Tiberian Sky

Tee Kay

Three days sober
Joined
Aug 21, 2005
Messages
22,385
Location
Melbourne
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Based on the games Command and Conquer (Tiberian Dawn), Tiberian Sun and Tiberian Sun - Firestorm, by Westwood Studios


In the year 1995, a meteor crash-landed on the banks of the Tiber River.

The meteor brought an alien crystal-like substance, which began to spread rapidly around the world. It was named Tiberium.

The substance was economically valuable, and yet as the world’s nations and businesses scrambled to control it, it was wrecking havoc on the Earth’s environment. For Tiberium is toxic to all plant and animal life, including humans, and it is transforming the planet and its lifeforms in ways never before seen.

In this chaotic atmosphere emerged the Brotherhood of Nod. An ancient, mysterious quasi-religious paramilitary organization, it was led by a charismatic leader known only as Kane. Bolstered by Tiberium profits, its ranks filled with millions of fanatical recruits, the Brotherhood began to aggressively and violently expand across the globe. In response to the Brotherhood’s excesses, the United Nations formed the Global Defense Initiative – GDI – with a mandate to destroy the Brotherhood and restore peace and stability to the world.

For five years GDI and Nod battled each other in locations as diverse as Tallinn and Johannesburg. The war finally ended when GDI sacked Nod’s Temple in Sarajevo. Kane went missing, presumed dead. With its leader gone, Nod splintered and went underground.

It is now 2011, sixteen years since the dawn of the Tiberian Age. GDI is effectively running the planet as world government, but struggles to contain the expansion of Tiberium. Nod remains splintered without its leader, though some fanatical followers of Kane remain loyal to his cause. “Kane Lives in Death” is their motto.

What is humanity's destiny under a Tiberian sky?


========================​



This IOT is inspired by the Tiberium universe of the Command and Conquer series, specifically the first two games. Veterans of the CnC franchise will be quite familiar with the storyline. For those who are new, I have provided a brief summary of the world of Tiberium in the post below.

This game will be a bit different from other IOTs. It draws heavily on the CnC storyline and may feel a bit more structured compared to other IOTs. You won’t be playing “countries” but rather “factions” and you’ll also be roleplaying a character(s). Players can either join the Global Defense Initiative, the Brotherhood of Nod, or remain a neutral faction, though I will limit the number of players in each group.

To join the game, firstly read the rules below carefully. Then, fill out this application:

Faction name: what you want to call your faction
Leader name: what you want to name the leader of your faction
Leader trait: briefly describe your leader with a few adjectives
Headquarters: where you want your HQ to be (preferably shown on a map)
Allegiance: GDI, Nod, or other (specify)
Description: a description of your faction.\

Each faction starts with five provinces under its control, so go ahead and choose five provinces as well.

(Note. You don't get to choose your colours. For identification purposes, GDI players will be given a shade of gold/yellow, Nod players a shade of red, and neutral players a shade of blue or green)

Roleplay is very encouraged.

Please follow the IOT Etiquette, or you will be WoGed.

Number of players:

I will limit the number of players to 21 at the most; no more than seven in GDI, seven in Nod, and seven neutral factions.

If you miss out on joining, you can put yourself down as a reserve and I will let you know what a spot opens up.


The Rules

Spoiler :
FAQ
Social Group/Quicktopic allowed – YES
Secret (ie PM) orders allowed – YES
Surprise attacks allowed – NO (see War section, below)
Income donation allowed – YES
Income can be banked - YES

Update Policy
This is a turn-based game. A new turn starts every Sunday with an update and will last a year in roleplay time. In the 48 hours after an update, players can send their spending orders to me, the GM, either by posting it in the thread or PMing it to me. Players will also need to tell me, secretly or otherwise, if they intend to attack anyone, and where.

After 48 hours, I will post a short mid-turn summary, revealing any battles that will take place that turn and where. Then I will allow another 48 hours for players to send their battle orders. Spending orders can still be sent or modified during this time.

After the second 48-hour phase, I will lock the thread for update.

