle Tank
4000x King Zeus Main Battle Tank
1000x Wolverine MLRS
3000x Blitz Fighting Vehicle
3000x Legionnaire S-15
500x Elusion Class Vehicle
300x Watchman
700x MH-1 Annihilator

Total Vehicles: 13,000
Total Men: 28,000
Total Passengers: 25,500

Legions
5,000x Fully Equipped Soldiers
1000x Legionnaire S-15
500x Firestorm Missile Launcher

Total Men: 5000

More Details Here (http://forums.jolt.co.uk/showpost.php?p=10327856&postcount=8)



Strengths
The Military. Everything. From the Navy, to the Air Force, to the Army, to the Special Forces. There is no doubt that the Dominion spends trillions on the defense of the nation. The Defense Budget is one of the largest with the Law&Order Budget. Along with the budget, the Private Defense sector is the largest private sector in the nation in terms of employment, expenses, and profit. As a result, the Dominion maintains a rigidly trained, highly intelligent, well equipped, and extremely powerful military. Before even being able to invade you will first have to get by the multi-thousand ship navy and onto the island before facing the multi-million man army.

Axiom #1 If you are going to attempt to invade, you better bring it. Nothing short of an all out invasion is going to do it.

The Terrain. As the defenders, terrain is always in your favor; however, this is even more true with the Dominion. As an island, it already requires an invasion force to be transported via ships, which means either you are going to need a massive fleet of transport ships or you are going to stupidly attempt to invade with a small force. Either way, rough deal. On top of that is the fact that it is a plateau, which means even if you can transport your army to the island, you will need to figure out how to land it, which can only be done by aircraft. Even further, the climate is harsh and foreign to many peoples; you will need to be very well prepared or you are going to face Mother Nature and lose.

Axiom #2 Expect some problems with the terrain and nature. Defenders know their land best. Be flexible.

Foresight. While it might not seem like the biggest advantage, being able to see that your enemy is going to launch an invasion on you days and weeks before it actually happens is huge. Because of the Dominion's location in the Antarctic Circle away from most other nations, an invasion force will have to navigate hundreds and thousands of miles to arrive at the island. When a navy and transport fleet is heading at the island, it is pretty obvious what is about to happen. This extra time gives the military enough time to prepare, set up extra defenses, and ready their forces. Reservists can be called up, equipped, and reminded of their training in enough time to boost the military. The economy can begin switching over to a wartime economy and the population can get all nationalistic and roused up about the coming conflict.

Axiom #3 Some things there are no ways around. Time and timing are key to conflict. You just have to accept it.

Corporation? Yep, corporations will in an odd sense be a huge advantage. In reality, it is only one corporation: DMG Military Industries - but in many ways. The military receives their equipment at a cheap rate and can replace it fairly quickly. The equipment they do receive is very advanced, even more so than the public equipment DMI sells to the world. Hordes of money, something DMI definitely has, can always be useful. However, one of the most advantageous effects of DMI is not based on products or military but on politics. Many nations rely or have relied on DMG Military Industries for their equipment needs; this does two things: One, it alienates the attacker from any of its allies that are customers (because all hostile nations to the Dominion are banned from DMI forever); and Two, has created a strong international backing for the Dominion. If the Dominion is invaded, taken over, or destroyed... DMI will be on more and many nations to not want to see that happen. If the Dominion needs to, we will call on those loyal to DMI to aid in our defense.

Axiom #4 Don't underestimate the uncommon or unnatural.


Weaknesses
Inexperience. Although the military is quite strong, well equipped, on the defensive, and well trained, the one thing it lacks is true battlefield experience. There is nothing like actually feeling a bullet go whizzing by your head... nothing. Training can only do so much. The Dominion, having not been involved in many wars, does not have a battlefield experienced military.

Axiom #5 Experience over Excellence.

Lack of True Allies. Though the Dominion might be able to call on those loyal to DMI as well as a couple friendly nations, it doesn't actually have any true allies. The Dominion is not involved in any singular or large Alliances and thus might have to fight on its own against the attacker or attackers. Might...

Axiom #6 Relationships are necessary for survival... most of the time.


Strategies
These are a few of the unique strategies available to help fight and defeat the Dominion. These are have been detailed and listed in order to facilitate a good war… don't abuse these insights.

Divide and Conquer: Attack the Colonies. A long held axiom of war is known to many by the catchy name divide and conquer. While it is usually meant to be used in the traditional sense in which an enemy is easier to conquer when its forces are divided thus weakening its overall force and causing natural chaos, the term has another meaning in application to fighting the Dominion. Simply put, instead of dividing the Dominion's forces, one can find an effective strategy in dividing the Dominion's territorial assets. The mainland, where nearly one hundred percent of the force is established, depends heavily on colonial imports to maintain its economy and the life force of its people. Although the raw materials necessary for creating and maintaining military equipment is not imported in any great quantities nor is oil, cutting off the people of the Dominion from their normal rituals can create a domestic backlash against the government as well as disrupt the Dominion's inner workings. Though it is not a strategic military plan for defeating the Dominion's forces, it can be highly effective in either drawing the military away from the mainland or causing enough havoc to warrant negotiations.

Siege Warfare: As goes the Navy… The great might of the Dominion in defense, as detailed above, are the powerful navy and multi-fold defenses available to the island. Overcoming the natural defenses of the island is no easy task for an army, and even more so is invading the underground fortress that is the capital city, which leaves only one real choice in a military offensive: sending the navy twenty thousand leagues under the sea. With the navy out of the way, an opposing force can more easily take out the land forces and defenses through naval bombardment and land incursions (though much to their difficulty), but it also allows one to begin siege warfare against the Dominion, accomplishing strategy one as well as gaining a stronger position to "starve them out" as well as an upper hand in any negotiations.

