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		<id>https://micras.org/wiki/index.php?title=Nelagan_Army_Guide_to_the_Undisciplined&amp;diff=9159</id>
		<title>Nelagan Army Guide to the Undisciplined</title>
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		<summary type="html">&lt;p&gt;Andreas the wise: Created page with &amp;#039;Written by Fillion Blackwood &amp;lt;br&amp;gt;Authorized by General of the Army Eadan McGuffey ==Introduction== Welcome to the Nelagan Army recruit, this guide (hereafter known only as the NA…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Written by Fillion Blackwood&lt;br /&gt;
&amp;lt;br&amp;gt;Authorized by General of the Army Eadan McGuffey&lt;br /&gt;
==Introduction==&lt;br /&gt;
Welcome to the Nelagan Army recruit, this guide (hereafter known only as the NAGU) will help you understand the various ins and outs of army culture, tactics, and history, as well as help you achieve a working knowledge of rank and structure. For the next nine weeks, you will be trained at The Basic Combat Training Facility, Fort Nelaga. Here you will learn the fundamentals of taking orders quickly and without question, armed and unarmed combat, as well as physical conditioning in preparation for field work.&lt;br /&gt;
==History==&lt;br /&gt;
The history of the Nelagan Army is very limited, as it just formed very recently. Unlike the marine corps or the navy, the army has no roots in any Shirerithian military tradition. While it is looked down on for this by the aforementioned branches of the military, the army personnel who make up the army are proud to have started their own traditions, and have the will to see them passed on to a new generation of warriors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;The history of the army begins with Eadan McGuffey, who was tapped by Commander in Chief Greg Russell to form the Nelagan Army. A man of experience, Eadan immediately set about his task. Though he was born and raised here in Nelaga, his experience as a mercenary who participated in several wars and conflicts around the world gave him the knowledge to return to his homeland, and protect it.&lt;br /&gt;
==Culture==&lt;br /&gt;
The Nelagan Army has four core values, which act as a guideline to how a soldier should act in any and all situations.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;1. Loyalty&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;As a soldier of the Nelagan Army, you are expected to be loyal at all times to your superior officers, the commander-in-chief, the president, your fellow soldiers, and the Nelagan people (in that order). The punishment for disloyalty ranges from corrective actions involving various amounts of push-ups for minor infractions, to execution by firing squad for major incidents.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;2. Courage&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;A cowardly soldier has no place in a dedicated, disciplined military force, and a soldier who hesitates in the heat of battle is not tolerated. We train every day, and drill constantly, so that when the time comes for war, our mind and bodies are prepared.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;3. Discipline&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;The ability to follow orders in all circumstances, and all situations, is crucial to the field of battle. Discipline is about more then just the nerve to obey orders in the middle of a war though. Discipline also means that a soldier has the self-restraint to do what is right in all circumstances, on and off the field.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;4. Honor&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Having pride in the unit you are serving, and striving to defend the honor of both the army and your fellow soldier is paramount.&lt;br /&gt;
===Judicial Procedure===&lt;br /&gt;
Any soldier accused of serious crimes (as defined by section three of the Infractions and Punishment Handbook) is brought before their Brigade or Legion colonel, who together with the soldier&#039;s battalion commander and company commander form a tribunal who are authorized to punish the soldier in a fitting manner if found guilty (up to and including confinement to the brig, or execution for betrayal). Those with a superior rank may accuse their lesser-ranked brethren of crimes, and are within their rights to bring them before their colonel.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===NELAGAN SOLDIERS CREED===&lt;br /&gt;
I am a soldier of the Nelagan Territories.&lt;br /&gt;
&amp;lt;br&amp;gt;I am a warrior, and I stand at the edge and watch.&lt;br /&gt;
&amp;lt;br&amp;gt;I serve the constitution of the Nelagan Territories, and the people it protects.&lt;br /&gt;
&amp;lt;br&amp;gt;In peace I will train.&lt;br /&gt;
&amp;lt;br&amp;gt;In conflict I will resolve it.&lt;br /&gt;
&amp;lt;br&amp;gt;In battle I will fight and win.&lt;br /&gt;
&amp;lt;br&amp;gt;I stand ready to fight all enemies of the Nelagan Territories.&lt;br /&gt;
&amp;lt;br&amp;gt;I am a professional, and I will never act differently.&lt;br /&gt;
&amp;lt;br&amp;gt;I will honor the innocent with courage.&lt;br /&gt;
&amp;lt;br&amp;gt;I will honor the fallen with victory.&lt;br /&gt;
&amp;lt;br&amp;gt;I am a Nelagan soldier.&lt;br /&gt;
===MOTTOS AND BATTLE CRIES===&lt;br /&gt;
The Nelagan Army motto is, “We stand at the edge and watch”. The Legions of the Nelagan army (the combat arms of the army itself), also have an additional motto which is, “We fight and win.”&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;quot;Hooah&amp;quot; is the battle cry and is used as an affirmative, a display of enthusiasm, and a greeting.&lt;br /&gt;
===COAT OF ARMS===&lt;br /&gt;
The coat of arms used by the Nelagan army is blue above green, with a dark red eagle rising from the bottom.&lt;br /&gt;
===COLORS OF THE ARMY===&lt;br /&gt;
The colors of the army are green, blue, and red, which represent land, sky, and the blood of the warriors who protect the nation.&lt;br /&gt;
===NICKNAME===&lt;br /&gt;
The nickname of the army is, “The Watchmen”, which is a nod to their duty of being ever vigilant against outside threats. The Nelagan Legion&#039;s general nickname is, “The Blood Eagles”, because of their willingness to not only protect the nation, but because of their willingness to go to the front lines of any war.&lt;br /&gt;
===MASCOT===&lt;br /&gt;
The mascot of the army is the red eagle, an endangered species of eagle with red feathers instead of the usual coloration.&lt;br /&gt;
===SWORD===&lt;br /&gt;
The sword Legion officers wear on formal occasions is called the &#039;Nelagan Army Longsword&#039;, and is used only by officers in a Nelagan Legion.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===BIRTHDAY===&lt;br /&gt;
&amp;lt;br&amp;gt;The birthday of the Nelagan Army is celebrated every year with a day off from duties (except for those duties which affect security), and a formal cake-cutting ceremony.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===DRILL AND CEREMONIES===&lt;br /&gt;
Close order drill is used in recruit training, as well as the Army&#039;s Birthday Ball, a change of command, or a retirement.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Mess night is also done several nights a year, and is used as an opportunity to enjoy high-quality food, as well as remember and honor the dead.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===PHYSICAL FITNESS AND MARTIAL ARTS===&lt;br /&gt;
All soldiers, like their marine counterparts, are required to spend at least 3 hours a week exercising. Additional hours of exercise also make soldiers look favorable for promotions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Also like the Nelagan Marine Corps, the army has a martial arts training program, called the Nelagan Army Close Combat Program (NACCP), which all soldiers, regardless of position, must train in at boot camp. In addition, all Legionaries are further trained in an additional martial arts program (the Legionary Martial Arts System- LMAS) that supplements and improves their less-then-lethal and policing capabilities.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Pay grades and ranking structure==&lt;br /&gt;
How much you will be payed, will be concurrent with your rank.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Enlisted personnel===&lt;br /&gt;
&#039;&#039;&#039;private (PVT)&#039;&#039;&#039;- E-1- no insignia- This is the standard rank all civilians receive when they enter the recruit facility.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;private (PVT2)&#039;&#039;&#039;- E-2- one chevron- This promotion is automatic after six months of service.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;private first class (PFC)&#039;&#039;&#039;- E-3- one chevron and one rocker- An automatic promotion is given after twelve months in service, though a recruit might start out with this rank if he proves himself exceptional.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;specialist (SPC)&#039;&#039;&#039;- E-4- One chevron above an eagle- &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====Non-commissioned officers (NCO)====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;corporal (Cpl)&#039;&#039;&#039;- E-4- Two chevrons- Corporals are promoted for their intelligence and leadership skills among the privates, and sometimes lead a fire-team.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;sergeant (Sgt)&#039;&#039;&#039;- E-5- Three chevrons- Sergeants are promoted for their intelligence and leadership skills among the corporals, and lead fire-teams as well as corporals. They receive higher pay for their higher experience.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;staff sergeant (SSgt)&#039;&#039;&#039;- E-6- Three chevrons and a rocker below- Staff sergeants serve as squad leaders, which is composed of two, four man fire-teams.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====Senior non-commissioned officers (SNCO)====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;sergeant first class (SFC)&#039;&#039;&#039;- E-7- Three chevrons above and two rockers below- The rank of sergeant first class serves as a platoon sergeant, whose job is to mentor lieutenants, keep the soldiers in line, and offers tactical advice to his superior officers, who may not be as practically experienced in war as the SFC is.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;master sergeant (MSgt)&#039;&#039;&#039;- E-8- Three chevrons above and three rockers below- Master sergeants serve as platoon sergeants with more experience, or as company section leaders.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;first sergeant (1stSgt)&#039;&#039;&#039;- E-8- Three chevrons above a diamond and three rockers below- first sergeants have a general command leadership responsibility for a company, and are the principle assistants for a Captain.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;sergeant major &#039;&#039;&#039;- E-9- Three chevrons above a star and three rockers below- A promotion that puts them as the senior NCO of a battalion, with a general command leadership responsibility, and are the principle assistants for a lt. Colonel.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;command sergeant major (SgtMaj)&#039;&#039;&#039;-E-9- Three chevrons above an eagle and three rockers below- A promotion for the first sergeant, they are the principle NCO for an entire brigade or legion, and serve under a colonel.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====Special====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;sergeant major of the army &#039;&#039;&#039;-E-9- Three chevrons above a shield and four rockers below- the Sergeant Major of the Army is a single-person billet, and is the senior enlisted soldier of the army, and acts as an advisor to the General of the Army on all matters concerning the enlisted soldiers.&lt;br /&gt;
===Warrant Officers===&lt;br /&gt;
All warrant officers are promoted and trained as needed, when a job opens up that needs the authority of an officer, but doesn&#039;t rate fully training the marine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Warrant Officer 1 (WO1)&#039;&#039;&#039;- W1- Two blue squares on top and below a yellow square&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;chief warrant officer 2 (CW2)&#039;&#039;&#039;- W2- Four squares of alternating blue and yellow colors&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;chief warrant officer 3 (CW3)&#039;&#039;&#039;- W3- Two yellow squares on top and below a white square&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;chief warrant officer 4 (CW4)&#039;&#039;&#039;- W4- Four squares of alternating yellow and white colors&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;chief warrant officer 5 (CW5)&#039;&#039;&#039;- W5- One long, yellow rectangle with a blue rectangle inside&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Officers===&lt;br /&gt;
====Company Grade Officers====&lt;br /&gt;
&#039;&#039;&#039;Second Lieutenant (2ndLt)&#039;&#039;&#039;- O-1- Green bar- Second Lieutenants typically lead a platoon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;first lieutenant (1stLt)&#039;&#039;&#039;- O-2- Red bar- Typically promoted after eighteen months of service as a second Lieutenant, and either stay as experienced platoon leaders, or sometimes are used as the executive officer of a company.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;captain (capt)&#039;&#039;&#039;- O-3- Twin red bars- Captains typically lead a company, or operate as a staff officer at the battalion level. They also serve as instructors at service schools or combat training centers. It is also the entry rank for medical professionals with doctorates.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====Field Grade Officers====&lt;br /&gt;
&#039;&#039;&#039;Major (Maj)&#039;&#039;&#039;- O-4- Green Oak leaf- Majors generally serve as the executive officers (second-in-command) of a battalion, or as staff officer for a brigade.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;lieutenant Colonel (LtCol)&#039;&#039;&#039;- O-5- Red Oak leaf- Lieutenant colonels generally command a battalion, or operate as the executive officer for a Brigade.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Colonel (Col)&#039;&#039;&#039;- O-6- Red Eagle- Colonels typically command a brigade or a legion.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====General Officers====&lt;br /&gt;
&#039;&#039;&#039;brigadier general (BGen)&#039;&#039;&#039;- O-7- an inverted red star- Brigadier generals typically serve as a deputy general to a major general.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;major general (MajGen)&#039;&#039;&#039;- O-8- Two inverted red stars- Major generals command an entire division. There are currently nine divisions, and so only nine major generals in the Nelagan Army.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;lieutenant general (LtGen)&#039;&#039;&#039;- O-9- Three inverted red stars- Lieutenant generals command an entire corps. At least two divisions make up a corps, from which units are added to or taken away from on an ad hoc bases in times of war. Currently, there are four army corps, and thus, four lieutenant generals, but could increase in the event of war. This is the highest grade of officer that actually travels with the army permanently to the war zone, and is wholly concerned with operations, rather than both operations and administration.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;general (Gen)&#039;&#039;&#039;- O-10- Four inverted red stars- A four-star general leads a Command, and is almost wholly focused on administration, rather than operations. There are currently four generals, and together with the general of the army and the sergeant major of the army, they set policy for all soldiers and legionnaires.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;general of the army (GA)&#039;&#039;&#039;- O-11- The general of the army is a single-person billet who leads the Nelagan Army in all matters, and is currently led by Eadan McGuffey.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Command Structure==&lt;br /&gt;
