Power Play


Capital: 208
Core: 192, 207, 210
Reach: 188, 191, 209

More coming​
 
Capital: 60
Core: 59, 61, 62
Reach: 68, 67, 55

More to come :D
 
New claims map
Spoiler :
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@jackelgull Your claims are overlapping with Seon (Vatican). Once you move them you'll be added to the map.
@Nuka-sama Your claims are overlapping with Double A (Anti-Pope). Once you move them you'll be added to the map.
@KaiserElectric Your claims are overlapping with Ailedhoo (Corporate Collective). Once you move them you'll be added to the map.

I'm hoping to get this running either tomorrow or the day after. Try to get those sign-ups in!
 
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Yuǎndōng Liánméng (远东联盟)

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aka:
The Far East Alliance, The 'Five Nations' Alliance

Capital: Sun Wen (180)
Core:
Brahmagupta (181)
Meiji (177)
Sunsin (178)
Reach:
Fatmawati (179)
Trung (182)
Koxinga (193)
Background: By the middle of the 21st century, the Far East was in dire straits. As foreign influence faded in the wake of the global crisis, China barely survived a series of market crashes only to see its position of power in the region shared with growing economic powers in India and the Southeast. With the new status quo cemented by Korea reuniting in 2048 and asserting itself as an independent power in the region, the great Eastern nations looked to the now defunct European Union as a blueprint for the future. Spurned by lofty ideals and foreign threats alike, China and Japan met in Seoul and after nearly a month of talks formalized a new alliance between the three powers in the Seoul Accords.

After the bombing of LAX in 2056 and a series of attacks in Delhi, Indonesia made a defensive alliance with India to combat domestic terrorist threats, and both powers were invited to treat with the Seoul Accord nations to strengthen their bonds. As alliances and agreements were made, the five major players (China, Japan, India, Indonesia, and Korea) eventually met in Guangdong to formalize a new economic and military coalition; The Far East Alliance, colloquially known as the Five Nations Alliance. The five proved to be inaccurate as Eastern nations flocked to align themselves with the new Alliance, and by the time the Alliance began working towards establishing colonies on Hemera it was unarguably the dominant power and flagship state of the Far East.

(More to come)
 
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Dominion of Botany Bay

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Colour: Bright green
Capital: 56 (Kings Cross)
Core: 44 (Strathfield), 46 (Redfern), 47 (Bondi)
Reach: 52 (Emu Plains), 57 (Parramatta), 63 (Ku-ring-gai)
 
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Updated claims map.
Spoiler :
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Hoping to get at least 3 more players in before launching (hopefully) tomorrow.

@jackelgull claims are in the map, I'd love it if you could give your provinces names too.
 
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latest


The Hemeran Empire

Color
: Dark Grey
Capital Province (name): Eden (206)
3 Core Provinces (names): Circassia (202), St. Michael (197), Tsareesta (201)
3 Reach Provinces (names): Saxus (200) Bastion (203) Volkya (205)
Background:

Order. That is what the colony lacked when the first ship came to this world. Love for things such as "freedom" or "profits" or the simple lust for power became parasites on what was supposed to be the fresh start for humanity. The Hemeran Empire was the first established polity on the planet, but to its woe, it was not to be the only one. Efforts to contact the other colonies proved difficult, and even more so to cooperate. Frustrated, the Hemeran Empire gave up on its attempts to corral the colonists into one government, and instead focused on developing internally before looking to contact the other colonies once more.

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The Hemeran Empire claims mandate over the entirety of humanity, and the stars beyond. The society is highly technocratic, and its monarch is usually quite accomplished in a field beyond politics, commonly in the military or sciences. Succession is quite efficient, with an emphasis placed on order to prevent insurrection or civil war. When the Emperor or Empress dies, the different branches of the Hemeran family come together and are judged by scientists, generals, admirals, and titans of industry to see their merit to rule. Once the selected ruler is chosen, other candidates are held or sometimes killed under the watchful eye of the security police.

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The security state is in full swing. Cameras, internal passports, and censorship are a fact of life, and while it's likely untrue, updates to limb software is often thought to contain source code from the security forces. One must be careful of who they talk to, lest they end up on the wrong side of a prison cell. It's better not to talk about silly things anyhow. You never know who might be listening. Even Corporate titans, royal princes, and generals all know better than to try to challenge the Empire's Order

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Economically, the Empire follows a mostly capitalistic method. While profits can and are accumulated, it is understood that in Hemera corporations place the needs of the Empire and of Order first. The Empire prides itself on its merit based private society, where a man can, with the right attitude and skills, go from pauper to billionaire within a generation.