Digging for Dynamite. Perhaps one of the strangest strategies one could come across in modern warfare is to dig your way into the enemy's fortress, however, most will find they have to do just that if attempting to actually take the island nation. Buried beneath fifty meters of hard rock, reinforced by various metal based structures, the capital of the Dominion is heavily guarded by both blood and rock; therefore one of the only ways of breaching the inner security without a firefight is to dig your way in. But don’t think this is an easy task. The excavation would take months even with the proper heavy machinery (which would need to be imported after a bloody war), while operating under constant threat of air strike from allies or off-land airbases, and even if someone breaks through, it would require some skilled and calculated act of maneuvering to advance heavy enough troop formations to take the city, which would in all likelihood be guarded by many legions of troops. It is a very dangerous operation that would take years and in many cases be fruitless, but it would seem to be the only way to break one's way in… other than blowing it to smithereens of course.

~~~~~~~~~~~~~~

This pretty much sums it up. If you have further questions, feel free to TG me (but do not under any circumstance post in my factbook).


[Credit to Czardas]
DMG
30-01-2006, 19:21
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Characters:
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http://i23.photobucket.com/albums/b360/DMG2005/Blane1.jpg

Name: Blane Barak (http://i23.photobucket.com/albums/b360/DMG2005/Blane.jpg)
Rank:Major in the Spartan Legion, Commander of DMG Special Forces
Gender: Male
Race: Human
Age: 26
Hair: Dirty brown or blond
Eyes: Jet Black
Height: 6'6"
Weight: 230 lbs. (solid muscle)
Weapons: Stryker R-12 and Dual Viper R-90s
Abilities: Total Recall (eidetic memory)
Skills: Weapons, Combat, Strategy, Tactics, Covert Ops, etc. (anything dealing with the military)
Personality: Varies depending on what he needs it to be
Pets: None

Blane grew up as everyone of DMG did, in the capital city of Viscount-ania. His family was well respected in the Dominion as his father was a prominent Navy Admiral in the military. As a kid his father pushed him to do well in academics and sports and Blane quickly excelled in both. By the age of eleven he had become one of the best athletes and students out of the fifty-plus million that were of the age sixteen and under. When he was twelve a bomb, targeting his father, exploded in his house, incinerating his mother and baby sister (four years old).

For the next five years his father raised him and prepared him for life; his father advocated strict rules and putting in 110% no matter what – failure was not an option Blane. However when he was celebrating his 16th birthday, his father was assassinated by a rebel sniper right in front of his eyes – next three rebel rifleman ran up to where his father lay and shot him again fifty-seven times as Blane stood by helplessly. As next in line for his father’s position as a general, the rebels attempted to do away with Blane, stabbing him seventeen times in all parts of the body. His father’s position as an Admiral was given to the next highest non-Admiral officer as Blane was believed to be dead. In fact, he was legally dead for twenty minutes before being revived, however upon revival Blane went into a coma for the next nine months.

When Blane finally awoke from his coma the whole nation cheered for him and celebrated his life and his birthday is now a national holiday. However it was not all happiness as Blane now had to begin the long process of recovery. Miraculously, however, Blane managed a full recovery in only three months time and was back in his not so normal life. Blane lived with his uncle, Mar'ki Ticron, for the next couple of years as he finished his education. In his senior year at Smith’s Military Academy (nicknamed the Forge), Blane lead the football team to an undefeated 21-0 season and won the national championship.

After graduating from "The Forge" Blane joined the military and was recruited to train as a special ops member. He quickly excelled in all modes of his training and rose through the ranks and eventually became the commander of the Dominion Special Forces. He continued to train for the rest of his life all over the world: he trained with the Dominion Special Forces as well as foreign nations' militaries and other special ops groups, most notably with the Black Agents. At the age of twenty-two Blane was killed in the line of duty while trying to rescue a senior diplomat in a hostage situation – or so the government said. In reality Blane's death had been staged in order to wipe his records and trace off the face of the earth; this is because Blane had become the Dominion’s best-trained soldier and was nominated as the leader of the new Spartan Legion, a classified special ops team that technically did not exist.

During his service to the Dominion, Blane became the most decorated soldier in the history of DMG, receiving nearly sixty awards including three Medals of Honor, Four Medals of Prestige and the only ever Golden Crest awarded.

RPs: The Imperial Military College (http://forums.jolt.co.uk/showthread.php?t=460445) - Joint Military Exercises (http://forums.jolt.co.uk/showthread.php?t=443224) - Way of the Agent (http://forums.jolt.co.uk/showthread.php?t=443584) - Graduation... to Hell (http://forums.jolt.co.uk/showthread.php?t=448288) - Family Betrayal- Blood Right (http://forums.jolt.co.uk/showthread.php?t=460612) - The Last Stand - Agies vs Agent 7 (http://forums.jolt.co.uk/showthread.php?t=469716)



http://i23.photobucket.com/albums/b360/DMG2005/Loki.jpg

Name: Loki (http://i23.photobucket.com/albums/b360/DMG2005/vivi.jpg)
Gender: Male
Race: Black Mage
Age: 5 ???
Hair: Unknown
Eyes: Large Yellow
Height: 3'3" (1 meter)
Weight: 50 lbs.
Weapons: Staff of Merlin (http://i23.photobucket.com/albums/b360/DMG2005/Staff.png)
Abilities: Black Magic and Summoning
Skills: Digests knowledge quickly and well
Personality: Shy and reserved (much like his appearance)
Pets: Formerly Nilrem (http://i23.photobucket.com/albums/b360/DMG2005/Furball.jpg), but currently Fuzzy ( http://i23.photobucket.com/albums/b360/DMG2005/Fuzzy.jpg).

Loki is a young mage who has great potential for magic. He was born to a half black mage, half Elvin mother and a wizard father. However shortly after his birth both his parents were killed in a mysteriously – it was later revealed to him that Morgan d'Isel that half brother of Merlin (http://i23.photobucket.com/albums/b360/DMG2005/Merlin.jpg) murdered them in her attempt to gain ultimate power. The defenseless and small Loki was taken in by a great white wizard who Loki began to call Grandpa, though he didn’t have any relationship to him other than an adoptive protector.

"Grandpa" taught and raised Loki from the age of just three months. He taught him the usual education of history and such, but also taught him in the ways of magic and how to harness his potential. Mysteriously, however, "Grandpa" disappeared and shortly after Loki went on a long adventure to the previously uncharted island of the Dragonlords. After his adventure to the island, he returned to his home, a cave located on the peek of one of the three mountains making up the triangle of peeks in the northern highlands. When he arrived he re-met up with Sir Bane and his new traveling companions. They then went on a quest in search of an important figure, and in the end Loki learned that Nilrem (http://i23.photobucket.com/albums/b360/DMG2005/Furball.jpg) (his life long friend and companion who was an Eborall) was a manifestation of Merlin, who Loki then helped free. They then returned to the castle of King Alfred of the House of Steward where Loki was made an honorary nobleman of the court. Also, Merlin revealed that he was Loki's uncle and from then on Loki contacted him often.

After returning to his home in the mountains with his newly found uncle, Merlin, Loki again departed on a long and mysterious adventure. This time he traveled to a Wasteland of confusing and unknown qualities. While he was there he met the horrifying and unknown figure called Sephiroth, though commonly referred to as the Angel of Death. However, Loki eventually managed his way out and upon returning to the normal world, he set off to find the White Tower for instruction and learning. On his way to the far-off tower of learning, the young mage found himself in the dirty and yet somewhat advanced city of Midgard. However, he would not stay for long as Shinra, an evil corporation that taken control of the city, began hunting him down. When running away from the soldiers, Loki, along with a few others he was with, got caught in a warp that threw them into a world called Spira. While he was there, he learned of an ancient and mostly forgotten technique called summoning. It was his first real experience with summons, but it would not be his last. He found it after a long journey and met many people that would give him a lot of new experiences. He had a few different teachers while he was there, but a lot of what he learned came from the countless books he read; amongst them was one he kept named Magic…

He left the White Tower with a heavy heart, but he knew that he had learned much in his stay there and it was now time to move on and continue his adventures. However, it had been a long time since he had been home, so he traveled across the realms until he found himself in the familiar peaks of the snowy mountains that housed his cave dwelling. One night, as the young mage tended to a roaring fire in his mountaintop dwelling, a strange vision appeared in the corner of his eye. At the entrance of his cave was what appeared to be a rippling blanket of water, spanning the entire opening. But the truly odd thing about it was when Loki looked through, the quiet snow and scenic view was replaced by a bustling city with large buildings and people moving to and fro. When he stepped through to investigate, he found himself in an entirely different land, far away from home and quite different from the quaintness he was used to. It was a bustling metropolis of invention, machination, and technology; an engineer’s paradise. But he soon found himself unwelcome and shoved into the drudge of the lower classes. After being befriended by a young lad by the name of Henry, Loki’s adventure began as he sought to accomplish what he must in order to return home. While in the city run by the wicked technocrat, the mage encountered a band of adventurers who sought to find the ancient Jiltakin Scrolls that they so sought in order to find the true teachings for the den of Jiltakin who had been losing their powers. Along the way he met various friendly and unfriendly beings, including one particularly bitter ogre called Kalzog, who, although neither knew it at the time, would lead Loki to a great revelation about his circumstances in the future. The mage signed up to help the adventurers find the scrolls, which took them far and wide, battling against many foes before they found what they were seeking. Through the power of the scrolls, Loki was returned home to his mountaintop dwelling where he could rest for a while.

He spent several nights in his own comfortable bed before being visited by a strangely mercurial and mysterious woman who enticed him to travel through an unknown door. The door that led him to more doors would enter him into one of the most powerful and yet dreamlike adventures the young mage would ever know. He found himself in an entirely different world… a different reality where nothing was the same. Kajeenth, an evil godlike entity that had merged with The Nameless One, the consummate of everything evil in the world, had created the realities to mess with Loki and many other adventurers that found themselves stuck in different realities. Loki, however, would not give up as so many others had and fought his way to fixing the reality and helping its inhabitants. But just when he thought the adventure was over, Warfare, a god of gods, who he had heard of back in the White Tower, revealed to him that Kajeenth was preparing to attack. An epic battle ensued; millions died; Warana (the conjoined being of Warfare and Arianna) was consumed into Kajeenth, creating Karna, an impossibly powerful being. Yet despite everything – all of the power and probabilities – Loki and his fellow fighters triumphed, though the ending is somewhat blurred and mysterious. The young mage was finally allowed to return home and rest…

But only three weeks after returning to his leisurely and quiet life, Loki woke up from a troublesome sleep in an entirely different place. The cool air of the mountain lands had been replaced with a warming sun, the snow had melted and grass had sprung up in its place, and instead of lying in his bed atop a mountain, the young mage was laying face up in a field of endless grass. Having experienced this many times by now, Loki took less time getting oriented and understanding what had transpired during the night. After traveling for miles across the endless fields of green, the young mage encountered a young girl, though older than himself, who, after a rebuking, welcomed him into her home. Thus began his adventure in Lustria. Eva, the girl, he later learned was a princess and her mother, Rimoru, was the queen, though much despised by the common folk of her land. Despite hearing about Rimoru’s godlike power, a strange demon visited the palace and captured Rimoru with ease. In the struggle, Loki found himself briskly taken away by Kalzog, the same ogre he had met only a few weeks ago. After meeting a large band of other people involved in the happenings of the land including a pair of elves, a mysterious mage, a couple of fighters, and others, Loki found himself traveling with them across the land in order to stop the powerful demon Habdebza from accomplishing his evil plans.

It was in this time that Loki realized something quite strange and odd occurring. The giant ogre and the Jiltakin known as Harlin who he had met a few weeks ago in the quest for the scrolls seemed to remember the young mage from years ago just after a great ‘Gate War,’ and yet Loki could swear he was only five years at the most. Though it would take him a long time of thought to figure it out, the mage would eventually come to the conclusion that his home atop the snowy mountains had a time distortion, in which time passed as weeks what it did as years for others. Thus Loki’s travels, though contained to within a year’s passing, had actually occurred over many decades to the outside world and realms.