You are free to post stories in the thread, talk to other players in PM or chat in social groups or Quicktopics at any time.

Major Factions

GDI and Nod are the two major factions that players can join. Each will have their own range of units, their own special rules, and their own secret projects.

If you start as neutral factions, there are three types you can choose from, each with their own range of units:
Generic – name says it all
Forgotten – mutants created by Tiberium exposure
Cultist – religious extremists which hates mutants.

If you start out as a neutral faction you can align yourself with GDI or Nod later in the game, and be invited into the GDI or Nod groups. However, you will keep your own faction units.

Victory Conditions

GDI and Nod both have their own victory conditions. The game ends if either alliance completes their conditions. However, individual players are welcome to set their own personal goals.

Tiberium

Tiberium has several roles in this game:
- it can be a source of income
- it can also be a source of irritant
- it can affect the strength of your troops

Tiberium spreads, and it spreads quickly. Once a whole province is completely overrun by Tiberium, you will receive no further income from that province except for any income from Tiberium Refineries. If the entire planet is overrun by Tiberium, it is game over; the planet is no longer capable of supporting human life.

Income

Each province under your control earns you one credit. Additionally, you can build Tiberium Refineries, which gives you an extra source of income. Refineries can be built in any province with Tiberium present. Building a Refinery costs 10 credits; it can be upgraded once at a cost of 30 credits. A Refinery earns you 2 credits per turn or 5 after upgrade.

You are free to donate or loan credits other players. However, make sure the GM (ie me) knows about any transfers. If I don’t, then I won’t allow it, and I won’t necessarily tell you.

Bases

To support your military you will need to build bases. Each of your starting provinces will start with a level one base (with your capital starting with a level 2).

Upgrading your bases will allow you to support more units. A higher level base will also provide more defensive bonuses and more battle support options.

To expand into an unclaimed province, simply build a base in that province.

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Diplomacy

GDI and Nod are the only two “official” alliances in this game. However, players are free to make their own informal alliances.

War is the default state between GDI and Nod. Unofficial truces and treaties may be agreed upon, but a GDI player can attack a Nod player, or vice versa, at any time. Neutral players may also be attacked at any time, regardless of any truce in effect, by a Nod or other neutrals, but not by GDI. If a faction breaches an unofficial truce or peace treaty, they will not be punished by the GM, but their allies may decide to punish them, so that is the risk they take. All players can communicate with each other.

Betrayal or defection out of GDI or Nod is possible, but do so at your own risk.

War

As explained above, you will need to make public where you intend to attack. This is so that the defenders can plan their defense.

You can generally attack anywhere on the map, regardless of where you are, and as many times and in many places as your military capability allows. You can launch joint assaults with your allies. If you choose to, you even can say you want to order your troops to betray your allies in the middle of battle.

You attack with units; you’ll have a range to choose from, depending on your alignment. Units will cost supplies, which are provided by your bases, so the number of units you can buy is limited by the number of bases and the level of bases you have. You will also have a list of support powers; these can be purchased before a battle and their effects apply to all factions fighting on the same side for one battle only. Allies may have to pool their resources to buy these support powers.

Combat will be done in rounds. First, the effects of Tiberium and any superweapons are applied. Then, the two strongest factions in a given battle will battle each other. When one loses the next strongest faction on their side steps forward, and so on until one side wins.
 
Game Information

The Map

Spoiler Political Map :
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*Islands are part of their states or nearby provinces (so for example all Alaskan islands are part of Alaska). Exceptions include large islands like the large Caribbean ones, Iceland, Corsica, Sardinia, Crete, Sri Lanka, Hainan, Taiwan, Madagascar or New Guinea and islands grouped in boxes (each box considered to be one province). New Zealand is one province. The Philippines is three provinces (Luzon, Viscayas, Mindanao)


Spoiler Tiberium Map :
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The Factions

GDI (6/7)

Nod (7/7)

Neutral (7/7)
 
Units and Support Powers

Summary of Units (Table)

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GDI Units

Spoiler :

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Infantry
The basic light infantry and backbone of the GDI Armed Forces. GDI infantry pride themselves on their top-of-the-range weaponry and superior training.

