Aralesia

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Who are these people stumbling into the light after a thousand years underground?
Those who call themselves the inheritors of the Earth.
Look for them and deliver a message for me:
While you were sleeping, the world moved on.
- Torrad III

The Aral Sea

The New World

Earth that was is gone, though a few survived its fall. Over miserable decades of impact winter, anarchy and nanomachine plagues, some sliver of humanity eeked out a marginal existence in the ashes of the golden age. It took whole centuries, but nascent civilizations emerged for a second time on the changed face of the world. One of them formed on the edge of the Aral Sea, where three princes laid the groundwork of an alliance of tribes that eventually rose above the chaos and anarchy of the post-apocalypse and transformed into a state. Now the greatest nation of the so-called techno-barbarians of Earth, they all strive to emulate its laws, stability and success.


Aralesia ows its survival as a state and unity to its utterly harsh environs in the Eurasian wastelands. Combatting the legecy of the Fall is a task beyond the common man. Early after the bombardments began, attempts were made to preserve Earth's biosphere and reverse climate damage through the widespread use of self-replicating nanomachinery. Its spectacular failure was only eclipsed in scope by the awesome lack of foresight that led to its uncontrolled release. The plague, as it became, acted in every capacity except the one for which it was intended, though never consistently. Creeping forests of semi-organic constructs have been slowly advancing across the landscape over the centuries, while the omnipresent machines have changed the face of life on Earth.


National Stats

Population:

Major Polis: 26

Advantages: (2)

Barbarian Allies - Earth is a world divided. No nation stands alone.
Second Amendment - Go unarmed? Hell no I ain't. Barbarians don't respect nobody who don't carry a gun. In their world only people who don't are people who ain't allowed. You gotta be some kinda criminal or nutjob. Or worse, they'll think you're some kinda wuss.

Disadvantages: (2)
Ascended Barbarians - Welcome to the Post-Post-Apocalypse!
Barbarian Backyard - Sometimes one nation's prosperity comes at the cost of another's. Old hate runs deep.

Economy: (2)
Rank 2: 70+25 - It may have taken a couple hundred years, but civilization recovered far enough for the return of a complex manufacturing economy and bottlecaps were finally abolished as currency.

Infrastructure: (3)
Rank 3: 90+25 - Hurling the ruins of Old Earth into the crucible will glean out its precious mettle, and something great will be wrought with new alloy.

Growth: (1)
Rank 0: 1 - 1 - There really are oases in the wastelands. They are few, and they've virtually all been found.

Military: (5)
Rank 5: 740+250 - Who are these little people, tearing at my heels for scraps? I offer them trade and they steal from me. I offer them peace and they kill free men outside my cities and leave them unburied for the scavengers. I have had enough. Gather everything under my name and bring these people to ruin. Drive them to the ends of the Earth and let them cower in holes, hiding their names forever out of fear and out of shame.

Military Support: (5)
Rank 5: 950+300 - Crowds are impressed with armies. Kings are impressed with resources.

Military Quality: (5)
Rank 3 - Every peace in the Wastes is hard won. No empire can exist without a litany of wars behind it.

Superweapons: (1)
Rank 1 - The most valuable and most eerie relics of humanity's golden age are the ones that worked to end it.

Espionage: (4)
Rank 3 - Earth is a complicated mosaic of alliances, rivalry and grudges between the various bands of barbarians. Praise anyone who can keep track of who is at war with who.

General Advancement: (0)
Rank 0 - Zero.

Military

990

Ground: 333

Territorial Army
15x Heavy Infantry Divisions
Firepower: 3
Defences: 3
Cost: 6
Total Cost: 90

7x Armored Freewheeler Company
Light Vehicles
Firepower: 1
Defences: 1
Speed: 1
Cost: 3
Total Cost: 21

6x Mobile Aerospace Company
Light Vehicles
Speed: 1
Fighter Compliment: 2
Cost: 3
Total Cost: 18

10x Wasteland Crawler Outfit
Armoured Vehicles
Firepower: 2
Defences: 3
Speed: 1 (-1)
Cost: 6
Total Cost: 60

5x Heavy Hex-walker Outfit
Heavy Vehicles
Firepower: 5
Defences: 5
Speed: 2 (-3)
Cost: 12
Total Cost: 60

4x Aral Sea Monster
Massive Vehicle
Firepower: 7
Defences: 8
Speed: 5 (-6)
Electronics: 1
Cost: 21
Total Cost: 84

Crisis Group: 72

The Einherjar
Tactical Superweapon
A man who could not be killed, stood against the tide and fought back the sea.
Firepower: 12
Defences: 12
+Living Legend
+One Man Army
Cost: 24
Modified Cost: 36

Eidolon
Tactical Superweapon
An angular aerospace craft known only by its silhouette, its details enveloped in darkness by a light-absorbing skin.
Firepower: 8
Defences: 4
Stealth: 4
Speed: 4
Electronics: 4
+Sensor Ghost
+Intense ECM
Cost: 24
Modified Cost: 36

Space: 585

Battleship Jadwin
Flagship of a doomed fleet that made its last stand at Earth in the final days of the Civil War, this monolith spent a thousand years forgotten and tumbling in Earth orbit. Its impenetrable hulk defied attempts at salvage, until at long last a nation rose with the means to rebuild it.
Capital Ship
Firepower: 20
Air Defence: 3
Defences: 22
Speed: 10 (-18)
Electronics: 5
Cost: 60

Battlecruiser Raude
Capital Ship
Firepower: 17
Air Defence: 1
Defences: 12
Speed: 12 (-13)
Electronics: 2
Cost: 45

5x Weller
Battleship
Firepower: 18
Air Defence: 2
Defences: 18
Speed: 5 (-13)
Electronics: 2
Cost: 45
Total Cost: 225

5x Murinsk
Battlecruiser
Firepower: 9
Air Defence: 1
Defences: 6
Speed: 4 (-5)
Electronics: 1
Cost: 21
Total Cost: 105

10x Vega
Light Warship Squadron
Firepower: 2
Air Defence: 1
Defences: 2
Mobility: 3 (-1)
Electronics: 1
Cost: 9
Total Cost: 90

10x Phoon
Torpedo Attack Squadron
Firepower:
Torpedoes: 3
Defences: 1
Speed: 2
Cost: 6
Total Cost: 60