Loki wears clothes that are much too big for him including a mage’s hat that often gets in the way. He also wears a ring known as the Ring of Protego (http://i23.photobucket.com/albums/b360/DMG2005/Ring1.jpg) and a pendant called the Pendant of Luminance (http://i23.photobucket.com/albums/b360/DMG2005/Pendant.jpg). The Ring of Protego is a charmed ring that protects Loki from spells that are not of the major category while the Pendant of Luminance is an eternal light to guide Loki (although it is believed to also have other mysterious properties). Loki carries a wand with him but rarely uses it. Likewise he carries a staff with him known as the "Staff of Merlin". The staff belonged to the Merlin (Loki's uncle), although Loki knew nothing of its power until he finished his adventure at the Triangle of Peeks. Loki is quite clumsy and not very deft with his movements. He often trips and falls over random objects and even himself, in part because of his oversized clothes, but also due to his natural clumsiness.

For the first few years, Loki traveled with a fuzzy blue ball, which was known to him as a rare and mysterious species called Eboralls. The Eborall, Nilrem, had been with Loki every since he can remember and is his best friend. Nilrem does not have a language of any kind but rarely make a *Crrrrr* noise to signify something important. Nilrem loved trying to get to the highest point that he can by jumping or bouncing to the top of people’s heads. However, when Loki helped free Merlin, he learned that Nilrem was merely a manifestation and disappeared as Merlin re-emerged. However, Loki did find a new friend – a baby polar bear that he named Fuzzy (http://i23.photobucket.com/albums/b360/DMG2005/Fuzzy.jpg).

RPs: Dragonlord Castle (http://forums.jolt.co.uk/showthread.php?t=449669) - Medieval Knights (http://forums.jolt.co.uk/showthread.php?t=450649) - Wasteland (http://forums.jolt.co.uk/showthread.php?t=461675) - Final Fantasy: A New Beginning (http://forums.jolt.co.uk/showthread.php?t=480056) - The Jiltakin Scrolls (http://forums.jolt.co.uk/showthread.php?t=501008) - The White Tower (http://forums.jolt.co.uk/showthread.php?t=378306) - The Infinite Realities (http://forums.jolt.co.uk/showthread.php?t=490165) - Rise of the Storm (http://forums.jolt.co.uk/showthread.php?t=500107)



http://i23.photobucket.com/albums/b360/DMG2005/ArmaiCorvianna2.jpg

Name: Ar'mai Corvianna (http://i23.photobucket.com/albums/b360/DMG2005/ArmaiCorvianna.jpg)
Gender: Female
Race: Elf
Age: Unknown (Appears 17)
Hair: Fine, Straight, Light Brown
Eyes: Blue
Height: 5'5"
Weight: 120 lbs.
Weapons: Elven Blessed Bow (and daggers)
Abilities: White and Divine Magic, Combat
Skills: Ranged Combat, Hand-to-Hand Combat, Increased Senses, Agility, Healing, Diplomacy, Leadership, Intelligence, and Stealth
Personality: Outgoing, Adventurous, and slightly Arrogant, but also Pious.
Pets: A great white winged horse, Gael'Kadar

Ar'mai Corvianna is an Elven princess from the Akenea'raeheal clan. Being the daughter of the chief, she was destined to become a priestess or white mage. At the age of eight she began studying with the elder priests of the clan to become a learned priestess. However, Ar'mai was a free spirit and loved to skip through the forest over studying old manuscripts and teaching. What she especially didn’t like was meditating and praying as it required her to be still and silent for long periods.

Though she did not like the virginal lifestyle, she had to honor and respect her father’s wishes as well as the culture of the clan. While she practiced her white magic, and became quite good at it, she also taught herself how to fight and more importantly how to use a bow. She became a very potent mix of ranger and mage.

Ar’mai is much wiser and more intelligent than her years and personality let on as she prefers an innocent persona to an arrogant one. She is also quite a flirt as most teenage females are and often finds herself teasing those of the opposite gender.

At the age of fifteen a major inter-clan battle began, with the two sides lead by the Akenea'raeheal and Dryearlylth. It was a very bloody war in which neither side came out the victor, but it was very instrumental in shaping Ar’mai into what she is today. Though she was not allowed to participate as a priestess and daughter of a chief, she often watched from afar – and what she saw sickened her as she was exposed to the realities of life and how brutal the world really was. While hiding in a tree, she witnessed a minor skirmish between the two sides, which the Akenea'raeheal won. However, after the victors left the scene, she leapt down from the tree to find an enemy soldier of the Dryearlylth clan lying on the floor with a slit throat. He was struggling to breathe and it was evident that he was only a few short gasps from his last, so she took pity on him and drew upon a mighty holy power to seal the wound. She nursed the enemy soldier back to life, though he never regained his voice, and when he was finally well enough he dedicated his life to protecting her.

His name was Bael'ther (http://i23.photobucket.com/albums/b360/DMG2005/Baelther.jpg). He was a giant of an elf, standing eight foot four inches [8'4"] and weighing in at well over pounds of solid muscle. He was a mighty warrior, decked in ornate armor and wielding two massive swords that seemed to loom of death. He became very protective of her though he remained more of a servant than a big brother.

In their journeys together, Ar'mai and Bael'ther traveled across the known world from the forgotten islands of the south to the dead lands of Deatharon. While in their homeland, they traveled to the west with a young man looking to become a knight by slaying a menacing dragon. Ar'mai decided that they could help each other as she too sought the death of the dragon, though for a different reason. After hunting down the large beast and slaying it with much effort, Ar'mai took its flesh and lured the mythical winged horse Gael'kadar (http://i23.photobucket.com/albums/b360/DMG2005/GaelKadar.jpg). Once in her presence the horse was tamed and became her personal horse for ever after. After taming the mythical horse, Ar'mai and Bael'ther took it to the forgotten islands where Ar'mai learned many new things.

After leaving the forgotten islands, they traveled to the dead lands of Deatharon where they encountered their next series of adventures in which they met a mysterious man, Lorathin, an illegal lich, Mavis, and a lizardman, Sarik. Lorathin was a mage of considerable power and knowledge, but Ar'mai found him quite arrogant and annoying and thus argued with him a lot (including putting a divine spell on him once). Mavis, the lich, was the reason for the quest. He was a lich that needed a soul to gain power and thus when he encountered Ar'mai, she offered her help. They traveled far and wide in search of one of the five people known to be able to do such an extraordinary feat. The first one they met in a frozen tundra refused to create one, so they moved onto a dragon who eventually consented in return for a rare jewel that Ar'mai found. With the Lich satisfied, Ar'mai (and Bael'ther) left with the paladin, Sarik, back to his homeland where the Order of the White Serphant existed. It was there they found their next quest in which Sarik was ordered to venture out and prevent an evil warlord and necromancer named Inzikai from accomplishing his diabolical and maniacal plans. Whilst traveling, Ar'mai was kidnapped by Inzikai and for the first time in many years Bael'ther and she was separated from one another. Inzikai was a cruel lord of the darkness, though he was always very nice to his captive, seemingly having a secret love for her. When they arrived together at the Arena, Ar'mai saw her companions battling below and leapt in to help them. Guards were called in to put down the gladiators, but a massive dragon named Relthor escaped from an age-old prison below and subsequently befriended Ar'mai and her companions. They escaped from the Arena, reuniting Bael'ther and Ar'mai... but not for long. During the night, Ar'mai secretly dispatched Bael'ther with a message. The following day, the group continued its journey across the desert and after many days arrived at Rimoru's Library. The beautiful and powerful elf welcomed them into her palace where they stayed for several nights, relaxing as they attempted to gain entry into the locked library. However, unbeknownst to the heroes, a group of men sent by the dark god Valtrox were also in the palace. As both groups gained simultaneous entry into the library, a fight ensued with much destruction and damage, but Valtrox's band escaped with the coveted book and set off across the great lake. After healing briefly, Ar'mai and the others set off in hot pursuit. However, during the sea voyage a battle occurred with powerful demons attacking the steam powered boat. During the chaos, Ar'mai struck her head and slipped into a coma.

When she awoke several days later, the others had managed to fight off the demon attack and now continued pursuit across the water. However, Ar'mai awoke with no recollection of anything - not even her earliest memories. She was weak and couldn't even perform the most basic of tasks. During her vulnerable time, Ixair, a fellow elf that her companions had met in the arena, befriended her and the two grew closer - but nothing came of it. Time would give her little time to recover as a great sea monster attacked and destroyed the boat. They barely made it onto an escape craft, though the ogre Kalzog had disappeared into the depths, and slowly made it to shore near the Cultist city. They met up with a local resistance of human barbarians, as well as the ill-fated Kalzog, but Inzikai had already planned to open the gate with the book. As the warp opened, a great demon army poured out and so the Gate War began. The humans were no match and were falling in waves to the powerful demons from the abyss. However, when all hope seemed lost, Ar'mai caught site of a mounted figure on top of the far hill. Bael'ther. Memories flooded back as the elven army charged into battle and turned the tide. When the Patriarch and his men arrived, hope was once again renewed. They fought towards the altar and Inzikai and the Patriarch squared off. With the spell interrupted, the warp reversed and began sucking in the very foundation of the land. However, the Patriarch was felled in battle, Sarik lost to time, and Inzikai gone. The war was over, the gate secured, and the Cult weakened, but the price was great. The ground would be forever stained red with the blood of noble warriors.

Ar'mai said her goodbyes to the others and set off with the elves home.

Years of Seclusion (http://forums.jolt.co.uk/showpost.php?p=11757851&postcount=556) --- Return to the Realm (http://forums.jolt.co.uk/showpost.php?p=11757857&postcount=557)

In the town of Narcador, they were greeted warmly, but soon a band of elf-hating pirates led by one Captain Conroy arrived and stirred up a drunken ruckus. When Ar'mai and the elves defended the town members, a battle ensued. However, before the battle erupted to a full-fledged war, a dragon army entered the town and put an end to it, taking the elves and pirates as captives. Ar'mai, in exchange for the other's freedom in the future, agreed to revisit the dark castle with the dragon. Once there, however, Valtrox's agents, including the Dark Mistress Vira, unloosed the dark necromancer entombed within. Ar'mai escaped and plotted to meet back up with her companions, but war was on the horizon.

RPs: Medieval Knights (http://forums.jolt.co.uk/showthread.php?t=450649) - A Lich's Quest (http://forums.jolt.co.uk/showthread.php?t=451762) - Rising of the Banished (http://forums.jolt.co.uk/showthread.php?t=455416) - Clash of the Gods (http://forums.jolt.co.uk/showthread.php?t=466241) - The Lich Mavis Awakens (http://forums.jolt.co.uk/showthread.php?t=479047) - Rise of the Storm (http://forums.jolt.co.uk/showthread.php?t=500107)




http://i23.photobucket.com/albums/b360/DMG2005/Venisar.jpg

Name: Venisar
Gender: Male
Race: Elvin
Age: 217 (appears between 25-35)
Hair: Spiky Blond
Eyes: Blue
Height: 5'11"
Weight: 165 lbs.
Weapons: Crystal double-bladed stave imbued with magical energy (see picture) and a Clawed metal glove (see picture)
Abilities: Aside from his natural Elvin strengths and benefits as well as his warrior skills, Venisar has the ability to jump inanely far or high.
Skills: He is quite skilled with blades of various kinds as well as his clawed hand which he wields like no other weapon. He can fight weaponless and knows how to use a bow, but be prefers to and generally sticks to fighting with his weapons. He also knows three spells taught to him by different Elvin wizards. One of the spells makes him disappear, another heals very minor wounds, and the last calms other beings (especially animals and beasts).
Personality: Laid-back, peaceful, passive, accepting, non-combative or confrontational
Pets: None serious, occasional birds.

Venisar was born to loving parents of the till. He grew up as any other Elvin child of his day did and enjoyed his childhood like any other. His family owned a little claim of land in a mixed settlement in the Kingdom of Avera. The town was on the smaller side, but was home to a diverse people from different races and beliefs. Loved by his parents, it was the town as a whole that raised him as he was the only child of his age group - no other children from any race had been born to the village within ten years before or after his birth. Though seemingly lonely, his experience would teach him two important lessons for the future: to learn to be alone at times as well as relying on people at times and to be accepting of others, whatever that entails.

For the next couple decades of his life after he came of age, Venisar worked diligently on his family's land. He learned the meaning of hard work and making a honest living, both of which would later have an effect on his character. However, when he was in his mid fifties, still extremely young for an elf and looking not a day over twenty, the young laborer felt something... something very strong. It wasn't an emotion so much as a metaphysical feeling and it was not something that was to be explained. The only thing he knew was that there was an undeniable calling for him to take up arms and be prepared to defend his life, his family, and his people when the need arose.

