Angermanland
31-07-2006, 19:12
edit: the following thread is part of the rp which has it's ooc thread located here: http://forums.jolt.co.uk/showthread.php?t=492615
ooc: this'll get updated and modified and fiddled as needed. anyone who remembers my PTRP fact book knows how That gets. heheh. details are still being finalized.
Full Formal Nation Name: The Imperium of the Principality of Angermanland, it's vassle states, and other associated territorys as ruled by [the current Prince].
common name: Angermanland
Ruler name: Kyogone
Ruler title: Prince
Currency: Gold Cross [and sub units there of.]
currency abricitation: gC
Language: Angerman. [a hybrid of english and finnish, with a few other odds and ends, writen in a phonetic script reminicent of asian pictograms. sounds somewhat russian most of the time]
National Adjective: Angerman
Yearly Budget: [to be fiddled with]
capital city: Angerwraith
Population: [to be fiddled with]
political structure: Angermanland still retains it's ancient system of councles. various other forms of government have been thought of and presented to the Prince, the councles, or even the people. they have met with a singularly resounding disinterest, as most have already been tried in other nations and proved, if not disasterous, at least no better than the councles as they are.
guilds, nobles, unions, towns, schools, familys, all rise and fall in position based on need at the time, and the interests of the current prince, but assasination and open internal warfar are rare these days. not that the former was ever comon to begin with. much of the structure is informal. the councles provide a local level legislature, and ensure the basic nessisary services are provided for the citizens, and the Prince's Lore and Law masters and their assistants for the judiciary.
in all cases, at the end of the day the prince's word is law, in legislature or judiciary. however, the very nature of this structure avoids the abuse of power. a prince who grows too heavy handed rapidly finds himself no longer prince, or a prince in name only. a faction which abuses it's influence finds it's self issolated from key resorces, support, or anything else of importance to it's continued functionality.
social information:
the industrial revolution was harsh for Angermanland. it's previous Master/Aprentice system, formaly a backbone of the entire society, crumbled in the face of technological progress. most citizens accepted this as part of the natural cycle. with each new generation or leader comes a new period of chaos while everything settles into it's new rythem, and this was simply another one. the prince would sort things out.
well, it was sorted out. the creation of the Imperial Extra Teratorial Trade Beuro ensured that outside economic forces could not influence the empire as it was restructured. the Imperial Beuro of warehouses and resorces was created, as a general stockpile of all things, generaly a national comoditys trading market and warehouse.
and on the socital front, academic education was used to substitue for the master/apprentice arangemnet. most people still learnt their work on the job, but their mentor, their supperior, their teacher, was no longer their boss, but their tutor.
a combination of this and support from the prince resulted in the establishment of vast academic complexes scattered around the nation, as well as small schools.
from small farming townships where a single elder has teaches any one student no more than three times a week, right up to the great citys of Angerwraith and Deepharrour, where the accadamies catter for students from the age of 5 rigth through untill they become gray haired proffessors themselves, provided they can aquire the money to support themselves along the way, education has become key.
"who is your master" an old question for deturmining a basis from which to work with someone socialy has been replaced with
"who was your teacher"
two things that have survived intact from Angermanland's ancient era are it's heraldry and it's tendancy towards the unuseual.
Technology and Military:
Angermanland is, and has always been since it first made contact with other nations, a Navel power. from it's old Master class sailing ships, to the Behemoths of the heyday of the age of sail, through the timber clads of the intervening years, then the final trasition to modern warships with steal hulls and desil engines.
The Angerman navy currently consists of the following:
10 battleships, all of the 'empire' class, 30 crusiers, all of the 'ranger' class, 60 frigates, of which 20 are the newer 'pacifica' class and the rest are the older 'strategist' class, and several hundered small craft in various configerations, predominantly Motor Combat Boats and troop transports.