The Nelagan Army is commanded by the general of the army (currently Eadan McGuffey), who is answerable to the commander-in-chief, and the president. The GA&#039;s subdivision is called, “Headquarters Army- HQA”, whose job is to advise the general of the army in all matters, and command various elements themselves. Below this, there are four subdivisions answerable to the HQA.&lt;br /&gt;
===Legion Command=== &lt;br /&gt;
This is the branch that actually goes out and fights the war. Currently, the legion is the highest permanent unit that can be deployed to a battlefield. It is the equivalent of a brigade, and is a fully combined-arms force with its own Calvary, artillery, and support forces organic to the legion itself (the only section missing from a Legion are helicopter support aircraft). While still dependent on sustainment brigades for long-term occupation, if a legion is deployed by itself, it is able to provide its own supplies for no longer then thirty days, and afterwards must be supplied by a sustainment brigade to continue. Legions come in three different forms; light, middle, and heavy.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Light legions are extremely mobile, with the infantry being supplied with light utility vehicles (explained later) for fast transport. Light Legions are not heavily-armored and are most often used for skirmishing on (or behind) the front lines or for occupation and policing of conquered territory. They are air assault and airborne capable, which means that they are capable of both being transported by helicopter anywhere, but are also capable of parachuting in as well. This makes the light legions the wild cards in any battle. They are capable of being deployed anywhere in the world in seventy-two hours.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Light legions include:&lt;br /&gt;
&amp;lt;br&amp;gt;-infantry battalion (x2)&lt;br /&gt;
&amp;lt;br&amp;gt;-cavalry squadron (with machine gun-added LUVs)&lt;br /&gt;
&amp;lt;br&amp;gt;-field artillery battalion (105mm howitzer)&lt;br /&gt;
&amp;lt;br&amp;gt;-special troops battalion (intelligence, engineers, networking)&lt;br /&gt;
&amp;lt;br&amp;gt;-support battalion (legion HQ, supply, maintenance, medical)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Middle legions are designed to fill the gap between the mobile light legions, and slow but powerful heavy legions. The infantry battalions use the Mobile Infantry Vehicle (MIV), which is an infantry fighting vehicle that provides transportation and close support in combat. The Calvary squadrons use 105mm cannons, that are not as heavy-hitting as a tank, but are far more mobile. They are capable of being deployed anywhere in the world in ninety-six hours.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Middle legions include:&lt;br /&gt;
&amp;lt;br&amp;gt;-infantry battalion (x3)&lt;br /&gt;
&amp;lt;br&amp;gt;-cavalry squadron (with 105mm cannons)&lt;br /&gt;
&amp;lt;br&amp;gt;-field artillery battalion (155mm howitzer)&lt;br /&gt;
&amp;lt;br&amp;gt;-support battalion (legion HQ, supply, maintenance, medical)&lt;br /&gt;
&amp;lt;br&amp;gt;-special troops companies (intelligence, engineering, networking, anti-tank company)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Heavy legions are the heavy-hitters of the legions. As the primary armored force of the army, they are well equipped, but slow. They are also the only legion to use tanks as well, given them a powerful punch. As a result of such heavy force, they are the slowest to deploy, needing well over five days to deploy.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Heavy legions include:&lt;br /&gt;
&amp;lt;br&amp;gt;-combined arms battalion (x2) (two mechanized infantry and tank companies, one combat engineer company)&lt;br /&gt;
&amp;lt;br&amp;gt;-cavalry squadron (with 105mm cannons)&lt;br /&gt;
&amp;lt;br&amp;gt;-field artillery battalion (155mm self-propelled howitzer)&lt;br /&gt;
&amp;lt;br&amp;gt;-special troops battalion (intelligence and networking)&lt;br /&gt;
&amp;lt;br&amp;gt;-support battalion (legion HQ, supply, maintenance, medical)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Though each legion is capable of its own limited, expeditionary thirty-day deployment (with the cooperation of the air force or navy), they are grouped into a division for home base purposes, along with one aviation brigade and one sustainment brigade (which is capable of supplying the whole division indefinitely). There are currently nine divisions, with one based on each isle (Solaria, Airosamente, Setauket, Armoria, Maraguo, Istvanistan, Amity, and two on Nelaga Proper)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;One Division includes:&lt;br /&gt;
&amp;lt;br&amp;gt;-one light legion&lt;br /&gt;
&amp;lt;br&amp;gt;-two middle legions&lt;br /&gt;
&amp;lt;br&amp;gt;-one heavy legion&lt;br /&gt;
&amp;lt;br&amp;gt;-one aviation Brigade&lt;br /&gt;
&amp;lt;br&amp;gt;-one sustainment brigade&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;aviation brigades include:&lt;br /&gt;
&amp;lt;br&amp;gt;-general aviation support battalion (x2)(135 NH-1 Huey troop/cargo helicopters, 45 N-22 Eagles)&lt;br /&gt;
&amp;lt;br&amp;gt;-aviation support battalion (20 CH-23 Sea Dragon heavy cargo helicopters)&lt;br /&gt;
&amp;lt;br&amp;gt;-aviation attack battalion (30 NA-1 Sea Krait attack helicopters)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;sustainment brigades include:&lt;br /&gt;
&amp;lt;br&amp;gt;-general support battalion (x3)&lt;br /&gt;
&amp;lt;br&amp;gt;-engineering battalion (base construction)&lt;br /&gt;
&amp;lt;br&amp;gt;-maintenance battalion&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;List of current forts and their corresponding garrisons&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Fort DStryker, Nova Kajar region, Nelaga (I Division)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;I Legion (light) “Fighting Eagles”&lt;br /&gt;
&amp;lt;br&amp;gt;II Legion (middle) “War-hawks”&lt;br /&gt;
&amp;lt;br&amp;gt;III Legion (middle) “Death Raiders”&lt;br /&gt;
&amp;lt;br&amp;gt;IV Legion (Heavy) “Buffalo Soldiers”&lt;br /&gt;
&amp;lt;br&amp;gt;1st Aviation Brigade “Air Warriors”&lt;br /&gt;
&amp;lt;br&amp;gt;1st Sustainment Brigade “Packhorse”&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Named after the legendary minister of economics himself, it is the headquarters for the first division, who pride themselves on being model soldiers, and being first of the army to deploy anywhere. The Nelagan Army Legionnaire School is located here, and is where all Legionaries train to become true warriors. The Army Military Police Academy is also located here.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Fort Thassala, Thassala Bone region, Nelaga (II Division)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;V Legion (light) “Urjoea Warriors”&lt;br /&gt;
&amp;lt;br&amp;gt;VI Legion (light) “Highland Warriors”&lt;br /&gt;
&amp;lt;br&amp;gt;VII Legion (light) “Gunmetal Warriors”&lt;br /&gt;
&amp;lt;br&amp;gt;VIII Legion (middle) “Rough Riders”&lt;br /&gt;
&amp;lt;br&amp;gt;2nd Aviation Brigade “Screaming Falcons”&lt;br /&gt;
&amp;lt;br&amp;gt;2nd Sustainment Brigade “St. Bernards”&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Located ten miles southeast of the Urjoea Mountains, the II Division is the only division in the army that is trained to fight in mountainous terrain and harsh weather. All legionaries stationed in the local legions are required to attend further training at the “Mountainous Climate Combat School”, where they train in the Urjoea mountains. They are given the mountainous terrain badge, signifying that they are certified to fight in harsh terrain. The Special Operations Command is also located here.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Fort Rii&#039;lia, Solaria Isle (III Division)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;IX Legion (light) “Avenger”&lt;br /&gt;
&amp;lt;br&amp;gt;X Legion (middle) “Titan”&lt;br /&gt;
&amp;lt;br&amp;gt;XI Legion (middle) “Green Knight”&lt;br /&gt;
&amp;lt;br&amp;gt;XII Legion (heavy) “Black Death”&lt;br /&gt;
&amp;lt;br&amp;gt;3rd Aviation Brigade “Sky Cat”&lt;br /&gt;
&amp;lt;br&amp;gt;3rd Sustainment Brigade “Work Horse”&lt;br /&gt;
&amp;lt;br&amp;gt;R&amp;amp;D Brigade “Squints”&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Located twenty-two miles west of Ura&#039;Bos, Fort Rii&#039;lia is named for a legendary hero of the isle, who serves as the &#039;patron saint&#039; of the III Division. This is the home to the Research and Defense Brigade, as well as the Nelagan Army Engineer School. Graduates of the NA Engineer School receive an Engineer badge, showing certification.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Fort Chrono, Airosamente Isle (IV Division)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;XIII Legion (middle) “Lucky 13”&lt;br /&gt;
&amp;lt;br&amp;gt;XIV Legion (heavy) “Thunder Tigers”&lt;br /&gt;
&amp;lt;br&amp;gt;XV Legion (heavy) “Steffke Warriors”&lt;br /&gt;
&amp;lt;br&amp;gt;XVI Legion (heavy) “Fate Killers”&lt;br /&gt;
&amp;lt;br&amp;gt;4th Aviation Brigade “High-rollers”&lt;br /&gt;
&amp;lt;br&amp;gt;4th Sustainment Brigade “Dirty Jacks”&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Fort Chrono, named for the mythical quintessence that killed Fate, the soldiers and legionaries of Airosamente are said to occasionally be blessed by visions of the seventh quintessence, who claim it as a lucky sign. The Nelagan Army Armor School is located here, which instructs all soldiers assigned to tank and Infantry fighting vehicle duty, in the N1 Battle Tank and the Mobile Infantry Vehicle. Upon completion, they receive either a Armor School Tank badge, or an Armor School MIV badge, showing certification in their chosen vehicle.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Fort Tapfer, Setauket Isle (V Division)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;XVII Legion (light) “Crater makers”&lt;br /&gt;
&amp;lt;br&amp;gt;XVII Legion (middle) “Astap Warriors”&lt;br /&gt;
&amp;lt;br&amp;gt;XIX Legion (middle) “Rolling Thunder”&lt;br /&gt;
&amp;lt;br&amp;gt;XX Legion (heavy) “Boomers”&lt;br /&gt;
&amp;lt;br&amp;gt;5th Aviation Brigade “Raging Wind”&lt;br /&gt;
&amp;lt;br&amp;gt;5th Sustainment Brigade “One Eye”&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Setauket Isle is home to the V Division, who have the slightly-undeserved reputation of using excessively explosive force to solve problems. Perhaps some of this comes from the fact the Nelagan Army Artillery School is located here (the placement of the artillery school on an island associated with Tapfer, is purely coincidental).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Fort McGuffey, Armoria Isle (VI Division)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;XXI Legion (light) “Rattlesnakes”&lt;br /&gt;
&amp;lt;br&amp;gt;XXII Legion (middle) “Panthers”&lt;br /&gt;
&amp;lt;br&amp;gt;XXIII Legion (middle) “Boxers”&lt;br /&gt;
&amp;lt;br&amp;gt;XXIV Legion (heavy) “Warlords”&lt;br /&gt;
&amp;lt;br&amp;gt;6th Aviation Brigade “Wildcats”&lt;br /&gt;
&amp;lt;br&amp;gt;6th Sustainment Brigade “Backpackers”&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Armoria Isle is the home to the VI Division, who zealously guard the commander-in-chief&#039;s headquarters located here. Because of the presence of senior brass from all branches, the VI Division have the reputation for never deviating from the handbook (with the exception of the Wildcats, who regularly skirt regulations despite the consequences). Located here are the Army Medical Center and School, the Chaplain Center and School, and the Intelligence Center and School.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Fort Jonas, Maraguo Isle (VII Division)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;XXV Legion (light) “Dusters”&lt;br /&gt;
&amp;lt;br&amp;gt;XXVI Legion (middle) “Crazy 26”&lt;br /&gt;
&amp;lt;br&amp;gt;XXVII Legion (middle) “Dragoons”&lt;br /&gt;
&amp;lt;br&amp;gt;XXVIII Legion (heavy) “Black Cats”&lt;br /&gt;
&amp;lt;br&amp;gt;7th Aviation Brigade “Hornets”&lt;br /&gt;
&amp;lt;br&amp;gt;7th Sustainment Brigade “Suppliers”&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Fort Jonas is the home location for the VII Division, as well as the Army Aviation Center, where all helicopter and tilt-rotor pilots and crews are trained and certified. Pilots receive a Flight School Badge, and crewmen receive an air crew badge. All soldiers and Legionaries in the VII Division are derisively called “airheads” because the flight school is located here, regardless of whether they have anything to do with flying.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Fort Skylantium, Istvanistan Isle (VII Division)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;XXIX Legion (light) “Spear Tip”&lt;br /&gt;
&amp;lt;br&amp;gt;XXX Legion (middle) “Ravens”&lt;br /&gt;
&amp;lt;br&amp;gt;XXXI Legion (middle) “Brown Bears”&lt;br /&gt;
&amp;lt;br&amp;gt;XXXII Legion (heavy) “owls”&lt;br /&gt;
&amp;lt;br&amp;gt;8th Aviation Brigade “Black Widows”&lt;br /&gt;
&amp;lt;br&amp;gt;8th Sustainment Brigade “Zombies”&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Fort Skylantium is where the Nelagan Army Explosives School is located. It is also notable for the 8th Aviation Brigade, the “Black Widows”, who have a tradition of being an all-female pilot outfit. It&#039;s also notable for the unusual amount of soldiers and legionaries who report having nonsensical, vaguely off-topic dreams.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Fort Russell, Amity Isle (IX Division)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;XXXIII Legion (light) “Mighty Wind”&lt;br /&gt;
&amp;lt;br&amp;gt;XXXIV Legion (middle) “Fighting Raptors”&lt;br /&gt;
&amp;lt;br&amp;gt;XXXV Legion (middle) “Red Sun”&lt;br /&gt;
&amp;lt;br&amp;gt;XXXVI Legion (heavy) “Black hearts”&lt;br /&gt;
&amp;lt;br&amp;gt;9th Aviation Brigade “Flying Tigers”&lt;br /&gt;
&amp;lt;br&amp;gt;9th Sustainment Brigade “Coyotes”&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Fort Russell was the most recently built military installation, having only recently been authorized since joint political custody was handed over to the Nelagans. It was built to be much more impressive then the other forts, due to the fact that the military brass (and certain political figures) wanted to impress their Shirerithian co-rulers with a grand &#039;show of force&#039;. Needless to say, soldiers stationed here have the highest quality of life of any division in the army.&lt;br /&gt;
&lt;br /&gt;
===Special Operations Command===&lt;br /&gt;
Special Operations Command recruits and trains black ops Legionaries. They are the most trained, disciplined, and elite soldiers the Nelagan Army has to offer. They are picked from the army at large by applying directly to the program, and are well trained in just about everything. They are trained at Fort Thassala, but then dispersed by battalion to various Forts around Nelaga.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Ranger Legion&lt;br /&gt;
&amp;lt;br&amp;gt;1st Ranger Battalion (light) Fort Skylantium&lt;br /&gt;