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Technology is pervasive in Hemera. Once completing puberty, citizens generally look to have surgeries every two to three years. Wearable tech is the rage, and citizens have even replaced fully functioning limbs with improved technical ones. The Empire generally likes to see its role as to shepherd these technologies, to ensure continued progress within technology but without allowing for unchecked growth

Religion is a derivative of Christianity, and the Empire is in communion with the Anti-Pope. Many citizens admire the anti-Papacy's dedication and their embrace of technology.

Race is mostly a mix of Caucasian from the United States, Russia, and Canada with Asians from Korea, Japan, and China. Most Hemerans are mixed, and it is almost unheard of to find someone who is fully one or the other race.

Current ruler is Empress Anastasia III
 
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I was gonna call 206 New Jerusalem when I got it but Eden works too

also you picked 206 three times
 
I really wanted 206... will change as soon as I get back from work
 
State Name
Flag
:
Colour
Capital Province (name)
: Catarina [151]
3 Core Provinces (names): Campinas [153], Porto Verdejante [152], Nova Bahia [147]
3 Reach Provinces (names): Grã Fortaleza [149], Amazônia [148], Sertão Velho [142]
Background: As much or as little as you want.

other stuff's coming soon just gotta finish up a lil something
 
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Credit: Ganjakyun


After five decades on Hemera's surface, humanity in the 22nd century is once again as deeply divided as it had been before the exodus. Tensions between ideology, ethnicity, and religion are once again causing the major powers to watch each other sidelong and sharpen their knives, while the minor states sit between them nervously, wondering who to hide behind if the missiles start flying.

The northwest region of Hemera's super-continent, Zheng, is a good case in point. The authoritarian and militaristic Empire of New Rome is perched in the northern most peninsula, carefully watching across the southern sea its potential rival, the Vatican. The Catholic Pope of the Vatican stands opposite of the confusingly titles Pope of the Roman Catholic Church in New Rome, a competition that confuses devout Catholics to no end. The region's third major power, the Zheng Union of States, an attempt to revive the failed European Union, stands as a moderate position between the theocratic Vatican and the authoritarian New Rome. Between the New Rome to the north and the Vatican and Zheng Union to the south are wedged two ideological based minor states, the Northern Preservation Zone and the Hemeran Technocratic Republic. Both fear becoming battleground states for the major powers, and are worryingly considering which side will allow them to pursue their ideals with some semblance of independence. The Confederation of Zheng Nomads and the Tibet State are the southeastern border states of Zhen, placing them close to the Vatican and Zheng Union, but also open them up to exploitation from the Southern powers, or the Eastern Commonwealth.

Zheng's southern neighbour region, Fadlan, is no less divided. The major powers of Fadlan are all neighbours, which while saving any unfortunate minor states form being sandwhiched between them, increases the risk of direct conflict breaking out. The mysterious Dominion of Botany Bay is the northwestern major power, south of the Zheng based Vatican. To the east is the fanatical genetic modification religion movement, Gaia-Hemera, a polity determined to merge the biological life of Earth with that of Hemera. The Southern major power, the Corporate Collective Conclave, is one of the largest of Hemera's many corporate states. The minor states of Fadlan surround the three major powers. Between Botany Bay and the Vatican lies the Maritime Republic, which faces the choice of sidling up to its fellow Fadlan power, or allowing the Catholic faith to influence its policy. Between the northern borders of Botany Bay and Gaia-Hemera is the synthetic and cyborg refuge, the Free Robotic State. The Free Robotics also share a border with the Commonwealth, a position also shared by the most powerful surviving old monarchy, the Kingdom of Windsor. The states in the Southern island subcontinent mostly share borders and waters with the Corporate Collective, though Botany Bay also has a presence in the South. The decentralised Shining Seas, reconstructed Second Argentine Republic, and the neo-feudal Ibetu Dominion are all in a position to be dominated by the Corporate Collective, but also may have a chance to mutually guarantee their independence.

Across the great southern sea that cleaves the super-continent in half, in the Battuta region, the three major states are aligned north to south. Dar al-Islam, a state risen from the ashes of a centuries long religious schism, is the northern most Battuta major power, and is also one the central most major powers in the world. The Southernmost Battuta major state, the mysterious Catarina, is fairly isolated from the rest of the region, and indeed the world. While this limits its ability to project its power, it also keeps it comparatively safe from any direct attacks. It only has one land border, to the north with the People's United Socialist Republican Front. The Socialist Republic is in a dangerous position, cradled between Dar al-Islam and Catarina, and it will need to balance its relations carefully, lest it find itself beset on two fronts by enemies. The minor countries of Battuta are mostly situated east of the major powers, with the exception of the unlikely state of Greg's Land, which is surrounded on all sides by Catarina and the Socialist Republic. Bordering the Socialist Republic and Catarina are the environmentalist Hemeran Parks Protection Agency and the Jingqian Cooperative, both of which also are across the wide strait from two Drake based major powers. In the North, bordering Dar al-Islam and the Socialist Republic, is the singularity pursuing Transcendence Movement. The minor states of Battuta are likely to be a hot spot for attention by both the three Battuta powers, as well as the Drake powers, and the mainland territories of the Gagarin-based Kaaronian Industries.