Empire Class Battleship: armament: 4 forward turrets: 2 guns: 30 cm [two port, two starboard, rear turrets raised so as to fire over forward turrets]
3 aft turrets: 3 guns: 30cm. [aligned along the ship's axis in a single line, each one raised above the one aft of it]
aa gun turrets: port 4: 2 guns : 20cm
starboard 4 : 2 guns : 20 cm
Torpeados: one set of 8 tubes per quater.
top speed: 18 knots [ooc: if that sounds wonky, do tell, i'll fix it]
armor: 3 inch steal decking. double layerd hull, 5 inch side armor [whatever it's called]
engine: 4 turbines, 2 screws.
crew: 400 +100 marines
Ranger Class Crusier: armament: 2 forward turrets: 3 guns: 20 cm [mounted along the center line of the ship.]
1 aft turret: 4 guns: 20cm.
2 deapth charge launchers [one port, one starboard of the rear turret]
aa gun turrets: 6, 3 port, 3 starboard, 10 cm, 3 guns to the turret.
Torpeados: 8 tubes port, 8 tubs starboard.
top speed: 25 knots [ooc: if that sounds wonky, do tell, i'll fix it]
armor: 2 inch steal decking. double layerd hull, 3 inch side armor [whatever it's called]
engine: 4 turbines, 2 screws.
crew: 250 +50 marines
Pacifica Class Frigate: armament: 1 forward turret, 2 guns, 20 cm.
aa gun turrets: port 4: 2 guns : 10cm
starboard 4 : 2 guns : 10 cm
Torpeados: 10 tubes port, 10 tubes starboard.
top speed: 26 knots [ooc: if that sounds wonky, do tell, i'll fix it]
armor: 2 inch steal decking. double layerd hull, 2 inch side armor [whatever it's called]
smoke generators.
engine: 2 turbines, 2 screws.
crew: 150 +50 marines
Stratigest class frigate: armament: 1 forward turret, 3 guns, 10cm.
aa gun turrets: port 1: 2 guns : 10cm
starboard 1 : 2 guns : 10 cm
Torpeados: 4 bow mounted tubes.
top speed: 22 knots [ooc: if that sounds wonky, do tell, i'll fix it]
armor: .5 inch steal decking. double layerd hull, 3 inch side armor [whatever it's called]
engine: 2 turbines, 1 screws.
crew: 100 +50 marines
MCB mk X: desil engines, X2. torpedo tubes X4, rocket launchers X2, HMGs X2, crew 15, max speed 35 knots. armor: 0. smoke generator. deapth charge launcher [1 of]
Air power, while flight and air supperiority were knowen concepts to Angermanland even back in it's anciant era, fighter planes and the like never really... errr... took off. keeping an eye on those around it, however, Angermanland's military are kean to get an air arm going. old thinking still holds though, and the focus is on close air support and fighters.
current aircraft:
Hawk: CAS Dive Bomber. mounts a 'cannon' in each wing, as well as it's bomb load. single engine, built mostly of wood, provideing superior armor than cloth, but inferior to metals. cheap to build and replace. not the most agile plane ever built, but agile enough for it's job.
Kia: fighter. twin engine. fast, reasonable range, above average agility. mounts a machine gun in each wing between the engines and the fusilage, and a 'cannon' in it's nose. also built mostly of wood.
the primary focus of Angermanland's military has been it's army for as long as any one can remember. the navey's all well and good for blowing things up and getting from A to B, and the aircraft are a welcome support unit, but it's the Army, includeing the marines, that really get stuff done.
armor has not been embraced by the Angerman military, due mostly to weight for transportation purposes. instead, Angerman infantry units have a disproportionatly large number of heavy weapons to the unit, mostly LMGs and grenade launchers. artillary untis tend to be very large, and consist mostly of the 4 barrel "all comers" 75 mm cannon, so named because it's rate of fire and traverse allows it to effectivly deal with aircraft, the velocity required to do so for each shell allows it to pierce tank armor, and the explosive/flamable/shrapnel design of the shells tear appart infantry as well as anything else. of course, it can be out done in any of those roles by a specialized gun, but it's versitility and the number available make it a faveret.