&amp;lt;br&amp;gt;2nd Ranger Battalion (light) Fort DStryker&lt;br /&gt;
&amp;lt;br&amp;gt;3rd Ranger Battalion (light) Fort Maraguo&lt;br /&gt;
&amp;lt;br&amp;gt;1st Special Troops Battalion (light) Fort Russell&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Rangers are the premier light infantry force of the army. They are trained extensively in special reconnaissance, direct action, airfield seizure, airborne and air assault operations, counter-terrorism, hostage rescue, and unconventional warfare.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Special Forces Legion&lt;br /&gt;
&amp;lt;br&amp;gt;1st SF Battalion (light) Fort McGuffey&lt;br /&gt;
&amp;lt;br&amp;gt;2nd SF Battalion (light) Fort Jonas&lt;br /&gt;
&amp;lt;br&amp;gt;3rd SF Battalion (light) Fort Chrono&lt;br /&gt;
&amp;lt;br&amp;gt;2nd Special Troops Battalion (light) Fort Tapfer&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Nelagan Army Special Forces, also known as Blue Berets, are tasked with unconventional warfare, foreign internal defense, special reconnaissance, direct action, and counter-terrorism. They differ from the Ranger Legion because their primary job is unconventional warfare, whereas the rangers primary job is reconnaissance.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Special Forces Aviation Brigade&lt;br /&gt;
&amp;lt;br&amp;gt;-general aviation support battalion (x2)(135 NH-1 Huey troop/cargo helicopters, 45 N-22 Eagles)&lt;br /&gt;
&amp;lt;br&amp;gt;-aviation support battalion (20 CH-23 Sea Dragon heavy cargo helicopters)&lt;br /&gt;
&amp;lt;br&amp;gt;-aviation attack battalion (30 NA-1 Sea Krait attack helicopters)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Trained extensively in nighttime and all-weather conditions, these aviators are the best of the best, and support the Rangers and the Special Forces Legions in infiltration, exfiltration, and fire support.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Psychological Operations Brigade, Fort McGuffey&lt;br /&gt;
&amp;lt;br&amp;gt;-1st Psychological Battalion&lt;br /&gt;
&amp;lt;br&amp;gt;-2nd Psychological Battalion&lt;br /&gt;
&amp;lt;br&amp;gt;-3rd Psychological Battalion&lt;br /&gt;
&amp;lt;br&amp;gt;-3rd Special Troops Battalion (light)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;The Psychological Operations Brigade are responsible for pro-Nelaga propaganda, and counter-propaganda of the enemy. This includes pirate radio and TV broadcasts, and pro-Nelaga Book and flier distribution.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Civil Affairs Brigade&lt;br /&gt;
&amp;lt;br&amp;gt;-1st Civil Affairs Battalion&lt;br /&gt;
&amp;lt;br&amp;gt;-2nd Civil Affairs Battalion&lt;br /&gt;
&amp;lt;br&amp;gt;-3rd Civil Affairs Battalion&lt;br /&gt;
&amp;lt;br&amp;gt;-4th Special Troops Battalion (light)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;The Civil Affairs Brigade are responsible for acting as the liaison between the native population and the Nelagan military. They act as translators, and help build good relations that pacify the populous.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;10th Sustainment Brigade&lt;br /&gt;
&amp;lt;br&amp;gt;-general support battalion (x3)&lt;br /&gt;
&amp;lt;br&amp;gt;-engineering battalion (battlefield engineers)&lt;br /&gt;
&amp;lt;br&amp;gt;-maintenance battalion&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Tasked with sustaining and supplying the entire special operations command, they are chosen from the best of the Sustainment Brigades, and are specially trained in infiltration to get supplies to the legionaries and soldiers who need them.&lt;br /&gt;
===Logistics Command===&lt;br /&gt;
This is the branch that commands and operates everything that doesn&#039;t fight. This includes the Army Base Construction Brigades, the Research and Defense Brigade, Logistics Command units (brigade-level logistics), and the Basic Training Command.&lt;br /&gt;
===Army Reserve Command===&lt;br /&gt;
The Army Reserve Command is responsible for training, tracking, and activating the reserves in times of war. There are currently two divisions in reserve, that are only activated in times of war or nature disaster, at the discretion of the president. Reservists train once a month each year, and meet one weekend a month to train and practice, which is called &#039;Battle Assembly&#039;.&lt;br /&gt;
==Notable soldiers==&lt;br /&gt;
General of the Army: &#039;&#039;&#039;Eadan McGuffey&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: Eadan McGuffey was born and raised in a small town outside Nova Kajar. As he grew up, his family realized the rambunctious child had a talent for athletics. To keep him occupied and get some of his excess energy out, they enrolled him into several sports leagues (his favorite was and still is gravball). There they noticed he was a natural leader, who commanded total respect from his peers. Upon turning eighteen, he shocked his family by joining the Black Ice Mercenary Company, which had security contracts in conflicts all over the world. He left Nelaga, and spent the next 20 years going around the world, fighting in wars for profit, and finally retired back to his hometown. When the Gold Eagle Society staged its revolution, they asked Eadan to join their ranks, and help them reestablish their nations former glory. For the first time in a long time, he felt a pang of patriotism, and joined. His time during the revolution is mostly classified, but he directed and organized the army, and now leads them in defense of the isles.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Vice General of the Army: &#039;&#039;&#039;Maggie Reilly&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: Maggie Reilly is Eadan&#039;s confidant, lover, and long time ally. They met in the Black Ice Mercenary Company, and instantly hated each other. Fate would see them assigned to the same unit, and fate would also see them gradually come to love and respect each other. When Eadan retired to Nelaga, she followed him, and they settled down together. As the Nelagan Revolution took off, and Eadan joined the Gold Eagles, she dutifully tagged along, acting as his ever-loyal assistant. These days, she&#039;s affectionately called, “Mother Bear”, and usually tempers Eadan&#039;s callousness.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Legion General: &#039;&#039;&#039;Marcus O&#039;Taggart&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: Marcus O&#039;Taggart is the administrative head of the legions, and like Eadan and Maggie, is a Black Ice veteran. He is an expert in hand-to-hand combat, and served as a Black Ice colonel for many years, before Eadan lured him over to the Nelagan Legion. He is notoriously silent, and his stare is supposedly able to drive people mad.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Special Operations General: &#039;&#039;&#039;Leon Pommel&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: Leon Pommel is the Special Operations General, and is by reputation, un-killable. As the only senior brass to not have familial or Black Ice ties to Eadan, he stands out all the more. His past is reportedly tied up in the black ops operations from SHINE and the Gold Eagle society. He has survived two stabbings, one poisoning, eight gunshot wounds, and one bomb explosion.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Logistics General: &#039;&#039;&#039;Darla Wallace&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: Darla Wallace leads the logistics arm of the army, and is Eadan&#039;s niece. She is mostly capable of fulfilling her duties, but some silently wonder if she simply got the job because of her ties to Eadan. She is by far, the youngest and prettiest of the senior brass, at only thirty-seven.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Army Reserve General: &#039;&#039;&#039;Terry Miller&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: Terry Miller is the Army Reserve General, and was also a colonel in Black Ice for many years. He retired two years before Eadan, but was lured back to active duty with the promise of a homeland he could truly call his own. He, and his family, have been loyal Nelagans ever since.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Sergeant major of the Army: &#039;&#039;&#039;Amy Oldfield&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: Amy Oldfield was Eadan&#039;s old Command Sergeant Major, back when they were both mercenaries. Amy has known Eadan longer then Maggie, and stood back to back in many wars, but has never had relations of any kind other than close friendship. It nevertheless causes minor friction between her and Maggie occasionally. She ably serves as the voice of the enlisted men.&lt;br /&gt;
==Weapons==&lt;br /&gt;
Here&#039;s where we list the various nasties that you get to kill people with.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Jasonian Assault Rifle&#039;&#039;&#039;- The JAR, while similar in name and function to the infamous Boomist Assault Rifle (BAR), is physically very different. It also uses a .45mm box magazine with 30 rounds, but was modeled after Jasonia&#039;s old assault weapon design.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;N45 Pistol&#039;&#039;&#039;- the N45 is the Nelagan designation for a standard 45mm pistol, which packs as much of a punch as the assault rifles, but with far less of a rate-of-fire. It has an internally-fed box magazine with eight rounds. Used by officers and enlisted personnel in the special operations command as a back-up weapon, it is usually never far from their grip.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;N9 Pistol&#039;&#039;&#039;- The Nelagan 9mm sidearm, this is the normal operations counterpart to the N45.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;N12 Shotgun&#039;&#039;&#039;- When close-quarters combat is unavoidable, this 12 gauge shotgun has 9 rounds to make your point with.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Mp5 Sub-machine Gun&#039;&#039;&#039;- Issued to black ops personnel only, this is a medium-range weapon that fires 9mm bullets with 30 rounds per magazine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;N50 Sniper Rifle&#039;&#039;&#039;-A 50 caliber sniper weapon that can kill you at two-thousand meters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Nelagan Heavy Machine Gun&#039;&#039;&#039;- The NEHMAG is a 50 caliber, belt-fed monster that doesn&#039;t play around.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Nelagan Light Machine Gun&#039;&#039;&#039;- The lighter counterpart to the NEHMAG, the NELMAG uses 45mm bullets just like the assault rifles, just at a much higher rate. It can be belt-fed or magazine fed, whichever is available at the time.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;M60 Mortar&#039;&#039;&#039;- A mortar tube which requires three soldiers to fire, it uses 60mm nasties, and will kill you from a distance of two miles away.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;A105 Light Howitzer&#039;&#039;&#039;- 105mm, twelve mile range, a real boomstick.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;A155 Medium Howitzer&#039;&#039;&#039;- 155mm, fifteen mile range, no fun at all- for the enemy. Also comes in a self-propelled variant.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Anti-tank Missile Launcher&#039;&#039;&#039;- the AT missile launcher is 83mm of nasty, and is designed to punch through most armored vehicles.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Anti-Air Missile Launcher&#039;&#039;&#039;- the AA missile launcher (sometimes referred to as &#039;the twelve-step&#039;) is 70mm, and has a range of about forty-eight hundred meters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Nelagan grenade launcher&#039;&#039;&#039;- the Negla attaches to the bottom of the squad leaders JAR, and fires any type of grenade needed. Grenade types include the smoke grenade, the flash-bang grenade, the incendiary grenade, and the ever-popular fragmentation grenade.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Nelagan Army Longsword&#039;&#039;&#039;- Carried by army officers at formal ceremonies, they are thirty-six inches in length, and despite the ceremonial use, are still sharpened for actual use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Nelagan Army Bayonet&#039;&#039;&#039;- This useful tool can double as a bayonet or a knife.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Nelagan Army Knife&#039;&#039;&#039;- Issued only to officers or enlisted personnel who wont be carrying a JAR, this knife was modeled after the Boomist Knife used by Shirerithian forces.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Non-lethal weapons&#039;&#039;&#039;- There are a few weapons we carry which are not technically supposed to kill you, and they are as follows:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;~used by the military police only~&lt;br /&gt;
&amp;lt;br&amp;gt;-collapsible baton&lt;br /&gt;
&amp;lt;br&amp;gt;-riot shields&lt;br /&gt;
&amp;lt;br&amp;gt;-pepper spray&lt;br /&gt;
&amp;lt;br&amp;gt;-tear gas&lt;br /&gt;
==Vehicles==&lt;br /&gt;
Soldiers get a variety of vehicles to use, dependent only on what their job is.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Light Utility Vehicle&#039;&#039;&#039;- The LUV is a light cargo and personnel transport with an excellent, proven track record around the world, this vehicle comes in several variants and colors. It comes with bullet-proof armor and four-wheel drive suspension, and depending on the variant, some kind of weapon. These are used outside of combat by every command, but in combat only by light legions and reconnaissance troops.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;popular variants:&lt;br /&gt;
&amp;lt;br&amp;gt;-LUV with machine gun turret&lt;br /&gt;
&amp;lt;br&amp;gt;-Ambulance LUV variant&lt;br /&gt;
&amp;lt;br&amp;gt;-Communications Command LUV&lt;br /&gt;
&amp;lt;br&amp;gt;-Intelligence LUV&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Medium Utility Vehicle&#039;&#039;&#039;- Or MUV for short, is the primary mover for the howitzer cannons we use, and is also used to transport cargo and personnel in greater numbers than the LUV could handle. This six-wheel, all-terrain vehicle has a truck bed with a modular design that is able to be replaced with different variants depending on the nature of the mission.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Heavy Utility Vehicle&#039;&#039;&#039;- Or HUV for short, is an eight wheel, all-terrain vehicle that is called for when you need something big transported. Working with or without a trailer, this truck is also the vehicle tasked with recovering broken-down anything else.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Mobile Infantry Vehicle&#039;&#039;&#039;- The MIV (classified as the Scout Infantry Vehicle in the NMC) is an eight-wheeled, all-terrain armored personnel carrier that is used by the middle and heavy legions. Its primary weapon is a 25mm chain gun, and its secondary weapons are two Nelagan Light Machine Guns and four grenade launching tubes. It has a crew of three, and can carry up to four passengers. Top speed max&#039;s out at sixty-two MPH.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;N1-H Hover Tank&#039;&#039;&#039;- Similar in design to the standard N1, the N1-H uses next-generation hover technology provided by JASO, and is the first of many high-tech innovations coming to the military. It has a 120mm cannon, one Nelagan Heavy Machine Gun, and two Nelagan Light Machine Guns. As a hover-tank, it is significantly faster then the standard N1, and tops out at 70mph.&lt;br /&gt;
==Aircraft==&lt;br /&gt;