Erickson, the wide Northeastern region of the super-continent, is likewise diverse. The Western most major state, the Commonwealth, a multi-ethnic, multi-lingual successor state of the old terrain Union State, occupies an interesting position straddling the Erickson and Zheng. Soulmind, the enigmatic state bent on fusing together all of humanity, is North of Dar al-Islam, and across the Northern Sea from Commonwealth. These nearby major powers would seem to be clear rivals of Soulmind, but both the Commonwealth and Dar al-Islam border other major powers, meaning that Soulmind may be able to pursue its own goals unmolested from the West or South. The third Erickson major state, Pramana, is made up primarily of Hindus who chose independence over the Five Nations Alliance. Pramana is one of the few major states lucky enough not to share a border with a fellow major power, besides those across the ocean. The Coldwater Bay Company is the only Erickson minor state not in the Eastern side of the region, instead being stuck between the Commonwealth, Soulmind and Dar al-Islam. The Scandinavian-dominated New Vinland is the northern most Erickson state, sandwiched between Soulmind and Pramana. On the East side of Pramana, the long-running, though now irrelevantly named, ECOWAS is also bordered by Kaaronian Industries. The three inland Erikson states, the Later Day Saints Empire, the Central Erikson Republic, and the Bolívar Republic are caught between four major states, and there are worries armed conflict will soon rear its head between them should they be taken into orbit of rivaling super powers.

The self-styled true government of humanity, the Hemeran Empire, is established on Gagarin, the northern island-continent. With the Empire formally establishing contact with the rest of the planet's governments, there is worry that it will begin forcefully reincorporating what it sees as breakaway provinces. If it does wish to do so, it will have to deal with its major power neighbours, the Anti-Pope and Kaaronian Industries. The robotic Anti-Pope is the third Pope on Hemera, opposite the Vatican's Catholic Pope and the New Rome's Roman Catholic Pope. The robo-Pope, like Pramana, the Five Nations, and New Rome, doesn't have any direct land borders with another major state, though it still shares its narrow back yard with the other Gagarin powers. Kaaronian Industries is one of the few states to have territory in multiple continents, being split between Erikson, Battuta, and Gagarin. While this opens up more opportunities, it also opens up more possible weaknesses. The six minor states of Gagarin are some of the most diverse on Hemera, with the western hive-mind the Direct Democratic Collective, the eastern pacifistic Peacemakers, a racially-diverse United Fascist Revival Party, the Jewish New Judea, the northern Baleia de Gelo Bay Consortium and the anti-technology Purity of Man. Conflict seems inevitable between these disparate minor countries, with the major states ready to profit from and exploit the tensions.

Drake, the last region, is also the least populated, but also with the most balanced major to minor state ratio, with three of each. The Starbucks Corporation began as a simple coffee chain in the 20th century, but over two centuries it benefited from the death of Earth and the birth of Hemera. Starbucks is now a corporate super-state, but it is also isolated from the rest of its region. The isthmus connecting the northern section of Drake to the rest of the continent is occupied by the populist Republic of New Haven. While many other Hemeran states are corporate, theocratic, or otherwise elitist, New Haven is mostly made up of immigrants and their descendants from the poorer regions of Earth, and grew organically during the colonisation period. On the eastern end of Drake is the Far East, or Five Nations, Alliance. A union of a large number of terran Asian states, the Five Nations Alliance is one of the few states on Hemera that can trace their governments back to old Earth countries. Between New Haven and the Five Nations are Drake's three minor states. The north shore is held by the Library, an organisation intent on collecting, cataloging and safeguarding all of mankind's collective history and knowledge. In the centre of Drake is the neo-feudal Slim Estate, its mogul 'president' and his familial officials and governors running their state off of old-world money. On the South coast, Southern Resources Incorporated attempts to exploit the southern sea without itself being exploited by its hungry neighbours.

Mankind has brought itself back from the brink, and with developing infrastructure and a growing population, has established a variety of empires, corporations, republics, theocracies, and all manner of polities across Hemera. And when humans come together, they have to find others to compete with. And so the game begins again.

Maps
Spoiler :
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Stats

Notes
Orders are due January 13th.

You will all sent a pm with your event cards. When you send orders, please use this conversation.

Reminder that you must use one event card every turn, either with the event text, or using the card's power.

Stories or other writing will earn you extra power for a turn.
 
Just to be clear, can you play more than one card a turn or only one?
 
Wups, didn't make that clear. Only 1 card a turn.

To clear up another point, event card effects are processed before power spending.
 
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Wouldn't it make more sense to deal us a card every time we lose one
 
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