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Wolverine
A armoured power suit armed with a machine gun, specially designed to traverse difficult terrain and particularly effective against infantry. They are, however, more costly than infantry or Nod's attack buggy.

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Titan
A heavy assault mechanical walker, designed to destroy enemy armour and penetrate bases, though they are defenseless against aircrafts.

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Rocket Launcher
A highly mobile rocket launching platform on a hovercraft. Armed with both anti-armour and anti-air missiles. However, they are quite expensive.

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Orca
The Orca is a highly versatile range of GDI VTOL aircrafts, consisting of fighters, bombers and transports. They are effective against most targets.
Require a Level 3 base to construct

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Juggernaut
A siege walker equipped with three cannons for firing high-explosive shells at long range. Good for softening up base defenses. Vulnerable to aircrafts.
Require a Level 4 base to construct.

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Mammoth MkII
A giant walker, armed with railguns, autocannons and SAM sites. An experimental and very expensive unit, good against all targets, and almost indestructible; they are, however, exceptionally vulnerable to Nod's Banshee's fire.
Require a Level 5 base and a special project to construct.


GDI Support Powers

Spoiler :

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Field Medics
GDI has established a field hospital system during the First Tiberium War, and they have proved invaluable in many battles, decreasing combat casualty by up to 50%.
Cost: $20
Effect: Increase infantry HP in battle by 50%.

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Sensor Network
The threat of ambushes by Nod, particularly by tunneling units, has forced GDI to develop highly sophisticated stealth detection equipments.
Cost: $30
Effect: Decrease enemy mobility by 50%

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EMP Cannon
Electromagnetic Pulse, or EMP, is increasingly used to disable electronic equipments on the battlefield. Though Nod has countered GDI's use of EMP Cannons by EMP-proving their equipments, research has found that EMP still manage to temporarily disable them about 25% of the time, giving GDI troops precious breathing space in the heat of battle.
Cost: $30
Effect: Decrease damage done by enemy by 25%.

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Blockade
GDI's almost unchallenged naval and air superiority, and its global surveillance technology, allows it to deny vital resources and supplies to its enemies.
Requires a Level 4 base
Cost: $50
Effect: Randomly negates one of the enemy's support powers.

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Ion Cannon
The orbital Ion Cannon network is GDI's trump-card. Its beam can obliterate a small army in an instant; however, the cannons are only to be fired in exceptional circumstances.
Requires a Level 5 base
Can only be used ONCE per turn by any GDI faction

Cost: $50
Effect: Destroy between 10 - 25% of enemy units in a battle.


Nod Units

Spoiler :

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Militia
The rank and file of the Brotherhood. Their revolutionary zeal, good leadership and sheer numbers makes up for their lack of training and poor weapons.

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Cyborg
Supersoldiers augmented with heavy armor, mechanical parts and electronics and enhanced by Tiberium. They can win a one-on-one fight with any soldier and more than a match for light vehicles in a small group.
Requires a special project

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Attack Buggy
A light vehicle used for hit-and-run attacks. They are good against infantry but fare very poorly against armour. Also carry anti-aircraft weapons.

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Flame Tank
The Flame Tank, or "Devil's Tongue", is exactly what it sounds like; a flamethrower tank. It can tunnel into the ground and ambush passing GDI troops. They're good against most ground targets, but helpless against aircrafts.

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Artillery
Nod's Artillery units are the among the most expensive and most powerful in the Nod arsenal. They are very effective even against moving targets. However, they are defenseless against aircrafts, and are vulnerable to faster units such as Wolverines.
Requires a Level 3 base

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Banshee
The Banshee is an advanced fighter craft; rumoured to have been developed from alien technology. Its plasma cannons are especially powerful against vehicles.
Requires a Level 4 Base.