The Nelagan Army have a few aircraft of their own, which they use to superior effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;N-22 Eagle&#039;&#039;&#039;- The N-22 Eagle is, like the marine corps, the army&#039;s primary mover for troops going to and from the battlefield. As a tilt-rotor aircraft, it has two turboprop engines that are capable of taking off vertically like a helicopter, but later changing in-flight to a conventional airplane, which conveys faster speeds and more fuel-efficiency. It has a crew of two, its range is about a thousand miles, and is capable of transporting two squads at a time.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;CH-23 Sea Dragon&#039;&#039;&#039;- The Sea Dragon is a cargo helicopter without equal. Its massive size and cargo-carrying capability make it the primary cargo-lift aircraft in the corps. Capable of carrying thirty thousand pounds, it has a crew of five, and carry&#039;s no weapons on board.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;NH-1 Huey&#039;&#039;&#039;- a lighter troop and cargo transport, this helicopter is capable of carrying two crew members and an entire squad into and out of battle. They have one Nelagan Heavy Machine Gun, and one Nelagan Light machine Gun.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;NA-1 Sea Krait&#039;&#039;&#039;- A twin-engine attack helicopter with two crew and a range of four-hundred and twenty six miles, this particular nasty has a 20mm Gatling gun and 6 hardpoints (for missiles, extra fuel tanks, etc).&lt;br /&gt;
==Seacraft==&lt;br /&gt;
The Nelagan Army does not operate any seacraft of their own, and rely on the Nelagan Navy and Air Force for transportation of their equipment and personnel.&lt;/div&gt;</summary>
		<author><name>Andreas the wise</name></author>
	</entry>
	<entry>
		<id>https://micras.org/wiki/index.php?title=Tapfer&amp;diff=9046</id>
		<title>Tapfer</title>
		<link rel="alternate" type="text/html" href="https://micras.org/wiki/index.php?title=Tapfer&amp;diff=9046"/>
		<updated>2011-03-14T09:57:06Z</updated>

		<summary type="html">&lt;p&gt;Andreas the wise: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Continents&lt;br /&gt;
|name = Tapfer&lt;br /&gt;
|image = Tapferphys.PNG&lt;br /&gt;
|area = 12,803,567.54&lt;br /&gt;
|population = 60&lt;br /&gt;
|countries = 5&lt;br /&gt;
|dependancies = 0&lt;br /&gt;
|languages = English&lt;br /&gt;
|largestcities = [[Lindstrom City]]&amp;lt;br/&amp;gt;Klaasisitya&amp;lt;br/&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Origins and Etymology==&lt;br /&gt;
&lt;br /&gt;
Mainland Tapfer began life as the country of Tapfer in April 2000, founded by Bill Dusch. The country was annexed by foreign powers and later became a part of Jasonia and Menelmacar. During the time of the creation of the first MCS Maps, it was a possession of Jasonia, and was added as the west part of a continent that became known as &amp;quot;The Tapfer Continent&amp;quot;. Later, the nations on Tapfer united in an treaty called the Novasolum Agreement, after which the continent was renamed Novasolum; when all of the Novasolum members except Natopia left for Giess, neither they nor the Society were happy with the shared name, and the continent name reverted back to Tapfer.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&lt;br /&gt;
The continent&#039;s most obvious feature is the Thassalan Mountains in the far west, holding the country&#039;s largest peaks, such as Mt. Temba (4850 m). Moving further east, one comes to the plain of the Egale River, and then to the long Lavalonian Peninsula jutting out to the east. North of Lavalonia is Yellow Island, a very large island best known as the home of Natopia, boasting a small mountain range of its own; its most habitable areas are the coastal plain to the east and the long peninsula to the northwest formerly called Elivia.&lt;br /&gt;
&lt;br /&gt;
Around these two main parts of Tapfer are several smaller islands. To the east are Crystal Island and Augustus, in the middle are the [[Micronia]]-Ptia-Ferien group, and to the south is ice-covered Caplona, only a hop and a skip away from the Micras South Pole.&lt;br /&gt;
&lt;br /&gt;
Tapfer also includes the Jasonian Isles to the north west and Mar Sara to the south west; both of which have been part of Tapfer from the first MCS map.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The continent was first inhabited by its namesake, Tapfer, while the Jasonian Isles were inhabited by Jasonia. By Series One, Shireroth owned the Lavalonian Peninsula as its Duchy of Norfolk; when the map was expanded to the east, Norfolk was re-invisioned as an island chain and Shireroth gave up its Tapferite claim. Two early settlers of Yellow Island were the Hubertist countries of Paramount and Rulak. In later days, Tapfer (under Treesian and Menelmacari control) spread to the entire southern landmass, while Baracao took most of the northeast except for the Tapferite Elivian Peninsula. Around the beginning of Series Seven, early 2004 or so, the old empires collapsed and a new era began. Natopia began its dominance of the northeast, occasionally expanding to parts of the main Tapfer landmass, and the Novasolum countries: Anthelia, Gotzborg, and Alexandria, briefly dominated the south before the moved to Giess. Alexandria remained on the continent and now controls large swaths of the south, and Kavalos and Stormark also have footholds on this now-quiet landmass.&lt;br /&gt;
&lt;br /&gt;
[[Category:Continents]]&lt;/div&gt;</summary>
		<author><name>Andreas the wise</name></author>
	</entry>
	<entry>
		<id>https://micras.org/wiki/index.php?title=File:Tapferphys.PNG&amp;diff=9045</id>
		<title>File:Tapferphys.PNG</title>
		<link rel="alternate" type="text/html" href="https://micras.org/wiki/index.php?title=File:Tapferphys.PNG&amp;diff=9045"/>
		<updated>2011-03-14T09:53:49Z</updated>

		<summary type="html">&lt;p&gt;Andreas the wise: uploaded a new version of &amp;quot;File:Tapferphys.PNG&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;physical map of tapfer&lt;/div&gt;</summary>
		<author><name>Andreas the wise</name></author>
	</entry>
	<entry>
		<id>https://micras.org/wiki/index.php?title=File:Tapferphys.PNG&amp;diff=9044</id>
		<title>File:Tapferphys.PNG</title>
		<link rel="alternate" type="text/html" href="https://micras.org/wiki/index.php?title=File:Tapferphys.PNG&amp;diff=9044"/>
		<updated>2011-03-14T09:53:02Z</updated>

		<summary type="html">&lt;p&gt;Andreas the wise: uploaded a new version of &amp;quot;File:Tapferphys.PNG&amp;quot;:&amp;amp;#32;Reverted to version as of 09:52, 14 March 2011&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;physical map of tapfer&lt;/div&gt;</summary>
		<author><name>Andreas the wise</name></author>
	</entry>
	<entry>
		<id>https://micras.org/wiki/index.php?title=File:Tapferphys.PNG&amp;diff=9043</id>
		<title>File:Tapferphys.PNG</title>
		<link rel="alternate" type="text/html" href="https://micras.org/wiki/index.php?title=File:Tapferphys.PNG&amp;diff=9043"/>
		<updated>2011-03-14T09:52:50Z</updated>

		<summary type="html">&lt;p&gt;Andreas the wise: uploaded a new version of &amp;quot;File:Tapferphys.PNG&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;physical map of tapfer&lt;/div&gt;</summary>
		<author><name>Andreas the wise</name></author>
	</entry>
	<entry>
		<id>https://micras.org/wiki/index.php?title=File:Tapferphys.PNG&amp;diff=9042</id>
		<title>File:Tapferphys.PNG</title>
		<link rel="alternate" type="text/html" href="https://micras.org/wiki/index.php?title=File:Tapferphys.PNG&amp;diff=9042"/>
		<updated>2011-03-14T09:52:27Z</updated>

		<summary type="html">&lt;p&gt;Andreas the wise: uploaded a new version of &amp;quot;File:Tapferphys.PNG&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;physical map of tapfer&lt;/div&gt;</summary>
		<author><name>Andreas the wise</name></author>
	</entry>
	<entry>
		<id>https://micras.org/wiki/index.php?title=Cibola&amp;diff=9041</id>
		<title>Cibola</title>
		<link rel="alternate" type="text/html" href="https://micras.org/wiki/index.php?title=Cibola&amp;diff=9041"/>
		<updated>2011-03-14T09:51:00Z</updated>

		<summary type="html">&lt;p&gt;Andreas the wise: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Continents&lt;br /&gt;
|name = Cibola&lt;br /&gt;
|image = Cibolaphys.PNG&lt;br /&gt;
|area = 11,384,158.59&lt;br /&gt;
|population = 120&lt;br /&gt;
|countries = 5&lt;br /&gt;
|dependancies = 0&lt;br /&gt;
|languages = English, Shirithian, Syriac, Dutch&lt;br /&gt;
|largestcities = [[Geneva]]&amp;lt;br/&amp;gt;[[Matbaa (city)|Matbaa]]&amp;lt;br/&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Cibola is a continent on Micras.&lt;br /&gt;
&lt;br /&gt;
==Origins and Etymology==&lt;br /&gt;
&lt;br /&gt;
Cibola was added, along with several smaller islands, in Series Seven as part of Ryan Caruso&#039;s plan to expand available land area. Its existence is controversial, but because of its importance to the many countries inhabiting it, it was never seriously in danger of being removed like some other islands. The name Cibola comes from the legends of Seven Cities of Gold founded by Spanish bishops in Western North America, and other areas around the continent are also named after legendary American riches, for example the island of El Dorado.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&lt;br /&gt;
Cibola has a strange shape best interpreted as half of a crater. The coast is roughly circular, but briefly broken in the west by a narrow straight leading to a large inland bay with three islands inside. In the center, surrounding the bay, are a circular range of mountains looking like a crater rim, again broken to the west. The area outside these mountains slopes gradually down to a ring of plains that form the continent&#039;s most habitable area, especially in its easternmost portions. The north of Cibola is partly desert, and the south is partly tundra. Cibola&#039;s tallest peak is Mt. Julia, 4856 m high. True to its name, the island is punctuated by seven mountains.&lt;br /&gt;
&lt;br /&gt;
Recent tectonic studies have shown that Cibola was once part of a greater Pan-Micran supercontinent that was connected in the east to Tapfer and in the west to Corum, with Mar Sara and other islands breaking off during the separation process. The Flying Islands, having been placed in the area by artificial means, were not part of the supercontinent. As Cibola shifted westward, the island apparently crossed a chasm left by the dragging action of previous continental shift which caused the central areas of the island to collapse, forming the current crater-like geography. Once in this chasm, the collapsed material formed a blockage that prevented the island from shifting further, except for El Dorado, which experienced the remaining momentum sheared off to the north, and Sypyr, which sheared southward.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
As soon as Cibola was created, the east was claimed by a few countries including San Martin, Alexandria, and Storjord, of which the former two survived and became somewhat influential. The west, around the bay and islands, was originally the domain of a few Germanic-themed countries like Treisenberg. Of these, Alexandria long outlasted the other, and dominates the continent today. Matbaa also had a large presence on Cibola for several years. Today, Cibola includes Alexandria, as well as colonies of Stormark, Batavia, and Craiteland.&lt;br /&gt;
[[category:Continents]]&lt;/div&gt;</summary>
		<author><name>Andreas the wise</name></author>
	</entry>
	<entry>
		<id>https://micras.org/wiki/index.php?title=File:Cibolaphys.PNG&amp;diff=9040</id>
		<title>File:Cibolaphys.PNG</title>
		<link rel="alternate" type="text/html" href="https://micras.org/wiki/index.php?title=File:Cibolaphys.PNG&amp;diff=9040"/>
		<updated>2011-03-14T09:49:46Z</updated>

		<summary type="html">&lt;p&gt;Andreas the wise: uploaded a new version of &amp;quot;File:Cibolaphys.PNG&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;physical map of cibola&lt;/div&gt;</summary>
		<author><name>Andreas the wise</name></author>
	</entry>
	<entry>
		<id>https://micras.org/wiki/index.php?title=File:NMV.jpg&amp;diff=8999</id>
		<title>File:NMV.jpg</title>
		<link rel="alternate" type="text/html" href="https://micras.org/wiki/index.php?title=File:NMV.jpg&amp;diff=8999"/>
		<updated>2011-02-09T02:05:05Z</updated>

		<summary type="html">&lt;p&gt;Andreas the wise: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andreas the wise</name></author>
	</entry>
	<entry>
		<id>https://micras.org/wiki/index.php?title=File:Aquataisle.png&amp;diff=8998</id>
		<title>File:Aquataisle.png</title>
		<link rel="alternate" type="text/html" href="https://micras.org/wiki/index.php?title=File:Aquataisle.png&amp;diff=8998"/>
		<updated>2011-02-09T02:04:12Z</updated>

		<summary type="html">&lt;p&gt;Andreas the wise: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andreas the wise</name></author>
	</entry>
	<entry>
		<id>https://micras.org/wiki/index.php?title=Nelagan_Marine_Corps_Guide_to_the_Uninitiated&amp;diff=8997</id>
		<title>Nelagan Marine Corps Guide to the Uninitiated</title>
		<link rel="alternate" type="text/html" href="https://micras.org/wiki/index.php?title=Nelagan_Marine_Corps_Guide_to_the_Uninitiated&amp;diff=8997"/>
		<updated>2011-02-09T02:03:21Z</updated>

		<summary type="html">&lt;p&gt;Andreas the wise: Created page with &amp;#039;Written by Fillion Blackwood &amp;lt;br&amp;gt;Authorized by Commandant Cerune Russell  ==Introduction== Welcome to the Nelagan Marine Corps recruit, this guide (hereafter known only as the NM…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Written by Fillion Blackwood&lt;br /&gt;
&amp;lt;br&amp;gt;Authorized by Commandant Cerune Russell&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Welcome to the Nelagan Marine Corps recruit, this guide (hereafter known only as the NMCGU) will help you understand the various ins and outs of marine culture, tactics, and history, as well as help you achieve a working knowledge of rank and structure. For the next twelve weeks, you will be trained at The Marine Corps Recruit Depot Aquata Island. Here you will learn the fundamentals of taking orders quickly and without question, armed and un-armed combat, as well as physical conditioning in preparation for field work.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Nelagan Marine Corps was started by then-Count Greg Russell of Shireroth and his sister, Lady Cerune, as their response to a letter for help by the Golden Eagle Society. In the thick of a rebellion against their own duchy, Lady Cerune insisted that she lead the new corps in the Nelagan war herself. While initially hesitant, Count Greg eventually agreed knowing that if the rebellion didn&#039;t go well, his sister would be out of reach from their enemies.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;After landing at Nova Kajar, they set up their main camp (Camp Russell) on the eastern outskirts of town, and split their combat division into four regiments to guard the four main towns of Bryden, Nova Kajar, Sai&#039;Por, and Thassala Bone. Though they dug in and prepared for a big fight, but nothing came as the war ended before any ground force could launch an invasion.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Initially the corps recruit depot was going to be located at Thassala Bone, and their main camp on the outskirts of Nova Kajar, but after being given permission to take over Aquata island, it was decided that the entire operation would be moved and a permanent base erected on the northern half of the island.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;-NOTE: No marine is to step foot on the Provost B Memorial Nature Preserve in the southern half, on penalty of presidential displeasure.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:Aquataisle.png]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