the 'all comers' is mounted on the flat bed of a reasonably standard truck, capable of traveling a little over 140 kph when pushed to it's limits on road.. with the gun removed. as a general rule, however, they operate off road and with gun [kind of useless otherwise, no?], rarely obtaining speeds greater than 40kph.
the long range support artillary of choice, however, are the "HellzDemonix" batterys. mounted on frames fixed to the back of the same truck used for the all commers guns, the HellzDemonix is aimed mostly by moving the truck. it's rang of indipendant horisontal motion is only a 10 degrees either side of centered. it can fire at an angle of up to 40 degrees elevation. the gun it's self is a larger version of the 30 cm navel gun. at a very large 45 cm, this gun is used primaraly for delivering shrapnel and high explosives, but can also fire Armor piercing rounds if needed. while it'll have trouble hitting anything not coming directly at it, if it did so there would be very little left of the target.
less numerous and versatile than the all-comers, the HellzDemonix still plays a key support role.
all Infantry carry Lever action rifles, with magazines that, once ejected, cannot be reused. sniper rifles are single shot and need reloading after each, but have impressive range and accuracy. each skwad [consisting of 20 men] contains 3 lmgs, 2 grenade launchers, a radio man, a Skwadi [corperal/low sergent] 2 sniper rifles, 2 medics, 2 demolitionists, and 7 regular infantry. this is a basic and full strength regular infantry skwad.
it should be noted that with the exception of the infantry, none of these units have seen active combat, and as a result other nations opinions of their capabilitys vary drasticly.
Angermanland's resurch programs, such as they are, consists basicly of various powers comeing up with ideas, pitching them to anyone who'll give them the money to test them, doing so, then selling them to the apropriate market.
current military techs in divelopment are: rocketry and asociated bits and pieces, and Kit-set Fortifications, as well as an improved infantry weapon.
various schools and coperations are working on: assmebly lines, computeing machines, sonar.
ooc: more as i come up with it.
ooc: this'll get updated and modified and fiddled as needed. anyone who remembers my PTRP fact book knows how That gets. heheh. details are still being finalized.
Full Formal Nation Name: The Imperium of the Principality of Angermanland, it's vassle states, and other associated territorys as ruled by [the current Prince].
common name: Angermanland
Ruler name: Kyogone
Ruler title: Prince
Currency: Gold Cross [and sub units there of.]
currency abricitation: gC
Language: Angerman. [a hybrid of english and finnish, with a few other odds and ends, writen in a phonetic script reminicent of asian pictograms. sounds somewhat russian most of the time]
National Adjective: Angerman
Yearly Budget: [to be fiddled with]
capital city: Angerwraith
Population: [to be fiddled with]
political structure: Angermanland still retains it's ancient system of councles. various other forms of government have been thought of and presented to the Prince, the councles, or even the people. they have met with a singularly resounding disinterest, as most have already been tried in other nations and proved, if not disasterous, at least no better than the councles as they are.
guilds, nobles, unions, towns, schools, familys, all rise and fall in position based on need at the time, and the interests of the current prince, but assasination and open internal warfar are rare these days. not that the former was ever comon to begin with. much of the structure is informal. the councles provide a local level legislature, and ensure the basic nessisary services are provided for the citizens, and the Prince's Lore and Law masters and their assistants for the judiciary.
in all cases, at the end of the day the prince's word is law, in legislature or judiciary. however, the very nature of this structure avoids the abuse of power. a prince who grows too heavy handed rapidly finds himself no longer prince, or a prince in name only. a faction which abuses it's influence finds it's self issolated from key resorces, support, or anything else of importance to it's continued functionality.
social information:
the industrial revolution was harsh for Angermanland. it's previous Master/Aprentice system, formaly a backbone of the entire society, crumbled in the face of technological progress. most citizens accepted this as part of the natural cycle. with each new generation or leader comes a new period of chaos while everything settles into it's new rythem, and this was simply another one. the prince would sort things out.