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Stealth Tank
The Stealth Tank, or Ezekiel's Wheels, is Nod's hit-and-run doctrine perfected; it stays hidden until it attacks an enemy position, or aircraft, with high explosive missiles, and can then quickly disappear.
Requires a Level 5 base


Nod Support Powers

Spoiler :

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Confessor Squad
Confessors are Nod's elite troops, responsible for leading an infantry unit, training recruits and indoctrinating them.
Cost: $20
Effect: Increase infantry combat strength in battle by 50%

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The Black Hand of Nod
Fiercely devoted to Kane and notoriously violent, the Black Hand specialises in sabotage, assassination, terrorism, and heavy weaponry. If you face a particularly formidable enemy force, you know who to call.
Cost: $30
Effect: Reduce enemy base defences by 50%

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Subterranean Transport
Nod depends on its tunnel networks to move troops and equipments out of sight of GDI's spy satellites and surveillance aircrafts. Their Subterranean APCs can carry troops into the middle of a GDI base for an ambush.
Cost: $30
Effect: Increase mobility by 50%

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Tiberium Infusion
As part of Nod's effort to usher in the Tiberium Age, their scientists have been developing a method for the controlled mutation of humans into Tiberium-based lifeforms.
Require special project
Cost: $50
Effect: Negates the effect of Tiberium

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Nuclear Missile
While both GDI and Nod has access to its own nuclear arsenal, GDI rarely uses nuclear weapons, on ethical grounds. Nod, however, is less bothered by such concerns.
Requires a Level 5 base
Can only be used ONCE per turn by any Nod faction

Cost: $50
Effect: Destroy between 20 - 35% of enemy units in a battle.
May cause nuclear fallout, renders a territory unusable for an indefinite number of turns.
 
Neutral Units (all neutral factions)

Spoiler :


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Technical
Basically an armoured truck with a machine gun mounted on top. Technicals were popular among Third World militias in the latter half of the 20th century. Has a limited anti-air capability.

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Battle Tank
Conventional tanks are not match for GDI Titans; however, they are good against most other ground targets, and as GDI affiliates adopt the new Titans the prices of these older vehicles have gone down.

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Fighter-Bomber
Factions without the financial resources of GDI or Nod still employ aircrafts developed during the Cold War. However, any weakness is compensated by its cheaper cost compared to the newer aircrafts.
Requires Level 4 base



Generic Units

Spoiler :

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Conscript
Some of those who served in the ranks of unaligned factions are volunteers. The majority, however are conscripts, poorly trained, poorly equipped, with a high casualty and desertion rate. However, there's always more where they came from.

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Mercenary
Mercenaries are more expensive than conscripts but are generally better-trained with better weapons. Factions can hire them when they need a bit more firepower.



Forgotten Units

Spoiler :
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Mutant Soldier
Most of the soldiers in the Forgotten ranks used to be ordinary civilians until their condition forced them to live as outcasts and take up arms to defend themselves. Consequently they are not very well-trained or well-armed; however, they thrive among Tiberium. They may be accompanied by Tiberium fiends, mutated canines who have been tamed by the Forgotten and serving them as attack dogs.

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Ghoststalker
The Ghoststalkers are formidable commando units, armed with railguns and skilled in the use of explosives.


Cultist Units

Spoiler :
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Initiates
Initiates are new converts to the Cult. Their eagerness more often than not get them killed, though channeled properly their energy can be directed against the enemy to great effect.

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Temple Guard
Elite members of a Cult, wearing bulletproof suits and armed with a chemical sprayer. Few soldiers have survived an encounter with one; those who do usually end up as twisted disfigured lumps of flesh.
 
Background Story

A quick introduction into the Tiberium universe.

For the purpose of this game, we will assume that world history is pretty much the same as OTL (with the Brotherhood of Nod possibly lurking in the shadows) up until 1995.

Note to veteran CnC players: yes, I am aware of the Red Alert – Tiberian Dawn connection hypothesis; in fact I wrote articles on it. But I have decided to ignore it here for simplicity. Besides, the borders shown in the Tiberium universe never quite makes sense if Red Alert is indeed the prequel.