The Nelagan Marine Corps are dedicated to the three core values of the Warrior Code as set down by the gods Sephiroth and Tempus in the Cedrist pantheon. They maintain a strong &#039;warrior ethos&#039;. Every marine is trained extensively on the rifle.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;1. Never back down from a fight.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Cowardace is a sure-fire way to be drummed out of the corps, after some &#039;motivational beatings&#039; of course. In the eyes of every marine, cowardice is the second worse sin you can commit.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;2. Give no quarter, and expect none in return.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;This is the most controversial of the principles, and is often subject to numerous interpretations. Some interpret it quite literally, and often toe the line between war and war-crime. Others interpret it to only include warriors, and still more interpret it to be less literal and more motivational than anything.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;3. Loyalty to your brothers and sisters above all.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Disloyalty to your unit is the ultimate sin a marine can commit. It seems ironic that they would still believe this after they deserted the Shirerithian military, but in actuality they believe they didn&#039;t break this principle at all because they were under the direct command of the count, who authorized their break.&lt;br /&gt;
&lt;br /&gt;
===Judicial Procedure===&lt;br /&gt;
Any marine accused of betrayal or significant cowardice is brought before their regimental colonel, who together with the marine&#039;s battalion commander and company commander form a tribunal who are authorized to punish the marine in a fitting manner if found guilty (up to and including confinement to the brig, or execution for betrayal). Enlisted personnel and junior non-commisioned officers are not allowed to officially accuse any other marine of betrayel or cowardice. Senior non-commisioned officers are allowed to accuse enlisted personnel and junior noncoms, but not warrant officers or commisioned officers. Senior noncoms may only accuse other senior noncoms above their rank if a second senior noncom officer seconds the accusation. Warrant officers are allowed to accuse enlisted personnel and all noncoms, but not officers. They may accuse a fellow warrant officer of higher rank only if a second WO seconds the accusation. Commisioned officers may accuse any rank below them, and may accuse any rank above them with a second from any general. Generals are the exception. They may not be called into question except by the commandant zirself. In any case where a colonel is accused, he stands trial before his major general, his lt. general, and the Commandant zirself.&lt;br /&gt;
&lt;br /&gt;
===MARINE HYMN===&lt;br /&gt;
The Marine&#039;s Hymn was written over a thousand years ago by a miriothan noble who&#039;s name is lost to time. Since the hymn makes no mention of Shireroth, it was kept as the official hymn of the NMC.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;From one end to the other,&lt;br /&gt;
&amp;lt;br&amp;gt;We will fight for home and brother.&lt;br /&gt;
&amp;lt;br&amp;gt;We will not back down&lt;br /&gt;
&amp;lt;br&amp;gt;We will not surrender&lt;br /&gt;
&amp;lt;br&amp;gt;We will never retreat to safer cover.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;We will fight the coming storm,&lt;br /&gt;
&amp;lt;br&amp;gt;Though flesh and bone and cloth be torn.&lt;br /&gt;
&amp;lt;br&amp;gt;In the dark of night&lt;br /&gt;
&amp;lt;br&amp;gt;In the heat of the day&lt;br /&gt;
&amp;lt;br&amp;gt;In bloody baptism we shall now be born.&lt;br /&gt;
&lt;br /&gt;
===MOTTOS AND BATTLE CRIES===&lt;br /&gt;
The NMC motto is- &amp;quot;From the darkness-light&amp;quot;, and has been the motto of the Shirerithian marine corps since its formation some 1000 years ago. It was such a good motto, we kept it as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;An unnofficial motto the corps adopted some time ago is, &amp;quot;All are one&amp;quot;. A nod to the unity that is expected between marines.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;quot;Oorah&amp;quot; is the battle cry and is used as an affirmative, a display of enthusiasm, and a greeting.&lt;br /&gt;
&lt;br /&gt;
===COAT OF ARMS===&lt;br /&gt;
The coat of arms used by the NMC is a derivation of the original coat of arms used by the Shirerithian Marine &lt;br /&gt;
&amp;lt;br&amp;gt;Corps. The red, inverted star and the two horizontal green bars represent the defiant blood of a Nelagan marine who is willing to defend his country to the death. the three black stars represent the three principles of the corps, and the white background represents the innocent civilians which must always be protected.&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:NMV.jpg]]&lt;br /&gt;
&lt;br /&gt;
===COLORS OF THE CORPS===&lt;br /&gt;
&amp;lt;br&amp;gt;The colors of the corps are red, green, and black.&lt;br /&gt;
&lt;br /&gt;
===NICKNAME===&lt;br /&gt;
The nickname of the NMC is &amp;quot;the Mighty Red Star&amp;quot;, and also doubles as the nickname for the first (and only) combat division of the corps.&lt;br /&gt;
&lt;br /&gt;
===MASCOT===&lt;br /&gt;
&amp;lt;br&amp;gt;The Eagle is the official mascot, but much to the chagrin of our esteemed commandant, the marines unanimously voted that the unofficial mascot of the NMC would be the &amp;quot;Foaming Cerune&amp;quot;, a cute chibi-ized version of our commandant, with crazed foam coming out of her mouth. Needless to say, it is not brought up when Commandant Russell is around.&lt;br /&gt;
&lt;br /&gt;
===SWORD===&lt;br /&gt;
&amp;lt;br&amp;gt;The sword marine corps officers wear on formal occasions is called &#039;the Marine Corps Cutless&#039; and has been used since the formation of their parent organization in Shireroth.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;The Kukri blade is the exception to this rule, which is given to all special operations personnel to wear on formal (and non-formal) occasions regardless of rank.&lt;br /&gt;
&lt;br /&gt;
===BIRTHDAY===&lt;br /&gt;
&amp;lt;br&amp;gt;The birthday of the Nelagan Marine Corps is celebrated every year with a day off from duties (except for those duties which affect security), and a formal cake-cutting ceremony. The first slice is passed to the oldest marine present, and is then passed to the youngest marine present, thus symbolizing the passing of knowledge to a new generation.&lt;br /&gt;
&lt;br /&gt;
===DRILL AND CEREMONIES===&lt;br /&gt;
&amp;lt;br&amp;gt;Close order drill is used in recruit training, as well as the Marine Corps Birthday Ball, a change of command, or a retirement.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Mess night is also done several nights a year, and is used as an opportunity to enjoy high-quality food, as well as remember and honor the dead.&lt;br /&gt;
&lt;br /&gt;
===PHYSICAL FITNESS AND MARTIAL ARTS===&lt;br /&gt;
All marines are reqired to spend at least 3 hours a week exercising. Additional hours of exercise also make marines look favorable for promotions.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;The Nelagan Marine Corps martial Arts program (NMCMAP) is used to train marines in the rigors of hand-to-hand combat, to increase their combat prowess as well as give them a less-than-lethal option in urban combat or policing duties.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Pay grades and ranking structure==&lt;br /&gt;
&amp;lt;br&amp;gt;How much you will be payed, will be concurrent with your rank.&lt;br /&gt;
&lt;br /&gt;
===Enlisted personel===&lt;br /&gt;
&#039;&#039;&#039;recruit&#039;&#039;&#039;- no insignia- this is the standard rank all civilians recieve when they enter the recruit depot.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;private (Pvt)&#039;&#039;&#039;- E-1- no insignia- after graduation from boot camp, all recruits are given the rank of private.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;private first class (PFC)&#039;&#039;&#039;- E-2- One chevron- An automatic promotion is given after twelve months as a private to this rank, though a recruit might start out with this rank if he proves himself exceptional.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;lance corporal (LCpl)&#039;&#039;&#039;- E-3- One chevron above an eagle- Lance corporals are promoted for their intelligence and leadership skills, and sometimes lead a fire-team. Advancement comes after seventeen months as a private first class.&lt;br /&gt;
&lt;br /&gt;
===Non-commissioned officers (NCO)===&lt;br /&gt;
&#039;&#039;&#039;corporal (Cpl)&#039;&#039;&#039;- E-4- Two chevrons above an eagle- Corporals are promoted for their intelligence and leadership skills among the lance corporals, and sometimes lead a squad.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;sergeant (Sgt)&#039;&#039;&#039;- E-5- Three chevrons above an eagle- sergeants are promoted for their intelligence and leadership skills among the corporals, and lead squads as well as corporals. They recieve higher pay for their higher experience.&lt;br /&gt;
&lt;br /&gt;
===Staff non-commissioned officers (SNCO)===&lt;br /&gt;
&#039;&#039;&#039;staff sergeant (SSgt)&#039;&#039;&#039;- E-6- Three chevrons above an eagle and a rocker below- Staff sergeants serve as the platoon sergeant for a platoon, and their job is to coordinate logistics for the platoon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;gunnery sergeant (GySgt)&#039;&#039;&#039;- E-7- Three chevrons above an eagle and two rockers below- Gunnery sergeants serve to coordinate logistics for a company-sized group of marines.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;master sergeant (MSgt)&#039;&#039;&#039;- E-8- Three chevrons above an eagle and three rockers below- Master sergeants do not have a general comand leadership responsibility as the previous sergeant rankings have, but provide specific technical leadership in their field.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;first sergeant (1stSgt)&#039;&#039;&#039;- E-8- Three chevrons above a diamond and three rockers below- first sergeants have a general command leadership responsibility for a battalion, and are the principle assistants for a lt. colonel.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;master gunnery sergeant (MGySgt)&#039;&#039;&#039;- E-9- Three chevrons above an exploding bomb and four rockers below- A promotion for the master sergeant ranking, it reflects increased experience and dedication.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;sergeant major (SgtMaj)&#039;&#039;&#039;-E-9- Three chevrons above a star and four rockers below- A promotion for the first sergeant, they are the principle NCO for an entire regiment, and serve under a colonel.&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
&#039;&#039;&#039;sergeant major of the marine corps (SgtMajMarCor)&#039;&#039;&#039;-E-9- Three chevrons above a shield and four rockers below- the Sergeant major of the Marine Corps is a single-person billet, and is the senior enlisted marine of the corps, and acts as an advisor to the Commandant on all matters concerning the enlisted marines.&lt;br /&gt;
&lt;br /&gt;
===Warrant Officers===&lt;br /&gt;
All warrant officers are promoted and trained as needed, when a job opens up that needs the authority of an officer, but doesn&#039;t rate fully training the marine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Marine gunner&#039;&#039;&#039;- varies- Exploding bomb-&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Warrant Officer (WO)&#039;&#039;&#039;- W1- Two blue squares on top and below a yellow square&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;chief warrant officer-2 (CWO2)&#039;&#039;&#039;- W2- Four squares of alternating blue and yellow colors&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;chief warrant officer-3 (CWO3)&#039;&#039;&#039;- W3- Two yellow squares on top and below a white square&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;chief warrant officer-4 (CWO4)&#039;&#039;&#039;- W4- Four squares of alternating yellow and white colors&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;chief warrant officer-5 (CWO5)&#039;&#039;&#039;- W5- One long, yellow rectangle with a blue rectangle inside&lt;br /&gt;
&lt;br /&gt;
===Officers===&lt;br /&gt;
====Company Grade Officers====&lt;br /&gt;
&#039;&#039;&#039;Second Lieutenant (2ndLt)&#039;&#039;&#039;- O-1- Green bar- Second Lieutenants typically lead a platoon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;first lieutenant (1stLt)&#039;&#039;&#039;- O-2- Red bar- Typically promoted after 24 months of service as a second Lieutenant, and either stay as experienced platoon leaders, or sometimes move on to a company.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;captain (capt)&#039;&#039;&#039;- O-3- Twin red bars- Captains typically lead a company, or operate as a staff officer at the battalion level.&lt;br /&gt;
&lt;br /&gt;
====Field Grade Officers====&lt;br /&gt;
&#039;&#039;&#039;Major (Maj)&#039;&#039;&#039;- O-4- Green Oak leaf- Majors generally serve as the executive officers (second-in-command) of a battalion, or as staff officer for a regiment.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;lieutenant Colonel (LtCol)&#039;&#039;&#039;- O-5- Red Oak leaf- Lieutenant colonels generally command a battalion.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Colonel (Col)&#039;&#039;&#039;- O-6- Red Eagle- Colonels typically command a regiment.&lt;br /&gt;
&lt;br /&gt;
====General Officers====&lt;br /&gt;
&#039;&#039;&#039;brigadier general (BGen)&#039;&#039;&#039;- O-7- an inverted red star- Brigadier generals typically serve as a deputy general to a major general.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;major general (MajGen)&#039;&#039;&#039;- O-8- Two inverted red stars- Major generals command an entire division.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Lieutenant general (LtGen)&#039;&#039;&#039;- O-9- Three inverted red stars- Lieutenant generals command an entire expeditionary force.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Commandant of the Marine Corps (CMC)&#039;&#039;&#039;- O-10- Four inverted red stars- The Commandant is the leader of the marine corps.&lt;br /&gt;
&lt;br /&gt;
==Command Structure==&lt;br /&gt;
The Nelagan Marine Corps is headed by the Commandant of the Marine Corps (currently, Cerune Russell), who is answerable to the Commander in Chief, and the president. The Commandant&#039;s subdivision is called, &amp;quot;Headquarters Marine Corps&amp;quot;, and is responsible for advising the commandant on all matters, as well as commanding various elements within the corps. Below this top level, are three subdivisions that answer to the HQMC.&lt;br /&gt;
&lt;br /&gt;
===Operating Command===&lt;br /&gt;