well, it was sorted out. the creation of the Imperial Extra Teratorial Trade Beuro ensured that outside economic forces could not influence the empire as it was restructured. the Imperial Beuro of warehouses and resorces was created, as a general stockpile of all things, generaly a national comoditys trading market and warehouse.
and on the socital front, academic education was used to substitue for the master/apprentice arangemnet. most people still learnt their work on the job, but their mentor, their supperior, their teacher, was no longer their boss, but their tutor.
a combination of this and support from the prince resulted in the establishment of vast academic complexes scattered around the nation, as well as small schools.
from small farming townships where a single elder has teaches any one student no more than three times a week, right up to the great citys of Angerwraith and Deepharrour, where the accadamies catter for students from the age of 5 rigth through untill they become gray haired proffessors themselves, provided they can aquire the money to support themselves along the way, education has become key.
"who is your master" an old question for deturmining a basis from which to work with someone socialy has been replaced with
"who was your teacher"
two things that have survived intact from Angermanland's ancient era are it's heraldry and it's tendancy towards the unuseual.
Technology and Military:
Angermanland is, and has always been since it first made contact with other nations, a Navel power. from it's old Master class sailing ships, to the Behemoths of the heyday of the age of sail, through the timber clads of the intervening years, then the final trasition to modern warships with steal hulls and desil engines.
The Angerman navy currently consists of the following:
10 battleships, all of the 'empire' class, 30 crusiers, all of the 'ranger' class, 60 frigates, of which 20 are the newer 'pacifica' class and the rest are the older 'strategist' class, and several hundered small craft in various configerations, predominantly Motor Combat Boats and troop transports.
Empire Class Battleship: armament: 4 forward turrets: 2 guns: 30 cm [two port, two starboard, rear turrets raised so as to fire over forward turrets]
3 aft turrets: 3 guns: 30cm. [aligned along the ship's axis in a single line, each one raised above the one aft of it]
aa gun turrets: port 4: 2 guns : 20cm
starboard 4 : 2 guns : 20 cm
Torpeados: one set of 8 tubes per quater.
top speed: 18 knots [ooc: if that sounds wonky, do tell, i'll fix it]
armor: 3 inch steal decking. double layerd hull, 5 inch side armor [whatever it's called]
engine: 4 turbines, 2 screws.
crew: 400 +100 marines
Ranger Class Crusier: armament: 2 forward turrets: 3 guns: 20 cm [mounted along the center line of the ship.]
1 aft turret: 4 guns: 20cm.
2 deapth charge launchers [one port, one starboard of the rear turret]
aa gun turrets: 6, 3 port, 3 starboard, 10 cm, 3 guns to the turret.
Torpeados: 8 tubes port, 8 tubs starboard.
top speed: 25 knots [ooc: if that sounds wonky, do tell, i'll fix it]
armor: 2 inch steal decking. double layerd hull, 3 inch side armor [whatever it's called]
engine: 4 turbines, 2 screws.
crew: 250 +50 marines
Pacifica Class Frigate: armament: 1 forward turret, 2 guns, 20 cm.
aa gun turrets: port 4: 2 guns : 10cm
starboard 4 : 2 guns : 10 cm
Torpeados: 10 tubes port, 10 tubes starboard.
top speed: 26 knots [ooc: if that sounds wonky, do tell, i'll fix it]
armor: 2 inch steal decking. double layerd hull, 2 inch side armor [whatever it's called]
smoke generators.
engine: 2 turbines, 2 screws.
crew: 150 +50 marines
Stratigest class frigate: armament: 1 forward turret, 3 guns, 10cm.
aa gun turrets: port 1: 2 guns : 10cm
starboard 1 : 2 guns : 10 cm
Torpeados: 4 bow mounted tubes.