Spoiler lots of info :

Link to video.


Link to video.


Link to video.


Link to video.


Link to video.


Link to video.

Tiberium

Tiberium was first discovered in 1995 on the banks of the Tiber River. It was brought to Earth on a meteorite, or several, and quickly began to spread around the globe. It commonly takes a form of a green or blue crystal, growing out of a “pod” in the ground, but it can also take an algae-like or moss-like form. Tiberium is still very much a mystery though the crystals have become the foundation of the world’s economy; they are mineral-rich, high in energy, and can be easily harvested.

Tiberium is toxic to all carbon-based lifeforms. Exposure to Tiberium even in small amounts, including airborne particles, causes painful deaths in most humans and animals. In a minority of cases, humans, animals and plants can be mutated from Tiberium exposure, becoming, in effect, Tiberium-based lifeforms.

Tiberium spreads, and it spreads quickly. Once a whole province is completely overrun by Tiberium, you will receive no further income from that province except for any income from Tiberium Refineries. If the entire planet is overrun by Tiberium, it is game over; the planet is no longer capable of supporting human life.


The Global Defense Initiative

The Global Defense Initiative, or GDI, was secretly founded as “Operations Group Echo: Black Ops 9” in the latter half of the 20th century as an international military organization dedicated to safeguarding global security. It could be best described as a specialized peacekeeping force, with wide-ranging power to intervene in armed conflicts around the world and bring about their resolution, peacefully if possible, forcefully if needed be. It was sanctioned by the United Nations and funded by the world’s richest countries in the Group of Seven. Its soldiers received intensive training and state-of-the-art weaponry.

The secret army was exposed in the mid-1990s after a failed attempt to assassinate Saddam Hussein. This coincided with the rapid spread of Tiberium and the rise of the Brotherhood of Nod around the globe. The secret army was renamed the Global Defense Initiative in 1995 and restructured to deal with these new threats. In time, as the conflict with Nod intensified and Tiberium continues its spread unabated, GDI would be granted more and more powers by the United Nations and by beleaguered and fearful national governments. Eventually, GDI would begin to function as a de facto world government.

GDI is dedicated to controlling the spread of Tiberium, to restore global security and stability, and to destroying the Brotherhood of Nod, which it views as a terrorist organization and the greatest threat to world peace.

The Brotherhood of Nod

It is not known when the Brotherhood of Nod was actually founded, but it claims 1800BC as the founding date. Since then, it appeared here and there throughout history; from ancient Egypt to Stalin’s Soviet Union. It finally began to creep out of the shadows in the early 1990s, when several terrorist bombings were blamed on the organization. Then Tiberium arrived, and Nod suddenly burst on to the world stage.

Somehow, this enigmatic organization managed to suddenly end up with control of half of the world’s Tiberium supply. It also had a near-monopoly on Tiberium harvesting technologies. It used its Tiberium wealth to build a vast global network of heavily-armed terrorist cells. Nod gained the support of much of the world’s population, especially in the Third World, through a combination of development aid, heavy propaganda, and coercion. Attracted by Nod’s ideology and the benefits which the organizations grant its members, millions in the Third World flocked to join Nod’s ranks. Soon Nod had a massive army of followers who could bring down entire nations.

Nod as an organization is very different from GDI. While GDI is a rigidly structured organization, Nod is very much decentralized. While GDI is reluctant to use violence against civilians, the same is not true for Nod militias, who will ruthlessly eliminate any and all who stand in their way. While GDI sees Tiberium as dangerous and wants to control its spread, Nod sees Tiberium as a sacred substance, sent by God, and is the catalyst for the next stage of human evolution. Nod actively spreads Tiberium, encourage its followers to believe in its value, and experiments with it in risky ways.

Nod’s leader is a man known only as Kane. Very little is known about him. The first unconfirmed sighting of him was in the Soviet Union in the 1940s. Oddly, he doesn’t seem to have aged since that time. He commands fanatical devotion from his followers, and has the power of life and death over them.