As many an elf does, Venisar begun his training, which he did by himself and without any true guidance, with a bow. With his keen eyesight and dexterity, the young warrior-to-be became a good shot, or at least decent in Elvin terms, but not without time and temperance. However, it was clear to the young elf that the bow was not his true calling. When he first picked up a blade it was evident to all that he had a natural knack for it. In a matter of months he had become quite skilled with the blade he chose and in a couple years with any blade he picked up, but he would still be no match at this point for a true warrior. So far many years he continued training, but still his aid was not needed as the town and surrounding countryside remained peaceful for decades.

No longer a young lad, Venisar had become well respected in his village at the age of one hundred sixty. And though the dangers he felt still not come to fruition, Venisar continued using his time to better his skill and even occasionally hired himself out for various tasks in order to make a coin or two. At this point, he done away with his basic weapons and forged unique ones of his own. Taking an indestructible hilt he had found and a formation of powerful crystals that he happened to venture across in his journey over the hills one day, the Elvin warrior crafted a weapon that few had seen before - it was double bladed and sharp with the handle in the middle. It took many years to master, but when he did, the weapon and fighting style became something he could call his own... and could call effective. Quick, strong, and dexterous, Venisar had the uncanny ability to jump inanely high and far (thousands of feet) and when combined with a style and weapon none had ever seen before, he became a very potent warrior. Once, while practicing his art in the shade of a tree, a high Elvin wizard arrived to watch him after a long journey. The wizard was quite impressed and offered to imbue his stave with a self-replenishing energy (not healing) that would add effect when he made contact with the crystal and that would absorb or reflect limited amount of energy that was deflected at him. Needless to say, Venisar accepted, but was surprised when the wizard went one farther and stayed with him for a year as he taught him three useful spells; the first spell made him temporarily invisible for a short amount of time, unknown sensible in the physical or metaphysical realm; the second gave him the ability to heal the most minor of wounds; and the third was the ability to calm other beings through a strange energy that he emitted. Venisar was quite happy with the gifts he had been granted and vowed to use them for good. But still no dangers lurked near...

However, before the century was out, danger and far beyond would reveal itself. Death and destruction would rear its ugly head when Kane raised an army through his guile and trickery and marched on Avera. In the years since he had begun his training, Venisar's mindset and attitude had changed vastly. He had now become quite laid-back, relaxed, accepting, and passive. Although still a warrior through training and skill, the elf no longer truly wished to fight. He had seen his share of death and the misery it brought, and though not quite a pacifist, Venisar preferred that conflict and disagreement be settled verbally and diplomatically, relying on sword and blood as a means of last resort. In some sense, it was what set him apart from many other Champions of his day...

But when the call came for the armies of Avera to amass, the once young elf with dreams of his destiny answered. Hoping to put this evil down, Venisar took up his stave and claws and prepared his skills for battles. And a mighty it was as blood stained the land. The battle of Orchard Hill Chapel would forever be cemented into his memories, only pushing him farther towards his views. However, when the Emperor put forth the challenge of hunting down and ending the villainous man responsible for this all, Kane, Venisar had no choice but to respond in hopes that he could destroy this evil one and for all.

It was a long and treacherous journey, with the dark one constantly attempting to lead them astray, but in the end they prevailed. The man was much more than a simple dark wizard; he was a demon from beyond with orders to bring chaos to the land. Once the crisis was averted, Venisar returned to his village intent to return to a normal life. However, after the death and destruction he had seen, he could not simply pick up where he had left off. He had trained his whole life in order to fight a great coming evil, but with that taken care of, there was nothing left for him. He left his town behind once more and journeyed far and wide in search of meaning.

Warrior’s Arrival (http://forums.jolt.co.uk/showpost.php?p=11757851&postcount=556) --- Return to the Realm (http://forums.jolt.co.uk/showpost.php?p=11757857&postcount=557)

In the town of Narcador, they were greeted warmly, but soon a band of elf-hating pirates led by one Captain Conroy arrived and stirred up a drunken ruckus. When Ar'mai and the elves defended the town members, a battle ensued. However, before the battle erupted to a full-fledged war, a dragon army entered the town and put an end to it, taking the elves and pirates as captives. Ar'mai, in exchange for the other's freedom in the future, agreed to revisit the dark castle with the dragon and she was separated from the rest of them and Venisar took charge.

RPs: The Haven Tales (http://forums.jolt.co.uk/showthread.php?t=498790) - Rise of the Storm (http://forums.jolt.co.uk/showthread.php?t=500107)




http://i23.photobucket.com/albums/b360/DMG2005/TheStormKnight.jpg

Name: The Storm Knight (http://i23.photobucket.com/albums/b360/DMG2005/TheStormKnight5.jpg)
Gender: Male
Race: Extra-Planar Phantom Knight
Age: Countless Millennia
Hair: Unknown
Eyes: Unknown
Height: 12'0"
Weight: 680 lbs. (800 lbs. with armor)
Weapons: A colossal blade of untold power; The Stormbringer
Abilities: Extra-planar movement, Ghosting, Shading, Incredible resistance to magic and material weapons,
Skills: Incredible Strength, Power, and Ability.
Personality: Dedicated

The Storm Knight, also often called The Phantom Knight, is a powerful and ancient being of untold power and ability from past the mortal plane. He is referred to by many names, Storm Knight and Phantom Knight being the most popular, but his true name remains unknown and lost to the ages. He is from another dimension or plane where he serves the mysterious Order of Guardians.

He stands at unprecedented twelve feet tall and weighs in at over eight hundred pounds when he wears his remarkable armor. The Mythril Armor was forged by a revered metal worker from another realm out of the metal of a meteorite and was blessed by the gods themselves. It can withstand some of the most powerful spells as well as attacks from almost every weapon, every time leaving the knight unharmed. It is a silvery bluish color, but when put under magical duress it becomes brighter and glows hot blue, burning anyone other than the knight who is touching it. It is several inches thick, making it impervious to most blows, but maintains a surprising amount of maneuverability. He also has a set of horned Mythril Blood Armor (http://i23.photobucket.com/albums/b360/DMG2005/TheStormKnight4.jpg) that is quite intimidating, but he usually stays with his Ghost Armor (the first armor mentioned).

The Storm Knight can wield either one or two massive blades with extreme skill and power unmatched by any opponent. He most often uses one colossal sword as well as his Dragon Shield. When he does it is always a Mythril Blade by the name of The Stormbringer. The Stormbringer was formed from the same meteorite metal as his Ghost Armor was, as well as being blessed by the gods with powerful magic. As such it has many of the same properties as his armor: it glows hot blue when it is touched by offensive magic, it is extremely durable and sharp, making it able to cut through nearly anything, and it has the unique and incredible ability to control electrical charges nearby. Because his armor and blade are very similar, it is rumored that they were the inspiration behind the question and paradox: What happens when the irresistible force meets the unmovable object? However, one will notice that the knight has no scabbards or places to hang his swords from – this is because the swords themselves also have come from another dimension and he merely has to summon them with his thoughts and they will appear in his hands (and disappear should he choose to store them away rather than carry them). In a moment’s notice he can transform from a massive, hulking being to a devastating life ender.

Besides his incredible power, skill, strength, and durability to whatever was thrown at him, his most impressive abilities were that of what had become known as Ghosting and Shading. Ghosting (http://i23.photobucket.com/albums/b360/DMG2005/TheStormKnight1.jpg) is his rare ability to temporarily become transparent to a viewer and walk through anything material that may lie in his path. In his own pseudo-dimension the object would transparent to him and he could simply walk through whatever he liked, whether it is walls or people. Also when he is in the odd plane of pseudo-existence, he can walk wherever he wants including on air (at any altitude), on clouds, up and down the sides of buildings, and up and down nothing at all. Gravity is effectively in his own mind and he can effect it for himself however he likes. Shading, the other impressive and remarkable ability, is how he enters and leaves the mortal and material plane. He can actually just fade into and out of existence or walk out of a pseudo-portal that is created in a material object – it appears to one seeing him walk out of the portal that he is pulling himself out of a wall or something of the same manner.

What his business or agenda in the mortal world is remains unknown and a mystery to everyone. No other member of the Order of Guardians has ever appeared in the material plane, and few ever meet The Storm Knight without meeting their death. There are countless legends from across the ages depicting the coming of the great warrior known as The Storm Knight (though some use other names for him). Some depict him as a savior, while others prefer to call him a demon that interferes. Only one thing remains constant in all of them, he is a force that is not to be reckoned with. It has been said that he has slain the most powerful giants, dragons, and monsters. It has been said that he has slain kings, tyrants, heroes, and warriors. It has even been said that he has defeated entire armies alone. The only thing that is known is… none can match him.



http://i23.photobucket.com/albums/b360/DMG2005/LiamOlder.jpg

Name: Liam (http://i23.photobucket.com/albums/b360/DMG2005/Liam.jpg)
Rank: Grey Master (formerly Jedi Master and Sith Lord)
Gender: Male
Race: Human
Age: Unknown (varied from five to one hundred)
Hair: Short Brown
Eyes: Swirling misty white clouds
Height: 6'1"
Weight: 190 lbs.
Weapons: Lightsaber and Lightwhip
Abilities: Unparalleled control over the Force and an incredible Lightsaber wielder.
Skills: A natural with anything mechanical, fast learning, and extreme intelligence.
Personality: Knowledgeable

Liam (http://i23.photobucket.com/albums/b360/DMG2005/Liam.jpg) was born to his parents on his home world of Kuat. His father was a mechanic at the Kuat Driveyards and his mother who had been in an administration role, had quit in order to take care of him. He grew up a normal kid, though he had a fond affinity for anything mechanical. He began taking after his father at a very early age, and was fixing small machines and such by age five. Unfortunately, he didn’t get to explore his mechanical skills until he was older because of a terrible event that changed his life forever.

On his fifth birthday, he and his parents had been celebrating quietly in their home, when three cloaked figures knocked on their door. When his father opened the door, one of the cloaked figures ignited its red Lightsaber and cut his head clean off. Then the other two ignited their Lightsabers and headed in the door towards Liam’s mother. She bid him to hide, and he did. She told him that mommy and daddy had to go somewhere now but they would be back - within a minute the cloaked figures had entered the room and killed her too. After a few minutes of pillaging the house and retrieving what they had come for, they left. A frightened five-year-old Liam came out of the floorboard he had hidden under, not knowing what had just taken place. A family friend, a pilot, came over shortly later and noticed Liam’s dead parents. He took him in his care, saying that his parents said he could stay with him until they returned, and Liam went along pleasantly.

For the next few months Liam traveled the galaxy with the man he had begun calling uncle. When they landed on each planet, his “Uncle” would unload the goods he was transporting and then take Liam to see the sights if there were any. However, when they reached the planet of Ftang – a planet with no sights to be seen – Liam snuck off the ship unbeknownst to the crew. He entered the Jedi Academy there as the ship took off without him. A short time after he had begun exploring the halls, a Jedi master by the name of Del-Han-Skeel found him and took him under his wing. It is there at the Academy that he learned that he was a force sensitive. It is there where he studied the ways of the Jedi. It is also there where he learned that his parents had been murdered. After studying and training in the ways of the Jedi for nearly two years, Liam set out from the Academy in pursuit of revenge.

His revenge dragged him across the galaxy and often bordered on the Darkside of the force. He traveled to hundreds of planets during his journeys and encountered many evil people on his adventures. When he was seven, nearing eight, he found himself living on the streets of North Fenris, scavenging for food and living quite poorly. There he met the first Jedi he had seen since leaving the academy on Ftang. His name was Jacen and he took a liking to Liam as they journeyed together and got Liam mixed up in an adventure to find and save a repressed psychic. After the adventure ended, Liam traveled with Jacen back to the CoreWorlds where he studied in their academy and grew in knowledge and power even more. For a few years he learned under great Jedi Masters, the longest period of stability in his life since his parents had died. Around the age of twelve, however, Liam (http://i23.photobucket.com/albums/b360/DMG2005/Liam12.jpg) decided to depart again.