top speed: 22 knots [ooc: if that sounds wonky, do tell, i'll fix it]
armor: .5 inch steal decking. double layerd hull, 3 inch side armor [whatever it's called]
engine: 2 turbines, 1 screws.
crew: 100 +50 marines
MCB mk X: desil engines, X2. torpedo tubes X4, rocket launchers X2, HMGs X2, crew 15, max speed 35 knots. armor: 0. smoke generator. deapth charge launcher [1 of]
Air power, while flight and air supperiority were knowen concepts to Angermanland even back in it's anciant era, fighter planes and the like never really... errr... took off. keeping an eye on those around it, however, Angermanland's military are kean to get an air arm going. old thinking still holds though, and the focus is on close air support and fighters.
current aircraft:
Hawk: CAS Dive Bomber. mounts a 'cannon' in each wing, as well as it's bomb load. single engine, built mostly of wood, provideing superior armor than cloth, but inferior to metals. cheap to build and replace. not the most agile plane ever built, but agile enough for it's job.
Kia: fighter. twin engine. fast, reasonable range, above average agility. mounts a machine gun in each wing between the engines and the fusilage, and a 'cannon' in it's nose. also built mostly of wood.
the primary focus of Angermanland's military has been it's army for as long as any one can remember. the navey's all well and good for blowing things up and getting from A to B, and the aircraft are a welcome support unit, but it's the Army, includeing the marines, that really get stuff done.
armor has not been embraced by the Angerman military, due mostly to weight for transportation purposes. instead, Angerman infantry units have a disproportionatly large number of heavy weapons to the unit, mostly LMGs and grenade launchers. artillary untis tend to be very large, and consist mostly of the 4 barrel "all comers" 75 mm cannon, so named because it's rate of fire and traverse allows it to effectivly deal with aircraft, the velocity required to do so for each shell allows it to pierce tank armor, and the explosive/flamable/shrapnel design of the shells tear appart infantry as well as anything else. of course, it can be out done in any of those roles by a specialized gun, but it's versitility and the number available make it a faveret.
the 'all comers' is mounted on the flat bed of a reasonably standard truck, capable of traveling a little over 140 kph when pushed to it's limits on road.. with the gun removed. as a general rule, however, they operate off road and with gun [kind of useless otherwise, no?], rarely obtaining speeds greater than 40kph.
the long range support artillary of choice, however, are the "HellzDemonix" batterys. mounted on frames fixed to the back of the same truck used for the all commers guns, the HellzDemonix is aimed mostly by moving the truck. it's rang of indipendant horisontal motion is only a 10 degrees either side of centered. it can fire at an angle of up to 40 degrees elevation. the gun it's self is a larger version of the 30 cm navel gun. at a very large 45 cm, this gun is used primaraly for delivering shrapnel and high explosives, but can also fire Armor piercing rounds if needed. while it'll have trouble hitting anything not coming directly at it, if it did so there would be very little left of the target.
less numerous and versatile than the all-comers, the HellzDemonix still plays a key support role.
all Infantry carry Lever action rifles, with magazines that, once ejected, cannot be reused. sniper rifles are single shot and need reloading after each, but have impressive range and accuracy. each skwad [consisting of 20 men] contains 3 lmgs, 2 grenade launchers, a radio man, a Skwadi [corperal/low sergent] 2 sniper rifles, 2 medics, 2 demolitionists, and 7 regular infantry. this is a basic and full strength regular infantry skwad.
it should be noted that with the exception of the infantry, none of these units have seen active combat, and as a result other nations opinions of their capabilitys vary drasticly.
Angermanland's resurch programs, such as they are, consists basicly of various powers comeing up with ideas, pitching them to anyone who'll give them the money to test them, doing so, then selling them to the apropriate market.
current military techs in divelopment are: rocketry and asociated bits and pieces, and Kit-set Fortifications, as well as an improved infantry weapon.
various schools and coperations are working on: assmebly lines, computeing machines, sonar.
ooc: more as i come up with it.