Neutral Factions

Some governments are aligned to neither GDI nor Nod, and try to remain independent. The intensification of the Tiberium Wars has resulted in the breakdown of law and order in many parts of the world. These areas are home to many competing factions, some with no allegiance to either GDI or Nod. In some areas, civilians are starting to form militias to protect their communities from anyone who threaten them; often Nod, rarely GDI.

One of the most prominent neutral groups is a loose association of mutants known as the Forgotten. They are shunned because of their mutations, and are maltreated by both GDI and Nod, and so they band together to protect each other. They can be found living in many of the most inaccessible, heavily-Tiberium-infested areas of the world.
 
Faction name: Russian Federation
Leader name: Matthew Barabas
Leader trait: Matthew Barabas isn't a warlike person, but he does tend to turtle up his nation and look at the long term of things.
Headquarters: Moscow. assuming i have the correct province.
Allegiance: Neutral
Description: the same Russian Federation as before, however the appearance of the Nod and the GDI changed it slightly so its more...militant than before.

map (teal is a shade of blue and green):
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Faction name: The Caliphate
Leader name: Caliph Nedim Ibn Sheik Moamar Emir Osman Ibn Faruk
Leader trait: Innovative, Philosophical, Warmonger, Paranoid
Headquarters: Mecca
Allegiance: Neutral, for now
Description: A Republic, that wishes to seize the newly rich lands of Islam

 
Faction name: The Puanarianist Peoples of the Gran Colombia (Shortened to the Puanarianist Nation)
Leader name: José Rafael Puan
Leader trait: Some would call him Brilliant, a revolutionary - the charismatic leader of the oppressed peoples of Venezuela. He was certainly that; bold, brave, charismatic, beloved by his people and feared by his superiors. People would also mention that he was not entirely stable mentally and was prone to nervous breakdowns, bouts of paranoia and long period of reclusive activity. He served his people well.
Headquarters: Maracaibo (10° 39′ 0″ N, 71° 38′ 0″ W)
Spoiler :
lake_maracaibo_map.png

Allegiance: To the Brotherhood of Nod
Description:
Collins Definitive Dictionary 1995 edition said:
Puanarinasm - A political ideology that follows the teachings of José Rafael Puan, a Venezuelan revolutionary. It is liberal - almost anarchic - and socialist in its nature. The first recorded use of the word is in the book "Essays on Mind and Matter" by Dr. Sheng-ji Yang.
Derived from: Puan (From José Rafael Puan) - Ism (A distinctive practice, system, or philosophy, typically a political ideology or an artistic movement)

The Puanarinaist Peoples were born out of a long bitter revolution. In the aftermath of Hugo Chávez's death in 1994 an Ultranationalist faction rose to power in Venezuela from the start the regime was unpopular but it had the support of the military and police and the leaders used fear and violence to keep the people in check.
José Rafael Puan was a young man of 21 living in Venezuela at the time - he was a political visionary, but under the new regime he was persecuted for his ideas. He knew of the suffering of his people and sought to remedy this situation, but he knew he couldn't do it from his homeland so he fled to the UK. During his time in the UK he got in league with a group of like minded radicals operating out of a town called Lancaster in the North West of England. When he began to talk of inciting revolution in his homeland he immediately got the support of 3 others: Tom Farquharson, Robert Krug, and Benedict Tiberius Greene. The first was a political activist and scientist, the second a famous composer and the third a military strategist- together the four of them sought funding to launch an expedition to the now infamously despotic Venezuela.
During this time a meteor struck in Italy bringing with it an odd substance, as the only scientifically minded one of the four Tom Farquharson immediately began to study it with great interest, watching as it grew and grew. He published an article about it in a scientific journal... It was then that he was contacted by a shady character...
Suddenly the Puanarianst group had all the funding necessary to proceed with their expedition (provided by said shady character) and they set off to Cuba - which would be the springboard for their expedition. They set up a temporary HQ at the Puerco Espín; a Havana club owned by Krug.
It took them but a few months to topple the regime through a multitude of Propaganda, terrorism and popular support. When they finaly officialy entered Maracaibo they were greeted as heroes and they assumed leadership of their nation and the surrounding nations (They'd made sure that everything would go according to plan, a late intervention by a neighbor could have ruined it all) they united them all under the banner of Puanarinaism (See later).
However as soon as they had established their glorious nation the Shady Character came to collect his due - he forced them to pledge allegiance to an initiative, a religious cult...
A religious cult that supposedly worshiped the banished son - sent to the land that god gave him - the land of Nod, Cain's land...
They had pledged their allegiance to The Brotherhood of Nod.