After leaving the CoreWorlds academy to continue his pursuit of the Sith that killed his parents, he journeyed far and wide to many planets. Finally, Liam met up with them on a barren abandoned planet. Apparently they were in search of a lost treasure but were interrupted in their search when Liam attacked them. Unfortunately Liam was outnumbered and unprepared – the Sith had him at their mercy when a group of Jedi Masters intervened and saved his life. Determined to become a more powerful Jedi, Liam studied under the lead Jedi Master, Cypher until he was sixteen. He had learned much from Cypher, but he wanted to venture out again and find the Sith. This time is journey’s led him to another academy and adventure where he again studied for a year until he was seventeen.

When Liam turned seventeen, he again journeyed to another planet and enrolled at a Jedi Academy headed by David Miles. Unfortunately the academy came under attack and was destroyed. He and a few others survived the attack and another adventure began in which a dark force tried to destroy him. With his extensive knowledge of the force and learned lightsaber styles, Liam was able to destroy the Sith that sought to kill him – but soon after he again left to search for his destiny at the age of 18.

It was not long this time before he met up with his destiny on the Sith home world of Korriban. When he arrived, Liam sensed that something was a miss and that he was not alone on the island. Proceeding carefully, Liam began his search of the planet and eventually found himself in the tomb of an ancient Sith Lord. As he made his way deeper into the tomb, he eventually came face to face with his destiny and future. In the temple, three Sith were summoning the spirit of the ancient Sith Lord to rise again and give them power. At the center of their prayer, Liam recognized the artifact which was the Sith Lord’s soul stone, to be the very same one that was stolen from his home thirteen long years ago. As he interrupted the summoning, Liam recognized the three Sith to be the same that had been in his house and murdered his parents. The center of the three identified himself as Darth Bandon before he ignited is lightsaber and engaged Liam in battle. It was a long and hard fought battle against three foes, but Liam won out in the end and killed the three – but not without a price. His anger had driven him over the edge and to the Dark Side. As he smashed the soul stone into oblivion, Liam fully let his rage overtake him and he became one with the Dark Side of the force.

Liam embraced the dark side of the force and learned all that he could over the next few years of his life. He spent the time wandering the darkest places of the universe where few others traveled to, contemplating what he was doing. After seven years of self-exile, Liam returned to the known world and re-emerged a new man. Little is known about what he did in the seven years that he spent in the darkness but when he returned he found an abandoned planet by the name of Eborall and settled there. The surface of the planet was full of foliage that kept the place a secret and away from the public eye. As he lived on the surface, surviving day to day, Liam began building an academy to teach students in. After a long year of building a large and automated academy, it was finished – a short time later he opened the academy, which was to teach a new style of both Jedi and Sith, Light and Dark teachings, with himself as the only teacher and master.

During his life, Liam had become proficient in many ways of the Jedi. He bore two unique light weapons: the first being a Dual-Phase Lightsaber with a silver blade and an electrum hilt. A Dual-Phase Lightsaber is a very rare weapon constructed to operate at two different blade lengths. It can be extended or shortened at any time during battle with the simple push of a button. His other weapon is Lightwhip than acts as a Lightsaber but with the ability to bend and move like a whip. He is quite extensive in his for powers, possessing the ability to utilize nearly anyone of them: They include, but are not limited to: Master Battle Meditation, Dominate Mind, Force Wave, Force Whirlwind, Stun, Stasis Field, and Force Enlightenment (Master Energy Resistance, Force Resistance, Force Armor, Master Speed, Master Valor, Force Shield, Force Barrier, and Force Suppression) and even Force Lightning.

RPs: Jedi Academy (http://forums.jolt.co.uk/showthread.php?t=455914) - Jedi Interference (http://forums.jolt.co.uk/showthread.php?t=456640) - Et Lingua Eius Loquetur Iudicium (http://forums.jolt.co.uk/showthread.php?t=457376) - Jedi Academy III (http://forums.jolt.co.uk/showthread.php?t=435859) - After the War (http://forums.jolt.co.uk/showthread.php?t=459627) - Fracas in the Force: The Orb of Forever (http://forums.jolt.co.uk/showthread.php?t=462342) - Sith Academy (http://forums.jolt.co.uk/showthread.php?t=456237) - A Master, Apprentice, A Galaxy Torn (http://forums.jolt.co.uk/showthread.php?t=457039)




Characters Extended (http://forums.jolt.co.uk/showpost.php?p=10328005&postcount=11)
DMG
30-01-2006, 19:27
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Characters Extended:
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http://i23.photobucket.com/albums/b360/DMG2005/Vira.jpg

Name: Vira "The Huntress" (http://i23.photobucket.com/albums/b360/DMG2005/Vira1.jpg)
Gender: Female
Race: Fallen Human
Age: 1000 (Appears 29)
Hair: Long, Silky Red
Eyes: Brown-Orange (occasionally Black-Red*)
Height: 5'5"
Weight: 125 lbs.
Weapons: Various Swords, Whip, Body
Abilities: Raise the Dead, Curse, Dark Magic, and Trance*
Skills: She can handle a blade quite well as well as utilize the unique properties of a whip. Beyond that she is also quite the martial artist.
Personality: Dominant, Wicked, and Seductive
Pets: Everyone...

Vira, the dark seductress of the night, can only be described as a most striking femme fatale. Deadly, wicked, seductive, and powerful... the Huntress of the Dark. She has lived for more than a thousand years, perfecting her skills and powers, raising herself to an unparalleled level amongst the living. Over her long life, extended by deeds of evil, Vira has learned her craft well much to the displeasure and fretfulness of humanity...

It's hard to believe now when one gazes upon the wicked coquette, but Vira was once just a jovial young girl. But that was long ago; memories long forgotten. As a six year old girl, the one who would eventually become known as the Huntress lived pleasantly in a rural village with her mom and dad. However, on one fateful day when the birds hid in their treetop retreats and the black clouds swirled ominously, a drenched figure appeared on the path up to the family's quaint home. An ever cheerful young red-head met the figure on the path, but the stranger was not pleasant and quickly stole the child away to some unknown place. For a year the parents of the young girl waited anxiously for her return, but eventually after many months of waiting at the door, they assumed her dead. For a year the young girl was imprisoned in a dark castle and absorbed the material the strange man told her in his dark and foreboding voice. After a year the parents of the missing girl decided to move on with their lives and return to normality. After a year the young girl had been corrupted by the dark arts of the 'wizard.' Then one day, out of the blue... or rather out of the dark, the girl reappeared in the old-fashioned rustic village. She made her way up to the house she once called home and entered without a knock. The parents were shocked to see their daughter, and though there was something gravely different about her, they still recognized her as their little snookums. However, she had different ideas on her mind then to get reacquainted with her family... dark intentions. As her mother came to hug her, Vira raised her hand slowly and pointed a single finger at the woman - she fell dead instantly as a bolt of black energy hit her in the chest. Her father stared in disbelief as the girl turned towards him and slashed his finger across the air; the man's head was severed cleanly from his torso and fell to the ground... dead.

At the ripe age of seven, Vira had emancipated herself from her family... by burying them six feet under. Corrupted by the dark arts of necromancy and forbidden magic, Vira journeyed out into the world on her own, killing without mercy and raising the dead without regard. For years she wandered the earth, taking pleasure in her evil deeds and receiving more and more learning from the stranger who had taken her years earlier. The man, if you could call him that, who had revealed himself as the Lich King of Amin'rah (http://i23.photobucket.com/albums/b360/DMG2005/LichKingofAminrah.jpg). The Lich King recognized her knack for the dark arts and revealed to her all that he knew, - a great much from his thousands of years of wandering and studying the ancient tomes of wizards long passed - which served to make her more powerful and potent in her talents. Her ability to raise and control the dead extended far past the normal realms of necromancy to the point in which the raised undead were completely loyal and she could enhance them in many different ways, making them stronger, more durable, more intelligent, and better soldiers to fill her ranks. She has learned a plethora of curses from the simple to the cruel to the unthinkable, none of which she hesitates to cast on her enemies. Her knowledge of dark and forbidden magic is immeasurable and she wields it without concern or regard, simply flicking her finger and ripping the soul out of a helpless man.

However, one of her most powerful abilities did not even manifest itself until she was in her late twenties. Now a beautiful woman, Vira stood about five foot five and a delicate one twenty five. Her hair was long and silky, dancing feverishly in the wind. Her skin soft and smooth and she had curves in all the right places. Truly a beautiful woman. It was then that her 'newest' ability revealed itself. It happened by accident the first time, but she soon learned to control it and call upon it by will. When she did, her normally brownish-orange eyes would become black and dance with fiery red in a marvelous spectacle that few lived to see. When she honed in on somebody with her eyes and her target met her gaze unsuspectingly (as there is no other change apparent, physical or metaphysical to tip someone off), they would go stone cold rigid and almost immediately be under her complete control... only breakable through her own will. The ability that she called Trance soon became extremely useful, bending people to her will without needing to threaten them with horrible curses and days of undead service once she ripped their soul from them. Now, a simple glance turned them into her slave. Over the years she continued to hone her skill and still to this day is working on perfecting it. Unfortunately, there have been a few who were pure of heart, containing a noble soul, and thus able to defy her spell... but she simply dispatched them with a flick of her finger.

As time passed, Vira was able to discover more and more about the dark arts as well as more about herself. She was granted unnaturally long life by her knowledge of death and darkness, but she was content with her being - she wanted to be immortal. The Huntress once again sought out her master, the Lich King of Amin'rah, and begged of him to tell her the secret of immortality. At this point, the once she called her better at lived a life of many thousand years, but it had taken its toll on his undead body. He lay on his spiritual death bed, weak from everything he had done, though regretting not one drop of the blood he spilled. When his young apprentice, now in her second century of life, came to him asking the secret of immortality he simply laughed saying that it was the one thing that had eluded him over his millennia of travels. The young necromancer did not want to lose her master, the only person she had felt anything for in over a century and a half, and so she ventured out on a quest to find the secret of immortality for not just herself but also the Lich King.

Vira wandered for many years, decades upon decades of searching, all in vain. Eventually, however, she wandered into a cave of mercurial appearance. Once inside, the entrance behind her disappeared into thing air and she had no choice but to venture on. The cave had numerous paths, long and winding, and after a year of exploration she found the only thing that the cave could be hiding. A set of blazing majestical gates that stood alone passed a pit of bubbling lava. An ancient inscription, older than the dawn of time itself, was emblazoned into the metallic entrance: Turn back or face the Guardians of the hidden shrine. Needless to say, the dark lady ignored such a warning and crossed the lava to the entranceway. When she attempted to cross through, the gates glowed hot white and as she touched them with her left hand, it burned violently. Voices appeared from all over, speaking in different tongues and seemingly recanting an oath of some kind. Then a piercing sound and light filled the dark cave. When Vira saw through the intensity, there stood five Angels of the Highest Order in full warrior garb and holding swords of wrath. After a short conversation, the Angels revealed that she had become too much of a threat to humanity and lured her to the cave in order to destroy her once and for all. However, they would not reveal what shrine was hidden behind the ecclesiastical gates. Unfortunately for the Angels, they had underestimated the necromancer with hair of fire. She dispatched the weakest of the five before they knee what was happening by severing his wings and then ripping his soul from his angelic body. The other two turned in horror, staring at her with their bright yellow eyes... a gaze she returned all too willingly. One by one, before they could stop her or look away, all four Angels fell to her powerful eyes and under her trance.