This is the branch that commands and operates the &#039;Marine Expeditionary Forces&#039;, who are the ones who actually go out and do the fighting. It also commands the special operations forces, which are currently classified.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;The Nelagan Marine Corps fighting force is coordinated into a structure called the, &amp;quot;Marine Expitionary Force&amp;quot;. This force is commanded by a lt. general, and is capable of amphibious landings. In fact, this is the primary job for the marine corps. We are able to deploy our forces anywhere in the world within days, and have a thirty day supply that allows us to operate without support from home for that long. This allows us to form the initial beachhead (to clear the way for the army), and also allows us to keep the beachhead and surrounding areas manned until the army arrives. After the front line has been established by the army, it is the marine corps job to occupy the sea ports and surrounding areas under Nelagan control, to safeguard the ways in and out by sea.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Currently, there is only one Marine Expeditionary Force (IMEF, pronounced eye-mef), and is broken down further into three branches, each commanded by a major general. The IMEF command element contains some personnel that report directly, and is broken down as follows:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;-IMEF Command Staff (10 personnel)&lt;br /&gt;
&amp;lt;br&amp;gt;-1st Intelligence Battalion (400)&lt;br /&gt;
&amp;lt;br&amp;gt;-1st Communication Battalion (400)&lt;br /&gt;
&amp;lt;br&amp;gt;-1st Radio Battalion (400)&lt;br /&gt;
&amp;lt;br&amp;gt;-1st Air naval Gunfire liaison Company (100)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;The 1st Marine Division is the &#039;ground combat element&#039; of the IMEF, and it numbers more than eleven thousand currently. It is broken down as follows:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;-Headquarters Battalion (guards), (200)&lt;br /&gt;
&amp;lt;br&amp;gt;-1st Marine Regiment (infantry), (2000)&lt;br /&gt;
&amp;lt;br&amp;gt;-2nd Marine Regiment (infantry), (2000)&lt;br /&gt;
&amp;lt;br&amp;gt;-3rd Marine Regiment (infantry), (2000)&lt;br /&gt;
&amp;lt;br&amp;gt;-4th Marine Regiment (Artillery),  (2000)&lt;br /&gt;
&amp;lt;br&amp;gt;-1st Combat Engineer Battalion (explosives experts), (400)&lt;br /&gt;
&amp;lt;br&amp;gt;-1st Light Armored Recon Battalion (), (400)&lt;br /&gt;
&amp;lt;br&amp;gt;-1st Recon Battalion (400)&lt;br /&gt;
&amp;lt;br&amp;gt;-1st Tank Battalion (400)&lt;br /&gt;
&amp;lt;br&amp;gt;-1st Assault Amphibian Battalion (400)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;The 1st Marine Aviation Wing is the &#039;aviation combat element&#039; of the IMEF, and is also the smallest element at about one thousand marines. It is broken down as follows:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;-Headquarters Squadron (30)&lt;br /&gt;
&amp;lt;br&amp;gt;-1st Marine Aircraft Group (attack harriers), (108)&lt;br /&gt;
&amp;lt;br&amp;gt;-2nd Marine Aircraft Group (cargo), (340)&lt;br /&gt;
&amp;lt;br&amp;gt;-3rd Marine Aircraft Group (troop transport and attack helicopter), (340)&lt;br /&gt;
&amp;lt;br&amp;gt;-1st Marine Air Control Group (90)&lt;br /&gt;
&amp;lt;br&amp;gt;-1st Marine Wing Support Group (90)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;The 1st Marine Logistics Group is the &#039;logistics combat element&#039; of the IMEF, and numbers around seven thousand. It is broken down as follows:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;-Headquarters and service battalion (400)&lt;br /&gt;
&amp;lt;br&amp;gt;-1st Combat Logistics Regiment (2000)&lt;br /&gt;
&amp;lt;br&amp;gt;-2nd Combat Logistics Regiment (2000)&lt;br /&gt;
&amp;lt;br&amp;gt;-3rd Combat Logistics Regiment (2000)&lt;br /&gt;
&amp;lt;br&amp;gt;-1st Engineer Support Battalion (400)&lt;br /&gt;
&amp;lt;br&amp;gt;-1st Dental Battalion (400)&lt;br /&gt;
&lt;br /&gt;
===Logistics Command===&lt;br /&gt;
This is the branch that commands and operates everything that doesn&#039;t fight. This includes the Marine Base Construction Regiment, the Research and Defense Regiment, Logistics Command, and the Recruit Depot Command.&lt;br /&gt;
&lt;br /&gt;
===Marine Forces Reserve===&lt;br /&gt;
This is the branch that commands and coordinates the reserve forces. In times of peace, they are the ones who track and operate the reserve forces. In times of war, they are the ones responsible for coordinating and activating the reserves. Currently the reserves number twenty-thousand, and when activated would form a second Marine Expeditionary Unit.&lt;br /&gt;
&lt;br /&gt;
==Notable marines==&lt;br /&gt;
Commandant: Cerune Russell&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: Noblewoman from the County of Mirioth, Amity, and So-Sara in Shireroth; was sent to Nelaga to escape her sketchy past.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Assistant commandant: John Murray&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: John was cerune&#039;s personal assistant in Shireroth, and was chosen as her assistant for his dedication and seriousness, as well as his Eidetic memory.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;IMEF Lt. General: Gamemalvin Usa&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: Gamme (as his friends call him) has a shadowy past, most of it relating to his time working in the black ops organization SHINE in Shireroth. Loyal and dedicated, he is well liked by his troops.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;1st Marine Division Major General: Jason Allese&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: Jason Allese is an old war veteran that has served with the Shirerithian Marine Corps for twenty years. He&#039;s known for his macabre sense of humor.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;1st Marine Aircraft Wing Major General: John Rogers&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: John Rogers is a man of few words, and was rumored to be a freelance mercenary in a previous life. He joined the corps to escape his own past, and now takes to the skies in leadership of the marine airwing.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;1st Marine Logistics Group Major General: Guy Mclure&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: Guy is a fiery redhead with a temper that has gotten him demoted several times. He is extremely loyal to his friends, and deadly to his enemies. His ability to keep the logistics flowing under any circumstance has earned him a solid reputation despite his temper.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Special Operations Command Major General: Natasha Rose&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: Natasha followed her sister&#039;s lead in going into special operations. They both operated with SHINE until mysterious circumstances saw her sister&#039;s disappearance. Soon after she joined the marine corps.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Sergeant Major of the Marine Corps: Amos Laugherty&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: Amos has been with the corps for twenty years, but decided the officers path was not what he wanted.  He is the senior enlisted marine in the corps currently, and happily serves as the &#039;alpha-male&#039; among the enlisted now.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
Here&#039;s where we list the various nasties that you get to kill people with.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Boomist Assault Rifle&#039;&#039;&#039;- These are the hold-overs the veterans who came from Shireroth still use. It uses a 45mm box magazine with 30 rounds in it, and is currently being phased out in favor of the:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Jasonian Assault Rifle&#039;&#039;&#039;- The JAR, while similar in name and function, is physically very different. It also uses a .45mm box magazine with 30 rounds, but was modeled after Jasonia&#039;s old assault weapon design.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;N45 Pistol&#039;&#039;&#039;- the N45 is the Nelagan designation for a standard 45mm pistol, which packs as much of a punch as the assault rifles, but with far less of a rate-of-fire. It has an internally-fed box magazine with eight rounds. Used by officers and enlisted personnel in the special operations command as a back-up weapon, it is usually never far from their grip.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;N9 Pistol&#039;&#039;&#039;- The Nelagan 9mm sidearm, this is the normal operations counterpart to the N45.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;N12 Shotgun&#039;&#039;&#039;- When close-quarters combat is unnavoidable, this 12 gauge shotgun has 9 rounds to make your point with.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Mp5 Submachine Gun&#039;&#039;&#039;- Issued to black ops personnel only, this is a medium-range weapon that fires 9mm bullets with 30 rounds per magazine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;N50 Sniper Rifle&#039;&#039;&#039;-A 50 caliber sniper weapon that can kill you at two-thousand meters. No gophers popping up in MY yard.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Nelagan Heavy Machine Gun&#039;&#039;&#039;- The NEHMAG is a 50 caliber, belt-fed monster that doesn&#039;t play around. When he speaks, you listen, and you DON&#039;T talk back.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Nelagan Light Machine Gun&#039;&#039;&#039;- The lighter counterpart to the NEHMAG, the NELMAG uses 45mm bullets just like the assault rifles, just at a much higher rate. It can be belt-fed or magazine fed, whichever is available at the time.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;M60 Mortar&#039;&#039;&#039;- A mortar tube which requires three marines to fire, it uses 60mm nasties, and will kill you from a distance of two miles away.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;A155 Medium Howitzer&#039;&#039;&#039;- 155mm, fifteen mile range, no fun at all- for the enemy.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Anti-tank Missle Launcher&#039;&#039;&#039;- the AT missle launcher is 83mm of nasty, and is designed to punch through most armored vehicles.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Anti-Air Missle Launcher&#039;&#039;&#039;- the AA missle launcher (sometimes refered to as &#039;the twelve-step&#039;) is 70mm, and has a range of about forty-eight hundred meters.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Nelagan grenade launcher&#039;&#039;&#039;- the Negla attaches to the bottom of the fire-team leaders JAR, and fires any type of grenade needed. Grenade types include the smoke grenade, the flash-bang grenade, the incendiary grenade, and the ever-popular fragmentation grenade.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Marine Corps Cutless&#039;&#039;&#039;- Carried by marine corps officers at formal ceremonies, they are thirty-six inches in length, and despite the ceremonial use, are still sharpened for actual use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Nelagan Marine Corps Bayonet&#039;&#039;&#039;- This usefull tool can double as a bayonet or a knife.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Nelagan Marine corps Knife&#039;&#039;&#039;- Issued only to officers or enlisted personnel who wont be carrying a JAR, this knife was modeled after the Boomist Knife used by their predecessors in Shireroth.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Kukri Knife&#039;&#039;&#039;- This exotic, twenty-three inch knife is carried during formal ceremonies and regular use by the special operations officers and enlisted personnel. The special operations officers are the only officers in the corps who do not carry a cutless with them for formal use, and the special operations enlisted personnel are the only enlisted personnel allowed to carry a ceremonial weapon at all.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Non-lethal weapons&#039;&#039;&#039;- There are a few weapons we carry which are not technically supposed to kill you, and they are as follows:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;used by the military police only&lt;br /&gt;
&amp;lt;br&amp;gt;-collapsible baton&lt;br /&gt;
&amp;lt;br&amp;gt;-riot shields&lt;br /&gt;
&amp;lt;br&amp;gt;-pepper spray&lt;br /&gt;
&amp;lt;br&amp;gt;-tear gas&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
We&#039;ve covered how your going to kill the enemy, but you won&#039;t have to walk to the enemy to kill them; no, we provide our marines with complimentary shuttle service... with a smile!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Light Utility Vehicle&#039;&#039;&#039;- The LUV is a light cargo and personnel transport with an excellent, proven track record around the world, this vehicle comes in several variants and colors. It comes with bullet-proof armor and four-wheel drive suspension, and depending on the variant, some kind of weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;popular variants:&lt;br /&gt;
&amp;lt;br&amp;gt;-Humvee with machine gun turret&lt;br /&gt;
&amp;lt;br&amp;gt;-Ambulance Humvee variant&lt;br /&gt;
&amp;lt;br&amp;gt;-Communications Command Humvee&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Medium Utility Vehicle&#039;&#039;&#039;- Or MUV for short, is the primary mover for the howitzer cannons we use, and is also used to transport cargo and personnel in greater numbers than the LUV could handle. This six-wheel, all-terrain vehicle has a truckbed with a modular design that is able to be replaced with different variants depending on the nature of the mission.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Heavy Utility Vehicle&#039;&#039;&#039;- Or HUV for short, is an eight wheel, all-terrain vehicle that is called for when you need something big transported. Working with or without a trailer, this truck is also the vehicle tasked with recovering broken-down anything else.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Scout Infantry Vehicle&#039;&#039;&#039;- The SIV is an eight-wheeled, all-terrain armored personnel carrier that is used by the 1st Light Armored Recon Battalion. Once a beachead has been established, and the corps needs to push inward, the 1st LARB is sent into the field to scout with these. Its primary weapon is a 25mm chain gun, and its secondary weapons are two Nelagan Light Machine Guns and four grenade launching tubes. It has a crew of three, and can carry up to four passengers. Top speed max&#039;s out at sixty-two MPH.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Expeditionary Combat Vehicle&#039;&#039;&#039;- The ECV is the marine corps fighting backbone. Capable of being launched from sea, it can travel on the sea at twenty-eight MPH, and carries a crew of three plus up to seventeen passengers. Its primary weapon is a 40mm cannon, and its secondary is the Nelagan Light Machine Gun. Once on land, it can reach speeds of forty-five MPH.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;N1 Battle Tank&#039;&#039;&#039;- Designed after the old battle tanks of Jasonia, the N1 has a 120mm cannon, one Nelagan Heavy Machine Gun, and two Nelagan Light Machine Guns. Reaching an average speed of about thirty-five MPH, what it lacks in speed, it makes up for in Nasty.&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&lt;br /&gt;