The other three Leaders:
Robert Krug: A master composer - creator of several famous symphonies and conchertoes. Known especially for his Twilight Canon In F# Major. He has an Irritable personality and a tendency to get angry at his colleagues for little to no reason.
Tom Farquharson (Born Robert Findlay): Political Visionary - Brilliant Scientist. Tom takes both catagories and mixes them to one - to him everything is either a scientific puzzle or a political conspiracy, rightly though of as the brains behind the group he was also the one who first met the man he dubbed the Shady Character.
Benedict Tiberius Greene (Born Benjamin Greene): Benedict was the son of a builder and childhood friend of both the Roberts he had the military expertise and training that was required to fully incite the revolution in Venezuela. He also made himself head of the armed forces following their takeover.

Flag: The Flag of the The Puanarianist Peoples of the Gran Colombia is simmilar to the revolutionary flag of Venezuela and Gran Columbia: It is Three stripes - the 3 prime colours - Red, Blue and Yellow. These colours were chosen for a specific reason that is summed up by a quote of Johann Wolfgang von Goethe said to Francisco de Miranda "Your destiny is to create in your land a place where primary colors are not distorted.”

On top of the 3 bands of colour is the green cross of Puanarianism. Green is the colour always associated with the Puanarianist movement and has been used in all their Iconography and the cross it the symbol of their unity and strength of purpose. Together they symbolize the whole idea of the movement and its grace.

Spoiler Flag :
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Map:
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more details now that i read more rules:

Russia is a Generic Neutral nation. full of humans except those in tiberian regions. and because we are neutral...

National Goals
1. Claim the area equivalent to the Russian Empire in 1914.
2. have the largest army in the world.
3. make an alliance with one other Generic Neutral nation.
4. Be respected on the international Scale.

also i have a question: is Rome now a crater?
 
Faction name: Darkness of Nod
Leader name: Bane
Leader trait: Pale, bald, vertical scar on his left eye, aggressive, sadistic, cruel
Headquarters: Ground Two, HQ of the darkness, and the first Academy of Specials (marked by a black cross in the north of the Canadian province)
Allegiance: Nod
Description: Bane appears to have been a close ally of Kane when he was still leading Nod. Some sources say he appeared around the time of the attempted assassination of Saddam Hussein, and some even say he was the one who saved Saddam and revealed the Operation Echo team. He appears to be some sort of supernatural being, although he is rarely seen as he likes to retreat into seclusion unless in the midst of a battle. None can tell what he is like in battle, because either they are dead, or they are too fearful to report his powers. Yet, he commands a significant force, even though his faction was mauled in the battle of Manhattan during the main conflict. He has recently begun taking a more active role in his Faction however, stepping out of his seclusion, and has recently begun training "specials" as the rest of the men in his army calls them. They seem to be using some of the same powers that are occasionally attributed to Bane. though nobody knows what to make of this.
 

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more details now that i read more rules:

Russia is a Generic Neutral nation. full of humans except those in tiberian regions. and because we are neutral...

National Goals
1. Claim the area equivalent to the Russian Empire in 1914.
2. have the largest army in the world.
3. make an alliance with one other Generic Neutral nation.
4. Be respected on the international Scale.

also i have a question: is Rome now a crater?

Number 4 is already failed, at least to Bane...
 