With her four slaves in tail, Vira stepped through the dimmed gates without consequence and crossed into a divine realm. As she stepped between realms, the scene changed from a dark cave with narrow passages and no light to a overwhelmingly large cavern filled with an eerie red light and graced only by a single platform in the middle of a stream... a stream of souls. As she walked down the few stairs that stood between the gates and the platform that stood without base in an endless pit surrounded by a flowing river of souls, crying out for numerous reasons, Vira felt a most powerful presence. The four angels kneeled on one knee as Vira descended the steps and gazed upon a small stone pedestal on which purple and black energy seemed to dance. At the center was a single gemstone shaped like a prism that glowed with purple and black energy. The closer her hand got, the more intense the light became until eventually she was close enough that the energy connected with her body and there was a bond of dark energy between her and the magical stone. And then suddenly, the energy became so intense that it overcame her body and in a swarm of energy... she became one with the stone. The Huntress locked the stone to a necklace around her neck and for the first time she saw a circular inscription on the pedestal: The wielder of the Deathstone shall be granted immortal life. On the third day you shall be reborn the same as you were at demise. Bind their souls to the stone and ever faithful they shall be. After reading the ominous writing, she walked towards the enslaved angels, the Deathstone about her neck. More beautiful than ever, the dark lady strode passed her servants, but stopped abruptly as she felt the gemstone grow in energy. After testing the powers of it for several moments, alone in the Chamber of Souls with nobody but her fallen angels, she learned of its third ability. The Deathstone granted her immortal life as well as resurrected her if ever the day should come where she was bested, but beyond that it also had the ability to bind the souls she fell to the stone and thus her own. With the new found ability in mind, she moved swiftly to her angels and forever trapped their souls in the Deathstone. Now they were bound to her forever without her having to maintain the connection, and now she could morph them as if they were her own creations. In her mind, Vira reshaped the fallen angels, giving their already impressive muscles and talents a boost that pushed them over the edge and into another class of warriors. As they donned fearsome suits of armor and took up their flaming swords, Vira's Doom Guards (http://i23.photobucket.com/albums/b360/DMG2005/DoomGuard.jpg) were born...

More powerful than ever and now guarded by her fearless Doom Guards, Vira wandered back into the world with her immortality in hand and the Lich King of Amin'rah on her mind. The Huntress traveled back to the dark castle in which the Lich King called his humble abode, but only horror greeted her as she reached the gates. The Lich King had passed from the undead life to the spiritual realm, though not of 'natural' causes. No indeed. It was all too evident to the necromancer what had happened - a powerful holy being had arrived and with the Lich King weak, had dispatched him to another realm of existence. Furious beyond description, Vira summoned her power and raised a powerful army of undead to scour the land in search of her master's killer. Her legions raked the countryside for years, killing all who dared cross their paths, but to no avail. The beast that had slain the Lich King had disappeared without a trace. Distraught over the loss, Vira spent years in the Dark Castle that once imprisoned her two centuries earlier. She turned it and the lands surrounding it into a kingdom of undead, protected by ranks and ranks of raised ghouls, zombies, and demons. Eventually however, she decided to leave her castle in search of the holy being that had claimed her former master. Removing the Deathstone from her neck, she emplaced powerful incantations on it and the castle, and left the hordes of demons and undead to protect it in her absence...

Centuries of traveling only made her stronger and more determined to find the one responsible, but after nearly eight hundred years she still had found nothing. However, in that time she had picked up a few new tricks and abilities: a demonic sword forged in the halls of death that carried lethal results when it drew blood; a whip forged of demon hide that could raise the dead without draining her stores of energy and rip a soul from its body with its entrapment. She was by no means extremely skilled with the blade, whip, or her martial arts, and though her unholy speed and agility helped, she stuck more to her natural calling of the dark arts. But still she found no trace of the unknown one, and returned to her castle to reignite her Reign of Chaos.

During her reign of chaos, Vira (http://i23.photobucket.com/albums/b360/DMG2005/Vira.jpg) had become only crueler, deadlier, and more diligent in her never-ending search for power and revenge. She had acquired numerous ancient texts, scrolls of spells, books of awakening, volumes of the undead, dissertations of death... all of them she had read and committed their contents to memory; their powers locked in her evil cerebrum. She had encountered artifacts of powerful mages long past, skulls of necromancers doomed to their own powers, books of liches that had disintegrated into the nethersource. But she was never satisfied... that was something her minions had long since learned. All the power and knowledge she had acquired was not good enough - she wanted more.

Which is why her minions constantly brought her news outside the world of her fortified castle. It was a dark fortress where the sun never shined and not even the stars dared show their faces... like a dark smog had blanketed the sky. The land had died and turned to blight. And there were no living inhabitants for miles... only the undead ranks of The Huntress. Zombies, ghouls, skeletons, vampires, ghosts, wraiths, abominations, and creatures of the dark... they patrolled the lands diligently and without pause. The fortress itself was guarded by fifty foot walls and ramparts that were guarded by undead archers and mages. Ancient and powerful magick guarded the citadel, making it impossible to enter except through the main gate - not even teleporting, phasing, or dimension jumping would work - and the walls impossible to wreck. Deep below the surface, many hundred feet beneath the plight ridden land, was the secret Chamber of Ruin and Temple of Death, in which the entire library and treasure of Vira lay. At the center of the Temple was the most important of all... the Deathstone. Nobody was allowed below the castle other than the Doom Guards and Vira, and not even her personal guards were allowed in the Temple.

Out of the blue, one day after returning from her temple, one of her undead knights gave her a message about a land far away where civil strife and evil grew with every day. Without waiting another moment, the dark lady used the power of her temple to teleport to the land and within the day she had taken over a small castle for a temporary residence. It wasn’t long that she had to wait before a powerful demon of the land, Habdebza, contacted her and convinced her to help him win the land for the evil god of darkness… However, unbeknownst at the time, while she was there, she would later meet the unknown one who had slain her mentor…

RPs: Glory Road (http://forums.jolt.co.uk/showthread.php?t=496572) – Rise of the Storm (http://forums.jolt.co.uk/showthread.php?t=500107)



http://i23.photobucket.com/albums/b360/DMG2005/Sebastian.jpg

Name: Lord Sebastian the Lionhearted (http://i23.photobucket.com/albums/b360/DMG2005/Sebastian1.jpg)
Rank: Champion Commander of the Secret Order of Knights of the Grand Croix
Gender: Male
Race: Human
Age: 34
Hair: Long Brown
Eyes: Green-Brown
Height: 6'1"
Weight: 190
Weapons: Currently he uses Angel's Wing, though he is seeking the blessed and elusive Grand-Cross. Angel's Wing is indestructible and also allows him to deflect some magic pointed at him.
Abilities: Shoot forth an angular blast of energy from his sword that occasionally takes the form of angel wings. The ability to call on a mythical dragon of pure energy is a rare but occasional event; it comes to him times of great need and is extremely powerful.
Skills: High skills with swords of numerous types.
Personality: Steadfast in his beliefs of good, he is very chivalrous and honorable to the core.
Pets: None

Since his inception into the Secret Order of the Grand Croix, Sebastian has been a loyal knight, following the Code of Honor and Chivalry to the letter of the law. Upholding justice and protecting the innocent and weak, Sebastian has served the greater good his entire life. When he was but a little boy, he already had visions of knighthood in his future. Often, when there were soldiers stationed in town or at the nearby gatehouse along the northern wall, the young boy would beg of them to teach him to be a warrior. The soldiers found it entertaining and slowly began teaching him their ways. However, when they first put a sword in his hands, it was quite evident that he was born a natural. As the men taught, Sebastian quickly swallowed up all the information, studying their moves with a passion and committing them to memory. By the age of twelve, it was all to obvious that he was destined for bigger and better things; the soldiers that were once entertained by toying with the little boy were now hard pressed to keep up with him as they battled him together, six on one. With quick parries, thrusts, and slashes Sebastian beat them back until eventually there was little competition for him.

It was at the age of fifteen that everything changed. A man – a mysterious man – entered his small village one day and would soon shape the course of his destiny. The man, though dressed as a vagabond as some said, was far from it. He revealed, but only to the young boy, his true identity; Miguel de Cervantes, the commander of a secret order of knights known as the Grand Croix. With promises of knighthood and advanced teaching, Cervantes was able to convince Sebastian to leave his home, the only thing he had ever known, and travel to a hidden hideout of the Order. The hideout was an old abandoned castle, though it was much smaller at the size of a fort, hidden deep in the woods miles from civilization and even then there were just a few lone farms. There was no connection to the outside world... just the knights.

For ten long years, Cervantes personally taught and instructed Sebastian; not just how to wield a sword, but in what it meant to be a knight as well as academic studies. He was to be a learned man of the people for the people. His skill with a blade progressed and advanced until there was no doubt of who the most talented knight in the land was. Though occasionally defeated in his earlier years, the young knight took the experiences to heart and they pushed him to become better, quicker, and stronger. In a short time he surpassed the legends of his contemporaries and eclipsed his former master. He was sent on many a mission with mixed results, including one that would cement his leader's faith. He was sent on a dangerous and long quest to retrieve a mythical sword said to be forged in the heavens by the angels themselves. It had disappeared several hundred years earlier, though many regarded it as mere myth. The quest was not one that Cervantes expected him to accomplish, but after sixteen bitter months of struggling and fighting through pain and injury, the deed was done. Sebastian climbed the highest mountain where rumors of the sword said it was, into the frigid snows that towered into the clouds. After fighting through griffins and snowbeasts, the knight found his way to the summit... and there frozen in ice was not just the sword but also the armor to go along with it. Sebastian returned down the mountain and to his Order wearing the mythical Angelic Armor and Angel's Wing sword. The pair of armor and sword were quite unique in their creation by the Angels; the sword was indestructible be it by physical or metaphysical force, while the armor was extremely resistant to physical blows and even repaired itself over short periods of time.

With any doubts of his greatness obliterated by the act, Cervantes called the young knight into his private chambers and hit him with one hard blow. "I am dying... To you I leave three things of more importance to me. I leave you my name and fortune to do with as you please. I leave you this scroll; the last remnants of the quest for the Grand-Cross. And last of all, I leave you with my duties. With the power vested in me by the Holy Cross, I dub thee the Champion Commander of the Order of the Grand-Croix." And with that, the man's heart was at rest and his body lay in peace.

After a secret funeral of sweet sorrow, remembrance and condolence, celebration and grief, Miguel de Cervantes was laid to rest and Sebastian officially took charge. A couple years after the passing of his mentor and friend, Sebastian set off to complete his quite to find the Grand-Cross of the forgotten order. He traveled across the plains until he came to the city-state of Orlando, a place of riches and power. He met a pair of ladies that were quite competent in the art of battle - probably more so than he - as well as a crass rogue who would not relent. However, the major event that was occurring during his visit was a grand wedding of one of the royals. During a banquet, unfortunately, the young nobles became drunk and out of hand, creating a chaotic scene of fighting... only to be disturbed by a most unholy beast. Conjured from the darkness, this beast wreaked havoc and forced the knight and his companions to flee the city for the time being. However, it was not long before he first truly encountered the Dark Mistress - the one known as Vira. With the help of the others, he was able to resist her power and send her back. However, it would not be the last time he encountered the seductress.

Soon after leaving the lands of Orlando and elsewhere, word of a once great order of holiness reached the ears of Sebastian. It had once been lead by one known as the Patriarch, but during the Great Gate War of more than ten years prior, he had fallen and with him went the power of the Order. Now great barbarians pushed into the lands and threatened the very existence of the Order. Stirred to help them, Sebastian traveled without rest until he arrived at the site of devastation. He was welcomed by some, scorned by some as an outsider, and watched by some who were untrustworthy. But quickly he began showing his merit and attempted to take charge of the situation and turn it around. For all that was good and holy, the good knight fought for the Order's existence.

RPs: Glory Road (http://forums.jolt.co.uk/showthread.php?t=496572) - Rise of the Storm (http://forums.jolt.co.uk/showthread.php?t=500107)



http://i23.photobucket.com/albums/b360/DMG2005/Mythos.jpg

Name: Mythos
Gender: Male