When you absolutely, positively, need it destroyed overnight.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;AV-N1 Harrier&#039;&#039;&#039;- a vertical/short take off and landing vehicle capable of flight with little or no runway, the Harrier is a jet with alot of nasty to it. It&#039;s maximum speed is six-hundred and sixty two MPH, and is capable of a range of around fourteen hundred miles. It has a 25mm chain gun, and seven hardpoints to carry missles and bombs on.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;N-22 Eagle&#039;&#039;&#039;- The N-22 Eagle is the corps primary mover for troops going to and from the battlefield. As a tiltrotor aircraft, it has two turboprop engines that are capable of taking off vertically like a helicopter, but later changing in-flight to a conventional airplane, which conveys faster speeds and more fuel-efficiency. It has a crew of two, its range is about a thousand miles, and is capable of transporting two squads at a time.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;CH-23 Sea Dragon&#039;&#039;&#039;- The Sea Dragon is a cargo helicopter without equal. Its massive size and cargo-carrying capability make it the primary cargo-lift aircraft in the corps. Capable of carrying thirty thousand pounds, it has a crew of five, and carrys no weapons on board.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;NH-1 Huey&#039;&#039;&#039;- a lighter troop and cargo transport, this helicopter is capable of carrying two crew members and an entire squad into and out of battle. They have one Nelagan Heavy Machine Gun, and one Nelagan Light machine Gun.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;NA-1 Sea Krait&#039;&#039;&#039;- A twin-engine attack helicopter with two crew and a range of four-hundred and twenty six miles, this particular nasty has a 20mm gatling gun and 6 hardpoints.&lt;br /&gt;
&lt;br /&gt;
==Seacraft==&lt;br /&gt;
The Nelagan Marine Corps do not operate their own seacraft (with the exception of their hovercrafts), but instead rely on the Nelagan navy to provide a sealift to their destination. Since the Nelagan Archipelago now hovers in mid-air, the navy has created a massive floating port complex below Nelaga Proper, which acts as the port for all naval vessels. The Navy has set aside four fleets called an &#039;Expeditionary Strike Group&#039;. Alltogether they are refered to as the &amp;quot;Marine Fleet&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;-1st Expeditionary Strike Group&lt;br /&gt;
&amp;lt;br&amp;gt;-2nd Expeditionary Strike Group&lt;br /&gt;
&amp;lt;br&amp;gt;-3rd Expeditionary Strike Group&lt;br /&gt;
&amp;lt;br&amp;gt;-4th Expeditionary Strike Group&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Each Group carries a single regiment, and the entire Marine Fleet isn&#039;t always deployed at the same time, or to the same area.&lt;/div&gt;</summary>
		<author><name>Andreas the wise</name></author>
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		<id>https://micras.org/wiki/index.php?title=Nelagan_Naval_Guide_to_the_Untrained&amp;diff=8993</id>
		<title>Nelagan Naval Guide to the Untrained</title>
		<link rel="alternate" type="text/html" href="https://micras.org/wiki/index.php?title=Nelagan_Naval_Guide_to_the_Untrained&amp;diff=8993"/>
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		<summary type="html">&lt;p&gt;Andreas the wise: Created page with &amp;#039;Written by Fillion Blackwood &amp;lt;br&amp;gt;Authorized by Fleet Admiral Timothy Moore   ==Introduction== Welcome to the Nelagan Navy recruit, this guide (hereafter known only as the NNGU) w…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Written by Fillion Blackwood&lt;br /&gt;
&amp;lt;br&amp;gt;Authorized by Fleet Admiral Timothy Moore &lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Welcome to the Nelagan Navy recruit, this guide (hereafter known only as the NNGU) will help you understand the various ins and outs of naval culture, tactics, and history, as well as help you achieve a working knowledge of rank and structure. For the next eight weeks, you will be taught at The Recruit Training Command Center, Naval Station Armoria. Here you will learn the fundamentals of taking orders quickly and without question, basic nautical training, basic firefighting skills, as well as physical conditioning in preparation for life aboard a Naval Ship.&lt;br /&gt;
&lt;br /&gt;
==Glossary==&lt;br /&gt;
Sailor jargon has evolved over the years to almost form its own dialect&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Ensign&#039;&#039;&#039;- A flag flown from a naval ship to designate it&#039;s nationality.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Jack&#039;&#039;&#039;-  The flag of the navy itself.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Naval March&#039;&#039;&#039;- A song given to recruits to memorize that instills naval spirit and pride. It is commonly used throughout boot camp, at official ceremonies, and by drunk sailors at bars throughout the world.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Gaff&#039;&#039;&#039;- Traditionally, a gaff rig is a type of sailing rig that was used by wind-powered sailing ships before the advent of steam power. It was the highest point on the ship usually, and was used to fly the national flag of their home country so that in battle, allies would not mistakenly fire upon them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;NTS&#039;&#039;&#039;- Shorthand for &#039;Nelaga Territories Ship&#039;, which is the proper designation for any commissioned ship in the navy.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The History of the Nelagan Navy began with the Yardistani Marine Corps arrival during the Nelagan War for Independence. Commandant Cerune Russell commanded a fleet of four Amphibious Assault Ships, four Amphibious Transport Docks, four Dock Landing ships, four Guided Missile Cruisers, four Guided Missile Destroyers, four Guided Missile Frigates, and four nuclear submarines. From this fleet came the very first ships to form the Nelagan Navy. As they split from the Marines, they were re-designated “Marine Fleet”, and began immediate patrols.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;The next highest ranking officer from the Marine Fleet besides Commandant Cerune was a veteran named Timothy Moore. A four-star admiral of the Yardistani Navy with many years experience, he was a man of few words, preferring action to talk. Before even getting official approval from the president, he immediately took it upon himself to organize and plan the structure of the fledgeling navy. After negotiations with various nations around the world, several surplus naval ships were acquired and now proudly serve as the guardians of the Nelagan Sea. Several weeks later, construction began on the official Nelagan Naval Headquarters, which would house the entire fleet, as well as indigenous naval ships and boats, and aircraft and arms.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Naval culture is steeped in traditions that go back to the founding of the Yardistani Navy a thousand years ago.&lt;br /&gt;
&lt;br /&gt;
===Judicial Procedure===&lt;br /&gt;
Traditionally, before the era of the radio, punishment for all infractions aboard a ship was the responsibility of the captain. Of all the men aboard the vessel, staying in the captains good graces was the most important thing. A captain was well versed in the proper way to punish his men should the need arise, but this did not stop them from enforcing certain smaller regulations that varied from ship to ship.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;These days, the captain is still responsible for keeping order and meting out punishment for minor infractions (the naval academy ensures captains are well versed in proper justice procedures), but there are set instances in which a sailor would be brought before a navy tribunal. These include betraying your ship or your country, murder in a foreign country (if that particular country chooses to extradite you), or accidental death while on board or in a foreign country. All else is the province of the captain, who is free to set up a ship-side judicial system of his choosing.&lt;br /&gt;
&lt;br /&gt;
===NAVAL MARCH===&lt;br /&gt;
“Fight for the Sea”&lt;br /&gt;
&amp;lt;br&amp;gt;-Yardistani Traditional&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;To the horizon, we will ride, ride, ride&lt;br /&gt;
&amp;lt;br&amp;gt;Though the wind and the waves and the seas may roar&lt;br /&gt;
&amp;lt;br&amp;gt;From the bow to the stern, it&#039;s aye, aye, aye&lt;br /&gt;
&amp;lt;br&amp;gt;to the cap&#039;n who spurs us on.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;To the cap&#039;n we yell right, right, right&lt;br /&gt;
&amp;lt;br&amp;gt;Though we are tired and hungry and poor&lt;br /&gt;
&amp;lt;br&amp;gt;To our enemies we yell die, die, die&lt;br /&gt;
&amp;lt;br&amp;gt;Until they all lie dead and gone.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;We just left port, and now we&#039;re gone&lt;br /&gt;
&amp;lt;br&amp;gt;for 24 weeks or more&lt;br /&gt;
&amp;lt;br&amp;gt;Our wives wave &#039;bye, with sad, teary eyes&lt;br /&gt;
&amp;lt;br&amp;gt;For widows we shall make of them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;For the nation, we will fight, fight, fight&lt;br /&gt;
&amp;lt;br&amp;gt;though the guns and the cannons and planes may soar&lt;br /&gt;
&amp;lt;br&amp;gt;From the starboard to the port it&#039;s lie, lie, lie&lt;br /&gt;
&amp;lt;br&amp;gt;at the bottom of Davy Jones&#039; Sea.&lt;br /&gt;
&lt;br /&gt;
===NAVAL JACK AND ENSIGN===&lt;br /&gt;
A flag flown from a naval ship to designate it&#039;s nationality is called an ensign. When docked it is flown from the stern, and flown from the gaff when underway.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:Navyensign.png]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;A jack is the flag of the navy itself, and is flown from the bow of a ship when moored or anchored, but taken down when under way.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:Navyjack.png]]&lt;br /&gt;
&lt;br /&gt;
===MOTTO===&lt;br /&gt;
The Nelagan Navy motto is- “In Defense of the Isles”&lt;br /&gt;
&lt;br /&gt;
===COAT OF ARMS===&lt;br /&gt;
The coat of arms used by the Nelagan Navy is very simple. It is white above blue, representing the sea and waves.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:Navyshield.png]]&lt;br /&gt;
&lt;br /&gt;
===COLORS OF THE NAVY===&lt;br /&gt;
The colors of the navy are blue and white, representing the sea and the waves.&lt;br /&gt;
&lt;br /&gt;
===NICKNAME===&lt;br /&gt;
The nickname of the navy is, “The Isle Guardians”, and was voted in as the nickname shortly after the Jasonian War.&lt;br /&gt;
&lt;br /&gt;
===MASCOT===&lt;br /&gt;
The mascot of the Nelagan Navy is the Sea Dragon, and is commonly tattooed on many sailors, who believe it to be good luck.&lt;br /&gt;
&lt;br /&gt;
===BIRTHDAY===&lt;br /&gt;
The birthday of the Nelagan Navy is celebrated every year with a day off from duties (except for those duties which affect security, or when a ship is unable to make port), and a massive ceremony and feast.&lt;br /&gt;
&lt;br /&gt;
===DRILL AND CEREMONIES===&lt;br /&gt;
Close order drill is used in recruit training, as well as the Navy&#039;s Birthday Ball, a change of command, or a retirement. Sailors, in general, are a very superstitious lot, and have many unofficial ceremonies that bring luck to them, or their ship. Some of the most well known of these are:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;-When a sailor crosses the equator for the first time.&lt;br /&gt;
&amp;lt;br&amp;gt;-When a ship enters a new ocean&lt;br /&gt;
&amp;lt;br&amp;gt;-When a ship leaves port, or enters it.&lt;br /&gt;
&amp;lt;br&amp;gt;-When a ship goes into battle.&lt;br /&gt;
&lt;br /&gt;
==Pay grades and ranking structure==&lt;br /&gt;
How much you will be payed, will be concurrent with your rank.&lt;br /&gt;
&lt;br /&gt;
===Enlisted personnel=== &lt;br /&gt;
&#039;&#039;&#039;seaman recruit&#039;&#039;&#039;- E-1- no insignia- This is the standard rank all civilians receive when they enter the recruit training center. After four months, they receive a pay raise, but remain at this same rank.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;seaman apprentice&#039;&#039;&#039;- E-2- two white stripes- This rank is given to all seaman recruits who prove themselves smart enough to advance, but will eventually be given to all seaman recruits given enough time.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Seaman&#039;&#039;&#039;- E-3- three white stripes- Seamen are fully trained sailors who are qualified to work on any deck on a ship, even if the weather is bad. The advancement is automatic, but if the sailor is lazy or dumb, it could take years.&lt;br /&gt;
&lt;br /&gt;
===Non-commissioned officers (NCO)===&lt;br /&gt;
&#039;&#039;&#039;petty officer third class&#039;&#039;&#039;- E-4- an eagle sitting above a specialty* both above one chevron- Petty officer third class is not an automatic promotion, but must be earned through a combination of passing tests, recommendations from superior officers, and time served. They are both technical experts, as well as leaders inside a division.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;petty officer second class&#039;&#039;&#039;- E-5- an eagle sitting above a specialty* both above two chevrons- Petty officer second class is, like the PO-3 rank, not automatic, and all Po-3&#039;s compete for the rank openings. They receive a pay raise, more authority, and are both technical experts as well as leaders.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;petty officer first class&#039;&#039;&#039;- E-6- an eagle sitting above a specialty* both above three chevrons- Like the previous two ranks of petty officer, a first class petty officer&#039;s promotion is dependent on time of service and passing tests. Once achieved, a PO-1 receives a pay raise, even more responsibility, and more authority within his division. First class PO&#039;s often form associations within ships that include only Po-1&#039;s (or PO-2&#039;s on smaller ships), and use it as a way to prepare for the next rank.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;chief petty officer&#039;&#039;&#039;- E-7- an eagle sitting above a specialty* both above one rocker and three chevrons- Once this rank is achieved, it is considered to be the most important leap in the NCO ranks. One must pass the chief petty officer tests, have sufficient time in service, AND must pass a peer review board of all chief, senior chief, and master chief petty officers on board, who are allowed the privilege of promoting or denying those they like or dislike. After promotion, their uniforms change to reflect their new position, and look just like commissioned officer uniforms, but with separate insignias. They also are allowed the privilege of their own lounge, mess hall, and sleeping area, which no ranking officer or junior enlisted man may enter. By tradition, not even the commanding officer of the ship may enter. With this important leap also comes more responsibility, which means less technical work, and more administrative and command work.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;senior chief petty officer&#039;&#039;&#039;- E-8- One star above an eagle, sitting above a specialty*, all above one rocker and three chevrons- Senior chiefs are next up on the totem poll, and take on even more administrative duties. Like the previous rank, they are only allowed to become senior chief petty officers if they pass a review board composed entirely of senior chiefs.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;master chief petty officer&#039;&#039;&#039;- E-9- two stars above an eagle, sitting above a specialty*, all above one rocker and three chevrons- A master chief petty officer is the top enlisted noncom in any division. He acts as a liaison between the commissioned officer in charge of that division, and the sailors below.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;command master chief petty officer&#039;&#039;&#039;- E-9- two stars above an eagle, sitting above a star, all above one rocker and three chevrons- A command master chief petty officer is the top liaison between the commanding officer of the ship, and the enlisted men of all divisions below. He supervises all enlisted positions, and ensures battle readiness and good morale for all enlisted personnel.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;fleet/force master chief petty officer&#039;&#039;&#039;- E-9- two stars above an eagle, sitting above a gold star, all above one rocker and three chevrons- Fleet/force master chief petty officers serve as the liaison between a force commander or fleet commanders, and supervises all general enlisted issues in that particular force command or fleet command.&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