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Faction name: United Kingdom of Great Britian and Northern Ireland
Leader name: David Cameron
Leader trait: Wikipedia page, away!
Headquarters: London
Allegiance: GDI
Description: Britian was one of the founding members of the GDI, and the leader/main representative of the European branch. 22 SAS Regiment was part of the international forces that destroyed the temple and seemingly killed Kane. Now, "Fortress Britian", as the country is informally called, is a Tiberiumless and democratic bastion against the terrorist Nod threat.

(I know Ayra took red. This is a different shade, but if it is too similar, I'll gladly be white Whoops, did not see the color rules. Oh well.)
 

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I was about to post something hurtful towards our benevolent Prime Minister David Cameron. But I thought it best not to as he has made it so much easier and cheaper for us all to get into university and he has made so many great policies towards our much hated NHS. I really could not say anything hurtful towards such a great leader.

And it would be going off topic and thus a pointless post unless I was to make it in character, but that would be unfair on poor Mr. Omega124 as it would be judging him not on his own grounds but that of his chosen psychopathic dictator that leads his nation...

Please note: I do not in any way endorse Mr. Cameron's Policies or his treatment of the NHS, EU and Universities. In fact I consider him a complete ********** yes a complete one of those. And the NHS is a good thing despite what the media will tell you all.
 
Faction name: The Southeast Asian Defense Force (SEADF)
Leader name: Ahendra Terang
Leader trait: Dedicated to his work; strong moral compass (would not harm civilians/the innocent); extreme hatred for any and all terrorist activities/organizations; strong advocate of democracy. (Edit: other traits will be revealed through narratives)
Headquarters: Calcutta
Allegiance: Global Defense Initiative
Description: As tiberium spread throughout southeast Asia, Nod's presence spread alongside it. Many people in the region were already impoverished before the spread of tiberium, so Nod was able to gain influence among the destitute of society and erode the foundations of the standing governments. In response to this, the Global Defense Initiative set up the Southeast Asian Defense Force (SEADF), an international organization centered in Calcutta. The SEADF is made up of members of the military of India, Bangladesh, Nepal, Bhutan, and various southeast Asian nations. The SEADF's primary goal is to halt the spread of Nod and tiberium, and to preserve democracy in southeast Asia. Ahendra Terang, a highly decorated Indian lieutenant general who fought for the GDI, was chosen to head the newly formed SEADF.

Primary area of operation:
Spoiler :
 
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If this is 6 Provinces, remove my claim on France.
New Rome

Faction name: New Rome
Leader name: Martin Pitiscus
Leader traits: Opressing, but also an experienced general.
Headquarters: New Rome, founded on the coasts of the Adriatic
Allegiance: GDI
Description: The Tiberium deposits near Rome led to many deaths witin Italy, which led to its collapse. The GDI faction decided to take advantage of this, and took control of the Italian Peninsula. However, the remaining citizens had been ravaged by the Nod, and by 2000, the Brotherhood of Nod had full control of the north, while the south was ocupied by the GDI. Martin Pitiscus, a general of the GDI and rumored to be descended from Julius Caesar himself, led the GDI into Rome, and then up to the Nod-controlled north, where he won several victories. The Nod were forced out of Italy in 2003, and the peninsula was at peace again. However, Pitiscus instead created a dictatorial regime under his rule, named New Rome, after the city that he founded outside of the Tiberian regions for the survivors of the unknown resource. Despite New Rome's dictatorship, Pitiscus was able to keep his nation aligned with the GDI.
 
No power here ATM so expect map/more details in coming days, but chalk me us as:

Faction Name: Confederate States of America
Leader Name: President Eva Tenaire
Leader Traits: Protective; Charismatic; Resourceful; Unbending; Intellectual
HQ: National Capital would be Richmond, VA, but the military headquarters would by Norfolk Naval Base. Also VA, so really doesn't matter gameplay-wise.
Allegiance: GDI
Territories: VA, NC, KY, TN, SC. Gray color.

Will add description and map once I have my own computer back, which will be after we get power back.

-L
 
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