Race: Atharian*
Age: 17
Hair: Black
Eyes: Dark Orange
Height: 6'0”
Weight: 165 lbs.
Appearance: Roguishly handsome, lean yet deceivingly muscular, a serious yet sometimes baby-like face, and a tattoo that sprawls across parts of his body.
Weapons:
-Diamond Rapier, encrusted with a single large ruby.
-Mythril Spear, indestructible
-Small Blades
Abilities:
-Shadowmeld: the ability to completely and perfectly blend in with the shadows
-High agility and the ability to jump: his Atharian muscle system allows him to jump distances thrice the normal human and with much more ease (i.e. from a standstill).
-Speed of the Apocalypse: though not mastered yet, it allows him to move at great speeds in which his body becomes naught but a blur.
-Small amounts of offensive magic used in tandem with his sword skills.
Skills: Exceptional skills with a sword and various other odd weapons
Personality: Split;
-Laid back, playful, flirtatious, lady’s man (post-killing)
-Angry, confrontational, violent, deadly (hunger-filled)
Pets: None truly, though he seems to have a natural rapport with most animals

As a boy Mythos was granted unconditional love from both of his caring parents. He lived the normal life of a boy in his nomadic tribe of Atharian warriors. The Atharians were a humanoid race that developed long before homo sapiens stood upright. They were blessed with an improved muscle and nervous system that allowed them to perform extraordinary feats of agility and athleticism. More importantly though, they became extraordinary soldiers, unmatched on the field of battle; that is why now they have no enemy tribes or hostile contemporaries – they are gone. However, with such a divine blessing came a dark secret and en eternal curse. They were given an unnatural ability to defend themselves in battle, gaining skill and ability with every fallen foe, but with every kill their hunger for death grows. At first, as children, they no of no hunger for spilt blood; when they became young adults they have a quiet thirst, and after their first kill it simmers for months. Slowly, however, with ever fallen foe the time between kills becomes a harder burden and the rate increases. Yet still there was a darker secret to the curse of the gods; a secret that threatens to consume every single being of Atharian lineage. It is the reason why an unrivaled tribe dwindled in numbers and continues to do so. They are doomed. Every last Atharian is doomed to a cruel and demonic fate. Once they have killed enough, to the point where their mind is swirling with a dark mist, they are consumed by the very forces of darkness and become a Demon of the underworld, serving their master for eternity. Should a man attempt to put of his fate by refusing to kill, the thirst for death became intense to the point of unbearable pain; if by some power he can overcome and outlast the pain, the demonic change, nevertheless, overtakes him. No longer in control of his body and mind, he stalks the living and kills until his thirst has been filled thrice times over, at which point he returns to his living form and the cycle begins anew. They are all doomed.

The children of the tribe are not told of their fate; instead they learn on their own as they grow into adulthood. Adulthood for Atharians, however, begins at the age of ten. Often cited as an opposite maturation process of the elven race, Atharians develop quickly into adults and then time slows for them. By the age of twelve, Mythos was questioning this change in his mind and body. He confronted the tribal elders – somehow a few Atharians had managed to put off the Change for some years and became the elders – and they told him of his people’s past, present, and future. Like so many others of his race he refused to accept his fate and left the tribal lands in search of the Cure. Upon he leaving he was filled with so many emotions that he spoke to no one, and said goodbye to not even his family. Sadness, anger, revenge; his emotions consumed him for months as he crossed the dusty lands of his home and left the realm of the Atharians.

He knew not where to begin in his search. All he had was a name of an ancient dark god and the pattern of dark lines upon his body to remind him of his curse and growing hunger. His journey became tricky when he met other people. Some were nice to him and others were helping him; he tried to put off his hunger-killing for as long as possible, but it was inevitable and he would have to sneak out in the night to strike down an innocent man and fill his thirst for death.

Soon his search became in vein. A year had passed and he knew not a thing more than when he left his home. Too ashamed to return empty-handed, Mythos remained in the world outside his own realm. Needing money to survive, he began taking jobs that implemented his natural ability. He did not discriminate when it came to getting paid. One week he would be working for a nobleman guarding a caravan and then the next he would be in the service of the criminal underworld, killing a rich merchant. Always, however, in the back of his mind was the idea of finding a cure to his dark fate. He became something of a local legend wherever he worked, earning names such as "The Rogue" or "The Knave" due to his perfect track record in accomplishing his records. However, everything changed one fateful day. Approached in secret by a man who was obviously in the service of another more powerful man, he was instructed, with promise of great reward, to kidnap the daughter of Magelord Darian Medelus Ifrete – the Princess Rimoru. Initial success was easy; he used his handsome appearance and charming charisma to seduce her and then steal her away. But then everything went wrong: she escaped. Never before had he witnessed even partial failure in his task. He was mad, upset, and yet more curious than the rest. She was beautiful, nice, powerful, rich, and she had eluded him for the time being. Upon infiltrating the palace and reaching her again, Mythos offered her his services, which she accepted. Thus began the second part of Mythos’s journey and a new chapter in his life. They left on an adventure to find Rimoru’s sister, but still the ideal of finding the Cure was never far from his mind.

RPs: Carousel of Deception (http://forums.jolt.co.uk/showthread.php?t=512836)



http://i23.photobucket.com/albums/b360/DMG2005/Sephiroth2x.jpg

Name: Sephiroth (http://i23.photobucket.com/albums/b360/DMG2005/Sephiroth.jpg)
Alias: The Angel of Death
Gender: Male
Race: ½ Demon, ½ Angel (http://i23.photobucket.com/albums/b360/DMG2005/Sephiroth2.jpg)
Age: 1000 (appears 30)
Hair: Long and Silver
Eyes: Bluish Green
Height: 6'1"
Weight: 180 lbs.
Weapons: A giant sword known as Masamune ( http://i23.photobucket.com/albums/b360/DMG2005/Sephiroth3.jpg)
Abilities: Extra-planar movement, Immunity to Disease, Incredible resistance to magic and material weapons
Skills: Incredible strength and blade power
Personality: Self-righteous
Pets: Extra-planar horse, Darkfire (http://i23.photobucket.com/albums/b360/DMG2005/Darkfire.jpg)

It is said that the Sephiroth is around one thousand years old, but in reality nobody knows when or to whom he was born. He has no known connections to any person, anywhere in the world – no family, no friends, no acquaintances. He is a lethal combination of half demon and half angel which gives him the unique ability to be dead and alive at the same time. In essence he has two sides to him; one that exists in the spiritual plane and one in the physical – though they cannot be separated farther than ten meters or they will snap back together as he suffers in pain.

The self-proclaimed Angel of Death, Sephiroth wanders the earth cutting down anyone who he feels should die. He uses a massive blade of extreme length to cut down his victims – it is said that there is nobody else other than Sephiroth powerful enough to wield the blade. The blade is said to be nearly six feet long and constructed in depths of hell out of an unbreakable metal. Sometimes he uses his power for "good" and sometimes he uses it for "evil," but the only thing that remains constant is that he always uses his power and skill for himself, as he serves no other mortal or god.

Because Sephiroth defied the gods, he was cast out of Heaven and Hell alike. Along with exile, he was stripped of his immortality that goes with being a resident of Heaven or Hell. Though he still was able to keep his superhuman powers such as but not limited to immense strength and speed as well as being immune to disease. Despite his lack of immortality, he has lived for one thousand years and nobody is quite sure what is lifespan will entail. After being cast out, most residents of Heaven and Hell (angels, demons, devils, etc.) begun to steer clear of him, partially as they found him to be a disgrace, but more so because they feared his wrath, even as an outcast. Even his parents, or those who are said to be his parents, have had little to no communication with him since his fall. His alleged father, the Angel of Light (http://i23.photobucket.com/albums/b360/DMG2005/AngelofLight.jpg), has sworn off all contact and even knowledge of his son due to the path he has chosen. His supposed mother (http://i23.photobucket.com/albums/b360/DMG2005/HellDemon.jpg), an Angel of Hell (also known as a Devil of Hell), has little to say about him as she (http://i23.photobucket.com/albums/b360/DMG2005/AngelofHell.jpg) is disappointed, but not in the same way as his father.

When the gods removed his wings, he was no longer able to fly so he had to find a new way. He eventually made connections with a dark steed from another plane of existence, named Darkfire ( http://i23.photobucket.com/albums/b360/DMG2005/Darkfire.jpg). The horse has the ability to walk on air, making it look like it can fly, though without wings. When Sephiroth calls him, Darkfire enters the plane from the sky and runs toward earth, leaving a fiery trail behind him. Wherever he walks, Darkfire leaves a small black flame – though it disappears quickly and cannot set anything on fire.

RPs: Wasteland (http://forums.jolt.co.uk/showthread.php?t=461675)




http://i23.photobucket.com/albums/b360/DMG2005/Metallicon1.jpg

Name: Ender Leonhart (http://i23.photobucket.com/albums/b360/DMG2005/Metallicon.jpg)
Alias: Metallicon
Gender: Male
Race: Human
Age: 100 (appearance of 25)
Hair: None; bald
Eyes: Misty White; cloudy and swirling
Height: 6'3"
Weight: 220 lbs. (solid muscle)
Weapons: Any Metal
Abilities: Magnetokinesis
Skills: Turning an apparently bleak situation on his opposition, and creating force fields of defense.
Personality: Cynical and Dubious
Pets: None

Already coldhearted and uncaring of others at a young age, Ender was sent to a school of magic by his parents as he showed unusual skills. He already knew what his power was, though he did not know the extent of it or the potential which he possessed. The school attempted to unlock the secrets of his power, but he cared not for the condescending teachers or annoyingly obstreperous atmosphere. He left early on in his first year there and never returned, not telling anybody, not even his parents, where he had disappeared too. Over the years he began experimenting and expanding his understanding of his powers.

Ender would spend much of his time in his secret layer of an abandoned skyscraper, only coming out when it served his best interests. He once traveled to a city called Atrox when he was in his early years in order to gain enough money to finance his experiments, though while he was there he remained detached from the actual political repercussions of his actions.

Ender Leonhart, also known by his alias, Metallicon, is a powerful mutant human, endowed with the ability of Magnetokinesis. Magnetokinesis, also known as Magnokinesis or Ferrokinesis, is the ability to mentally manipulate all forms of magnetic and electromagnetic fields. Magnetokinesis results from an extremely high level of electrolytes in his blood. He can shape and manipulate magnetic fields that exist naturally or artificially, allowing him to lift and move heavy objects (sometimes weighing many thousands of tons), control ferrous particles in the atmosphere, alter a planet's magnetic field which extends into space as the Magnetosphere, increase his own strength to the extent of being able to exchange blows with the strongest of foes, fly in or beyond the Earth's atmosphere, and achieve an indefinite range of other effects. His power is immense and reaches beyond that of most all people he has ever come in contact with.

Though Metallicon is one hundred years of age, his abilities have allowed him to maintain the appearance and body of someone about twenty years old. Those who meet him often mistake him for just another young man; that is if they are able to see his chiseled body, as he usually wears a black cloak and robe that cover his entire body. However, the cloak and robe also are used in tandem with his boots and gloves to allow him to fly; the cloak and robe and have fine amounts of durable metal woven into the fabric which allows Metallicon to manipulate them as he pleases. He could raise himself into the sky by forcing his boots or cape to levitate, though his ‘flying’ is nothing like that of other mutants in terms of speed or agility – it is best used to overcome obstacles like walls, waterways, or land discontinuities.

RPs: Magic Academy (http://forums.jolt.co.uk/showthread.php?t=500456) – Heroes in Atrox (http://forums.jolt.co.uk/showthread.php?t=466574) – Era Nova: Dawn (http://forums.jolt.co.uk/showthread.php?t=515591)
DMG
30-01-2006, 19:35
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RPs
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Blane Barak
The Imperial Military College (http://forums.jolt.co.uk/showthread.php?t=460445) --- [OOC] The Imperial Military College (http://forums.jolt.co.uk/showthread.php?t=460399)
Joint Military Excercises (http://forums.jolt.co.uk/showthread.php?t=443224) --- [OOC] Joint Military Excercises (http://forums.jolt.co.uk/showthread.php?t=443325)
Way of the Agent (http://forums.jolt.co.uk/showthread.php?t=443584) --- Graduation... to Hell (http://forums.jolt.co.uk/showthread.php?t=448288) --- Family Betrayal- Blood Right (http://forums.jolt.co.uk/showthread.php?t=460612) --- The Last Stand - Agies vs Agent 7 (http://forums.jolt.co.uk/showthread.php?t=469716) --- [OOC] Way of the Agent (http://forums.jolt.co.uk/showthread.php?t=443582)
Elite Black Agents' School (http://forums.jolt.co.uk/showthread.php?t=447097)

Dominion
A Space Launch Gone Wrong (http://forums.jolt.co.uk/showthread.php?t=443933) --- [OOC] A Space Launch Gone Wrong (http://forums.jolt.co.uk/showthread.php?t=443743)
