American Council: OOC XI

Post » Mon Aug 19, 2013 1:37 pm

Introduction

War, war never changes.

The North American continent now stands at a crossroads more than 200 years following the Great Atomic War of 2077. Various nations have sprung up in the post-war world and each follow their own creed, ideology and national identity. Some seek power and others seek wealth. While some seek religious enlightenment.

Seventeen years following the events of Fallout: New Vegas, the Principality of Solus made contact with the various peoples of North America, bringing word of a great gathering of people's for the purposes of diplomacy. Thus have begun the America Councils.

From the dazzling neon paradise of New Vegas, to the rebuilt streets of Washington D.C., and from the cold arctic north to the warm tropics of Mexico you will take control of one of these great post-apocalyptic nations and lead them to dominance, or defeat. You will use diplomacy, trade, political intrigue, and military might to further your goals. How you choose to lead your people is up to you, and the fate of North America, and the world, lies in the hands of all.

The following rules have been agreed upon:


1. War is always a possibility, ensure however that you are prepared to face the consequences. When attempting to conquer or wage war with other factions take distance and other geographical factors into consideration; for example, a west coast nation wishing to deploy it's navy to the east coast would have too do so by circumnavigating South America which would obviously have consequences for your plans.

Be advised: there are consequences for attempting to 'bite off more than you can chew.' If you attempt aggressive and unheeded expansion: crisis is sure to follow.

2. Do your best to use proper grammar, spelling, and punctuation, it’s easier to read and understand and makes everything look better; in-addition it’s also hard to take delegates seriously that don’t use it.

3. Your representatives are still characters and individuals, give them personalities, backstories, interests, and feeling.

4. Please inform the rest of us if you intend to leave. The current agreed upon time for leaving without notice is one week. Beyond that, if you do not give a reason for your absence your nation is forfeit and will be dealt with accordingly. Either by someone else taking it up, or (more likely) your people becoming conquered by the opportunism of others.

5. Do not be overpowered, a point which cannot be enunciated any further. What constitutes as over-powered behavior will often be determined in these out-of-character threads and will be discussed accordingly; present your case for your actions as see fit.

Faction Listing:

Dominion of the Pitt (Lt. Andronicus)

Midwestern Brotherhood (WONDERWOMBAT)

America (The Enclave)

Sierra Madre (Dalek)

Vegas

The Principality of Solus (Aldin Kris)

Inquisitory of Whitetower

Japan (Mouseking)

Confederate States of America ( Vault Ninja )

Alaskan Empire (Bosmight)

The Empire of the Bull - Caesar's Legion (Loneranger)

NCR (Han Shoots First)

Holy Northern Empire (Magus the Red)

Khans - Open

faction sheets, link to this http://www.gamesas.com/topic/1465764-america-council-order-of-nations/.

Major Events:

- War Against Vegas initiated by the Sierra Madre Collective and the Empire of Japan

-War Against America, initiated by the Confederate States of America, The Dominion of the Pitt, the Nordic Concord, and the Union of the Astral Children.

Most Recent Map

Map: http://i.imgur.com/wiVzalU.png

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