Fief Offered to Able Candidates (http://forums.jolt.co.uk/showthread.php?t=496435) --- Grand Imperial Ball (http://forums.jolt.co.uk/showthread.php?t=495883)
Discordia acquires a cruise ship! (http://forums.jolt.co.uk/showthread.php?t=495089)
Genetic Military Research into Cloning (http://forums.jolt.co.uk/showthread.php?t=513333) --- New Age of Soldiers (http://forums.jolt.co.uk/showthread.php?t=513332) --- The Sierra Incident (http://forums.jolt.co.uk/showthread.php?t=530583)
A New Era in the Dominion (http://forums.jolt.co.uk/showthread.php?t=461858) --- Two Billion Strong (http://forums.jolt.co.uk/showthread.php?t=488869) --- Miscounted... A Few Million (http://forums.jolt.co.uk/showthread.php?t=512938) --- Monumental Tragedy (http://forums.jolt.co.uk/showthread.php?t=527313) --- A Celebration of All Hallow's Eve (http://forums.jolt.co.uk/showthread.php?t=542137)
Requesting International Delegates/Leaders (http://forums.jolt.co.uk/showthread.php?t=441723) --- The Portshire Convention I (http://forums.jolt.co.uk/showthread.php?t=441723) --- The Portshire Convention II (http://forums.jolt.co.uk/showthread.php?t=448426) --- The Portshire Convention III (http://forums.jolt.co.uk/showthread.php?t=454395)
Intelligence Breach (http://forums.jolt.co.uk/showthread.php?t=527799) --- [OOC] Intelligence Breach (http://forums.jolt.co.uk/showthread.php?t=527593)
Embassy Exchange (http://forums.jolt.co.uk/showthread.php?t=477704)
The Illuminati (http://forums.jolt.co.uk/showthread.php?t=528275)
Space Colony (http://forums.jolt.co.uk/showthread.php?t=537103) --- Project Gemini (http://forums.jolt.co.uk/showthread.php?t=540716)

Corporate
Universal News Enterprise (http://forums.jolt.co.uk/showthread.php?t=492466) ---Headlines (http://forums.jolt.co.uk/showthread.php?t=536896)
Viscount International Airport (http://forums.jolt.co.uk/showthread.php?t=534092)
Wolf Lands (http://forums.jolt.co.uk/showthread.php?t=534239) --- God: The Game (http://forums.jolt.co.uk/showthread.php?t=535970)
Securities Exchange Market (http://forums.jolt.co.uk/showthread.php?t=536808)
Oil Discovery~! (http://forums.jolt.co.uk/showthread.php?t=536360)
Release of EX-I (http://forums.jolt.co.uk/showthread.php?t=536661) --- Release of EX-II (http://forums.jolt.co.uk/showthread.php?t=537020) --- Release of EX-III (http://forums.jolt.co.uk/showthread.php?t=538195)
The Brookings Institute (http://forums.jolt.co.uk/showthread.php?t=547331) --- [OOC] The Brookings Institute (http://forums.jolt.co.uk/showthread.php?t=547547) --- [IC] The Brookings Institute (http://forums.jolt.co.uk/showthread.php?t=547689)

Colonies
The Big Island (http://forums.jolt.co.uk/showthread.php?t=490855) --- [OOC] The Big Island (http://forums.jolt.co.uk/showthread.php?t=490857)
There Were Lakes of Oil (http://forums.jolt.co.uk/showthread.php?t=491706) --- [OOC] There Were Lakes of Oil (http://forums.jolt.co.uk/showthread.php?t=491705)
Kikko Island (http://forums.jolt.co.uk/showthread.php?t=494185) --- [OOC] Kikko Island (http://forums.jolt.co.uk/showthread.php?t=494097)
A Western Wind... (http://forums.jolt.co.uk/showthread.php?t=494154) --- [OOC] Terra Recedntia (http://forums.jolt.co.uk/showthread.php?t=492701)
Elysian Isles (http://forums.jolt.co.uk/showthread.php?t=527363)

Eborall
Hogsweat's Colonial Region (http://forums.jolt.co.uk/showthread.php?t=453192)
Founding of the First Dominion Colony: Eborall (http://forums.jolt.co.uk/showthread.php?t=454934)
A Prince is Born (http://forums.jolt.co.uk/showthread.php?t=455141)
Taming of the Shrew (http://forums.jolt.co.uk/showthread.php?t=455436) --- Chapter 1: Gelectriax and the Girl (http://forums.jolt.co.uk/showthread.php?t=462961) --- Chapter 2: Love, Lords and Lepers (http://forums.jolt.co.uk/showthread.php?t=470415)
Part 1: In Search of the Princess (http://forums.jolt.co.uk/showthread.php?t=465724)
The Young Prince (http://forums.jolt.co.uk/showthread.php?t=531105)

Liam
Jedi Academy (http://forums.jolt.co.uk/showthread.php?t=455914)
Jedi Interference (http://forums.jolt.co.uk/showthread.php?t=456640)
Et Lingua Eius Loquetur Iudicium (http://forums.jolt.co.uk/showthread.php?t=457376) --- [OOC] Et Lingua Eius Loquetur Iudicium (http://forums.jolt.co.uk/showthread.php?t=456903)
Jedi Academy III (http://forums.jolt.co.uk/showthread.php?t=435859) --- [OOC] Jedi Academy III (http://forums.jolt.co.uk/showthread.php?t=435223)
After the War (http://forums.jolt.co.uk/showthread.php?t=459627) --- [OOC] After the War (http://forums.jolt.co.uk/showthread.php?t=459606)
Fracas in the Force: The Orb of Forever (http://forums.jolt.co.uk/showthread.php?t=462342) --- [OOC] Fracas in the Force: The Orb of Forever (http://forums.jolt.co.uk/showthread.php?t=460940)
Flashes in the Force: The Device of Destruction (http://forums.jolt.co.uk/showthread.php?t=517991) --- [OOC] Flashes in the Force: The Device of Destruction (http://forums.jolt.co.uk/showthread.php?t=517530)
Sith Academy (http://forums.jolt.co.uk/showthread.php?t=456237) --- A Master, Apprentice, A Galaxy Torn (http://forums.jolt.co.uk/showthread.php?t=457039)

Titan
The Dark Queen (http://forums.jolt.co.uk/showthread.php?t=481710) --- [OOC] The Draconian Jedi Academy (http://forums.jolt.co.uk/showthread.php?t=478340)

Vira
Glory Road (http://forums.jolt.co.uk/showthread.php?t=496572) --- [OOC] Glory Road (http://forums.jolt.co.uk/showthread.php?t=496374)
Rise of the Storm (CotG 2) (http://forums.jolt.co.uk/showthread.php?t=500107) --- [OOC] Rise of the Storm (CotG 2) (http://forums.jolt.co.uk/showthread.php?t=497350)

Sebastian the Lionhearted:
Glory Road (http://forums.jolt.co.uk/showthread.php?t=496572) --- [OOC] Glory Road (http://forums.jolt.co.uk/showthread.php?t=496374)
Rise of the Storm (CotG 2) (http://forums.jolt.co.uk/showthread.php?t=500107) --- [OOC] Rise of the Storm (CotG 2) (http://forums.jolt.co.uk/showthread.php?t=497350)

SW Alternate
Shroud of Darkness: Unmasked (http://forums.jolt.co.uk/showthread.php?t=462992) --- [OOC] Shroud of Darkness: Unmasked (http://forums.jolt.co.uk/showthread.php?t=462642) --- Shroud of War (http://forums.jolt.co.uk/showthread.php?t=527421) --- [OOC] Shroud of War (http://forums.jolt.co.uk/showthread.php?t=525733)
Dark Force Rising (http://forums.jolt.co.uk/showthread.php?t=504031) --- [OOC] Dark Force Rising (http://forums.jolt.co.uk/showthread.php?t=503582)

Loki
Dragonlord Castle (http://forums.jolt.co.uk/showthread.php?t=449669)
Medieval Knights (http://forums.jolt.co.uk/showthread.php?t=450649) --- [OOC] Medieval Knights (http://forums.jolt.co.uk/showthread.php?t=450513)
Wasteland (http://forums.jolt.co.uk/showthread.php?t=461675) --- [OOC] Wasteland (http://forums.jolt.co.uk/showthread.php?t=459656)
Final Fantasy: A New Beginning (http://forums.jolt.co.uk/showthread.php?t=480056) --- [OOC] Final Fantasy: A New Beginning (http://forums.jolt.co.uk/showthread.php?t=478592)
The White Tower (http://forums.jolt.co.uk/showthread.php?t=378306)
The Jiltakin Scrolls (http://forums.jolt.co.uk/showthread.php?t=501008) --- [OOC] The Jiltakin Scrolls (http://forums.jolt.co.uk/showthread.php?t=500181)
The Infinite Realities (http://forums.jolt.co.uk/showthread.php?t=490165) --- [OOC] The Infinite Realities (http://forums.jolt.co.uk/showthread.php?t=490164)
Rise of the Storm (CotG 2) (http://forums.jolt.co.uk/showthread.php?t=500107) --- [OOC] Rise of the Storm (CotG 2) (http://forums.jolt.co.uk/showthread.php?t=497350)

Ar'mai
Medieval Knights (http://forums.jolt.co.uk/showthread.php?t=450649) --- [OOC] Medieval Knights (http://forums.jolt.co.uk/showthread.php?t=450513)
A Lich's Quest (http://forums.jolt.co.uk/showthread.php?t=451762)
Rising of the Banished (http://forums.jolt.co.uk/showthread.php?t=455416)
Clash of the Gods (http://forums.jolt.co.uk/showthread.php?t=466241) --- [OOC] Clash of the Gods (http://forums.jolt.co.uk/showthread.php?t=466055)
The Lich Mavis Awakens (http://forums.jolt.co.uk/showthread.php?t=479047) --- [OOC] The Lich Mavis Awakens (http://forums.jolt.co.uk/showthread.php?t=476853)
Rise of the Storm (CotG 2) (http://forums.jolt.co.uk/showthread.php?t=500107) --- [OOC] Rise of the Storm (CotG 2) (http://forums.jolt.co.uk/showthread.php?t=497350)

Venisar
The Haven Tales: Chapter One: The Snow Oracle (http://forums.jolt.co.uk/showthread.php?t=498790) --- [OOC] The Haven Tales (http://forums.jolt.co.uk/showthread.php?t=498646)
Rise of the Storm (CotG 2) (http://forums.jolt.co.uk/showthread.php?t=500107) --- [OOC] Rise of the Storm (CotG 2) (http://forums.jolt.co.uk/showthread.php?t=497350)

Mythos
Carousel of Deception (http://forums.jolt.co.uk/showthread.php?t=512836) --- [OOC] Carousel of Deception (http://forums.jolt.co.uk/showthread.php?t=512597)

Elva
tDL: Quest for the Artifact (http://forums.jolt.co.uk/showthread.php?t=534988) -- [OOC] The Dying Lands (http://forums.jolt.co.uk/showthread.php?t=534491)

FT DMG
The Intergalatic Gala & Hero's Homecoming (http://forums.jolt.co.uk/showthread.php?t=465646) --- The Tale of Two Ghosts (http://forums.jolt.co.uk/showthread.php?t=466603) --- [OOC] Star Zero (http://forums.jolt.co.uk/showthread.php?t=465015)
GE: Change of Hands (http://forums.jolt.co.uk/showthread.php?t=475439)
Chit Chat (http://forums.jolt.co.uk/showthread.php?t=529686) --- Chaining the Beast (http://forums.jolt.co.uk/showthread.php?t=530832) --- Terra Prime (http://forums.jolt.co.uk/showthread.php?t=531168) --- [OOC] Chit Chat (http://forums.jolt.co.uk/showthread.php?t=530656)

A Grey Mystique (http://forums.jolt.co.uk/showthread.php?t=538479) --- Search for Teacher (http://forums.jolt.co.uk/showthread.php?t=536855)

Sixteen Months Later... (http://forums.jolt.co.uk/showthread.php?t=548064)
Temple Words (http://forums.jolt.co.uk/showthread.php?t=548790)

Metallicon
Magic Academy (http://forums.jolt.co.uk/showthread.php?t=500456) --- [OOC] Magic Academy (http://forums.jolt.co.uk/showthread.php?t=499294)
Era Nova: Dawn (http://forums.jolt.co.uk/showthread.php?t=515591) --- [OOC] New Age: Warrior's Dawn (http://forums.jolt.co.uk/showthread.php?t=506400)
Heroes in Atrox (http://forums.jolt.co.uk/showthread.php?t=466574) --- Sign Up: Heroes in Atrox (http://forums.jolt.co.uk/showthread.php?t=466052) --- [OOC] Heroes in Atrox (http://forums.jolt.co.uk/showthread.php?t=466422)

Tark
In The Beginning (http://forums.jolt.co.uk/showthread.php?t=479277) --- [OOC] In The Beginning (http://forums.jolt.co.uk/showthread.php?t=476903)
New Prince Rising (http://forums.jolt.co.uk/showthread.php?t=469499) --- [OOC] New Prince Rising (http://forums.jolt.co.uk/showthread.php?t=467782)

Telkinis
Fight of a Liftime (http://forums.jolt.co.uk/showthread.php?t=458710) --- [OOC] Fight of a Liftime (http://forums.jolt.co.uk/showthread.php?t=458407)
School of Modern Warfare (http://forums.jolt.co.uk/showthread.php?t=527575) --- [OOC] School of Modern Warfare (http://forums.jolt.co.uk/showthread.php?t=526736)

Mina Aiko
Changing Seasons (http://forums.jolt.co.uk/showthread.php?t=499077) --- [OOC] Changing Seasons (http://forums.jolt.co.uk/showthread.php?t=498802)
The Seasons Change Once More (http://forums.jolt.co.uk/showthread.php?t=522988) --- [OOC] The Seasons Change Once More (http://forums.jolt.co.uk/showthread.php?t=521984)

Others
From the Ashes (http://forums.jolt.co.uk/showthread.php?t=517431) --- [OOC] From the Ashes (http://forums.jolt.co.uk/showthread.php?t=516945)
Growing Shadows (http://forums.jolt.co.uk/showthread.php?t=519618) --- [OOC] Growing Shadows (http://forums.jolt.co.uk/showthread.php?t=519351)

DMI
DMG Military Industries (http://forums.jolt.co.uk/showthread.php?t=440478)
Dark Basin Research Facility (http://forums.jolt.co.uk/showthread.php?t=477948)
Blue Star Incorporated Goes Public (http://forums.jolt.co.uk/showthread.php?t=493479) --- Blue Star Incorporated Projects Thread (http://forums.jolt.co.uk/showthread.php?t=493506)

Kansiovian Military Industries (http://forums.jolt.co.uk/showthread.php?t=537798)

DMG International Bank (http://forums.jolt.co.uk/showthread.php?t=447266) --- DMG International Bank [v2.0] (http://forums.jolt.co.uk/showthread.php?t=497893)
A Vault Devoid (http://forums.jolt.co.uk/showthread.php?t=537079) ---[OOC] A Vault Devoid (http://forums.jolt.co.uk/showthread.php?t=536528)

Rent-A-Legion (http://forums.jolt.co.uk/showthread.php?t=446656) --- Shadow Force - Mercenaries (http://forums.jolt.co.uk/showthread.php?t=493390) --- Dominion Mercenary Syndicate (http://forums.jolt.co.uk/showthread.php?t=498232)
(SF) Infiltrating the Nikhita (http://forums.jolt.co.uk/showthread.php?t=498446) --- (SF) [OOC] Infiltrating the Nikhita (http://forums.jolt.co.uk/showthread.php?t=498327)

Protest Against DMG! (http://forums.jolt.co.uk/showthread.php?t=492908)
AeroTech Files Lawsuit Against DMI (http://forums.jolt.co.uk/showthread.php?t=548810)

World of Magic
[OOC] The World of Magic (http://forums.jolt.co.uk/showthread.php?t=532689)
The New Year Begins (http://forums.jolt.co.uk/showthread.php?t=533126)
[OOC] World of Magic (http://forums.jolt.co.uk/showthread.php?t=537142)
Exeter Academy (http://forums.jolt.co.uk/showthread.php?t=537898)

Fantasy War
The Coming Storm (http://forums.jolt.co.uk/showthread.php?t=503086)
The Coming Storm (Armies) (http://forums.jolt.co.uk/showthread.php?t=503222)
[OOC] The Coming Storm (http://forums.jolt.co.uk/showthread.php?t=502331)

European War
European War OOC (http://forums.jolt.co.uk/showthread.php?t=492793)
European War IC (http://forums.jolt.co.uk/showthread.php?t=493764)
European War Economic Treaties (http://forums.jolt.co.uk/showthread.php?t=494011)
British Factbook (http://forums.jolt.co.uk/showthread.php?t=494105)
DMG
30-01-2006, 19:48
Reserved
DMG
30-01-2006, 19:57
=======================================================================================
Other Comments
=======================================================================================

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Fun Facts
Founded July 2nd, 2005
Total Views is over 95,000
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Not Mine, But...
The Art of NS War (http://forums.jolt.co.uk/showthread.php?t=528099) - Daehanjeiguk
War of Golden Succession (http://forums.jolt.co.uk/showthread.php?t=485475) - Mac & Co.
List of Stories (http://forums.jolt.co.uk/showpost.php?p=13332715&postcount=55) - Layarteb
Gholgoth/NATO vs. QC War (http://forums.jolt.co.uk/showthread.php?t=530740)

Most Respected NSers
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Best RPs With
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One who is not to be mentioned... yet


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DMG
30-01-2006, 19:57
Do Not Post