&#039;&#039;&#039;master chief petty officer of the navy&#039;&#039;&#039;- E-9- three stars above an eagle, sitting above a gold star, all above one rocker and three chevrons- The master chief petty officer of the navy is the top enlisted man in the navy, and there may only be one at a time. He is the senior enlisted advisor to the chief of naval operations, as well as the fleet admiral, and spends much of his time traveling around to families and ships, gauging morale and combat readiness. Traditionally, his wife is given the position of Ombudsman at Large (a civilian position), and is able to travel with her husband, representing the interests of all enlisted personnel&#039;s wives.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;*a &#039;specialty&#039; pin designates what service you belong to. It will be either two crossed anchors for a surface warfare specialty (You serve on a ship or at a naval station), two wings outspread for an aviation warfare specialty (You are a pilot, part of the plane&#039;s flight crew, or part of the plane&#039;s service crew), or a submarine for subsurface warfare (You serve on a submarine, or underwater naval station).&lt;br /&gt;
&lt;br /&gt;
===Chief Warrant Officers===&lt;br /&gt;
All Chief Warrant Officers are promoted and trained as needed, when a job opens up that needs the authority of an officer, but doesn&#039;t rate fully training the sailor.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Chief warrant officer-&#039;&#039;&#039; W-1- a silver square in between two blue squares- All chief warrant officers are picked from the chief petty officer ranks, and serve as technical experts and leaders in a variety of situations.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Chief Warrant Officer two-&#039;&#039;&#039; W-2- two silver squares in between three blue squares- Each warrant officer rank above the previous is awarded for competence and time served, with each new rank seeing an increase in pay, and increase in responsibility.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;chief warrant officer three-&#039;&#039;&#039; W-3- a gold square in between two blue squares- Each warrant officer rank above the previous is awarded for competence and time served, with each new rank seeing an increase in pay, and increase in responsibility.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;chief warrant officer four-&#039;&#039;&#039; W-4- two gold squares in between three blue squares- Each warrant officer rank above the previous is awarded for competence and time served, with each new rank seeing an increase in pay, and increase in responsibility.&lt;br /&gt;
&lt;br /&gt;
===Officers===&lt;br /&gt;
All officers of the Nelagan Navy are split into two groups. Line officers, and staff corps officers. All line officers are then further split into two more groups, restricted and unrestricted. Restricted officers are officers who command non-combat roles, such as maintenance or engineering, etc. Unrestricted officers are those who are in charge of combat roles, such as commanding a ship or station, an aviation squadron, or a submarine. Staff officers are those who are involved in non-military roles, such as law, medicine, science, etc (generally, fields that can be practiced outside the military).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;ensign-&#039;&#039;&#039; O-1- a gold bar- An ensign is the most junior officer in the navy, and are usually assigned to command a division on a ship or station, but are still required to have more on-the-job training as they go.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;lieutenant (junior grade)-&#039;&#039;&#039; O-2- a silver bar- After two years as an ensign, a lieutenant (junior grade) rank may be given to a competent division officer. It includes a pay increase as well. A lieutenant (junior grade) may also fly an airplane or helicopter in any naval squadron.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;lieutenant-&#039;&#039;&#039; O-3- two silver bars-  Full lieutenants are given command of a large division aboard a big ship, or they may command a naval flight (three to six aircraft).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;lieutenant commander-&#039;&#039;&#039; O-4- a gold oak leaf- Lieutenant commanders are either officers serving on the staff of a captain or admiral (not to be confused with a staff officer), or serve as executive officers on a ship or station. Pilots may also be given the rank of lieutenant commander, but the increase in rank does not give them any further authority.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;commander-&#039;&#039;&#039; 0-5- a silver oak leaf- Commanders are usually given command over frigates, destroyers, submarines, and aviation squadrons (three to six flights).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;captain-&#039;&#039;&#039; 0-6- a gold eagle- Captains are given command over cruisers or larger ships (the more senior the officer, the bigger the ship), one ballistic submarine, a squadron of attack submarines, a naval station, a training station, or they command an aviation wing on a carrier (wings are 3-6 squadrons) . The aviation wing on board an amphibious assault ship is always commanded by a marine colonel.&lt;br /&gt;
&lt;br /&gt;
===Flag Officers===&lt;br /&gt;
Flag officers are promoted by test and a review by a board of all flag officers in their branch of service. They are called &#039;flag&#039; officers because they are allowed to fly a flag from their flagship or naval station as a symbol of their seniority and authority.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;rear admiral (lower half)-&#039;&#039;&#039; O-7- a silver star- Rear admirals (lower half) are given command of the four expeditionary strike groups currently in service. These four fleets (with four in reserve) are designated &#039;the Marine Fleet&#039;, and are the primary mover of the marine corps. They also command aviation groups across several fleets (they have no actual authority to attack anyone, but are simply in charge of all non-attack decisions).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;rear admiral-&#039;&#039;&#039;O-8- two silver stars- Rear admirals are experienced RA-2s who have proven themselves worthy to command smaller navy fleets (anything but carrier battle groups).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;vice admiral-&#039;&#039;&#039;O-9- three silver stars- Vice admirals are given command of a carrier battle group, of which there are currently two, or one of the eight  operational commands.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===special===&lt;br /&gt;
&#039;&#039;&#039;admiral-&#039;&#039;&#039;O-10- four silver stars- The rank of admiral is special, because there are only three admirals in the whole navy; The Chief of Naval Operations, the Vice Chief of Naval Operations, and the Director of Nuclear Naval Propulsion. The CNO and the VCNO are the general commanders of the navy, while the DNNP is in charge of all nuclear activity in the navy (a big job, with disastrous consequences if it goes wrong).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;fleet admiral-&#039;&#039;&#039; O-11- five silver stars- The fleet admiral is in charge of all operations within the navy and the marine corps, and is tasked with keeping them both combat ready and well equipped. It is a unique position, and answers only to the commander-in-chief, the chief of staff, and the president.&lt;br /&gt;
&lt;br /&gt;
==Command Structure==&lt;br /&gt;
The Fleet Admiral (a five-star admiral) is the head of the Nelagan Navy and the Nelagan Marine corps (who are nominally under the command of the navy), and his command operates out of the Armory on Armoria Isle. Below that are eight operational services, each headed by a vice admiral and his own office, also located in Armory.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;The Surface Warfare Command is tasked with ensuring combat readiness and general command responsibility to all shore establishments (naval stations and training stations), and all combative above-surface fleets.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;The Subsurface Command is tasked with maintaining combat readiness and general command responsibility to all underwater stations and submarine fleets.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;The Aviation Command is tasked with maintaining combat readiness and general command responsibility to all aviation units throughout the navy.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;The Medical Command is tasked with maintaining general readiness and general command responsibility to all medical units.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;The Logistics command is tasked with maintaining general readiness and general command responsibility to all logistics forces that specifically resupply the navy.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;The Sealift Command is tasked with maintaining general readiness and general command responsibility to all transport and supply ships which are used by all branches of the military.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;The Special Warfare Command is tasked with maintaining combat readiness and general command for all special forces in the navy.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;The Naval Reserve Command is tasked with maintaining the general readiness of all reserve forces (both personnel and ships).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;For instance: A captain of an aircraft carrier would answer to the Surface Warfare Command for all decisions about combat, but answer to the logistics command as to what it can and can&#039;t have shipped to them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;The fleet and squadron lists are as follows:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;First Fleet- The First Fleet&#039;s home-port is near Maraguo Isle, and is named Naval Station Maraguo. The First Fleet is a carrier battle group, which is made up of one aircraft carrier, two guided missile cruisers, two anti-aircraft frigates, two anti-submarine destroyers, and one replenishment tanker. In times of peace, the First Fleet&#039;s mission is to protect the southern flank of the isles. In times of war, it reports to where it must.&lt;br /&gt;
&amp;lt;br&amp;gt;Motto: “First to Fight”&lt;br /&gt;
&amp;lt;br&amp;gt;Aircraft carrier: NTS Jasonia&lt;br /&gt;
&amp;lt;br&amp;gt;Guided missile cruisers: NTS Maraguo, NTS Armoria&lt;br /&gt;
&amp;lt;br&amp;gt;Frigates: NTS Ptia, NTS Nang&lt;br /&gt;
&amp;lt;br&amp;gt;Destroyers: NTS Fides, NTS Nicholas&lt;br /&gt;
&amp;lt;br&amp;gt;Replenishment tanker: NTS Vur&#039;Alm&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Second Fleet- The Second Fleet&#039;s home-port is near Airosamente Isle, and is named Naval Station Airosamente. The Second Fleet, like the First Fleet, is also a carrier battle group. In times of peace, it&#039;s job is to protect Nelaga&#039;s northern flank. In times of war though, it also reports to where it must.&lt;br /&gt;
&amp;lt;br&amp;gt;Motto: “Always Ready”&lt;br /&gt;
&amp;lt;br&amp;gt;Aircraft carrier: NTS Harvey&lt;br /&gt;
&amp;lt;br&amp;gt;Guided missile cruisers: NTS Russell, NTS Pinky&lt;br /&gt;
&amp;lt;br&amp;gt;Frigates: NTS Contego, NTS Line&lt;br /&gt;
&amp;lt;br&amp;gt;Destroyers: NTS Pirum, NTS Ura&#039;Bos&lt;br /&gt;
&amp;lt;br&amp;gt;Replenishment tanker: NTS Mirioth&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Marine Fleet- The Marine fleet transports the marines and their equipment to wherever they need to go. Each squadron is called an expeditionary strike group, and there are eight of them, with four in reserve. A ESG is composed of one amphibious assault ship, one amphibious transport dock, one dock landing ship, one cruiser, one destroyer, one frigate, and one ballistic submarine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Horizon Expeditionary Strike Group&lt;br /&gt;
&amp;lt;br&amp;gt;Motto: “Onward to the Horizon”&lt;br /&gt;
&amp;lt;br&amp;gt;Amphibious assault ship: NTS Horizon&lt;br /&gt;
&amp;lt;br&amp;gt;Amphibious transport dock: NTS Ericson&lt;br /&gt;
&amp;lt;br&amp;gt;Dock landing ship: NTS Fierce Victory&lt;br /&gt;
&amp;lt;br&amp;gt;Cruiser: NTS Ithafe&lt;br /&gt;
&amp;lt;br&amp;gt;Destroyer: NTS Cerune&lt;br /&gt;
&amp;lt;br&amp;gt;Frigate: NTS Bone&lt;br /&gt;
&amp;lt;br&amp;gt;Attack submarine: NTS Bill&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Nelaga&#039;s Pride Expeditionary Strike Group&lt;br /&gt;
&amp;lt;br&amp;gt;Amphibious assault ship: NTS Shatter&lt;br /&gt;
&amp;lt;br&amp;gt;Amphibious transport dock: NTS Shade&lt;br /&gt;
&amp;lt;br&amp;gt;Dock landing ship: NTS Mutter&lt;br /&gt;
&amp;lt;br&amp;gt;Cruiser: NTS Vincent&lt;br /&gt;
&amp;lt;br&amp;gt;Destroyer: NTS Unknown&lt;br /&gt;
&amp;lt;br&amp;gt;Frigate: NTS Setauket&lt;br /&gt;
&amp;lt;br&amp;gt;Attack submarine: NTS Aquata&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Phoenix Expeditionary Strike Group&lt;br /&gt;
&amp;lt;br&amp;gt;Amphibious assault ship: NTS Phoenix&lt;br /&gt;
&amp;lt;br&amp;gt;Amphibious transport dock: NTS Endgame&lt;br /&gt;
&amp;lt;br&amp;gt;Dock landing ship: NTS Silence&lt;br /&gt;
&amp;lt;br&amp;gt;Cruiser: NTS Revenge&lt;br /&gt;
&amp;lt;br&amp;gt;Destroyer: NTS Bryden&lt;br /&gt;
&amp;lt;br&amp;gt;Frigate: NTS Solaria&lt;br /&gt;
&amp;lt;br&amp;gt;Attack submarine: NTS Thassala&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Raven Expeditionary Strike Group&lt;br /&gt;
&amp;lt;br&amp;gt;Amphibious assault ship: NTS Raven&lt;br /&gt;
&amp;lt;br&amp;gt;Amphibious transport dock: NTS Baiagaat&lt;br /&gt;
&amp;lt;br&amp;gt;Dock landing ship: NTS Sai&#039;Por&lt;br /&gt;
&amp;lt;br&amp;gt;Cruiser: NTS Nova&lt;br /&gt;
&amp;lt;br&amp;gt;Destroyer: NTS Star Bringer&lt;br /&gt;
&amp;lt;br&amp;gt;Frigate: NTS Astap&lt;br /&gt;
&amp;lt;br&amp;gt;Attack submarine: NTS Winter&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Sun Expeditionary Strike Group (IN RESERVE)&lt;br /&gt;
&amp;lt;br&amp;gt;Amphibious assault ship: NTS Sun&lt;br /&gt;
&amp;lt;br&amp;gt;Amphibious transport dock: NTS Kajar&lt;br /&gt;
&amp;lt;br&amp;gt;Dock landing ship: NTS St. Corgi&lt;br /&gt;
&amp;lt;br&amp;gt;Cruiser: NTS Riverrun&lt;br /&gt;
&amp;lt;br&amp;gt;Destroyer: NTS Mason&lt;br /&gt;
&amp;lt;br&amp;gt;Frigate: NTS Reach&lt;br /&gt;
&amp;lt;br&amp;gt;Attack submarine: NTS Faeling&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Webb Expeditionary Strike Group (IN RESERVE)&lt;br /&gt;
&amp;lt;br&amp;gt;Amphibious assault ship: NTS Webb&lt;br /&gt;
&amp;lt;br&amp;gt;Amphibious transport dock: NTS Balamb&lt;br /&gt;
&amp;lt;br&amp;gt;Dock landing ship: NTS Tanktown&lt;br /&gt;
&amp;lt;br&amp;gt;Cruiser: NTS Gunn&lt;br /&gt;
&amp;lt;br&amp;gt;Destroyer: NTS Liberty&lt;br /&gt;
&amp;lt;br&amp;gt;Frigate: NTS Duncan&lt;br /&gt;
&amp;lt;br&amp;gt;Attack submarine: NTS Blue Fields&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Bailey Expeditionary Strike Group (IN RESERVE)&lt;br /&gt;
&amp;lt;br&amp;gt;Amphibious assault ship: NTS Bailey&lt;br /&gt;
&amp;lt;br&amp;gt;Amphibious transport dock: NTS Dracoheim&lt;br /&gt;
&amp;lt;br&amp;gt;Dock landing ship: NTS Zy-Farun&lt;br /&gt;
&amp;lt;br&amp;gt;Cruiser: NTS Horserun&lt;br /&gt;
&amp;lt;br&amp;gt;Destroyer: NTS Riverdeep&lt;br /&gt;
&amp;lt;br&amp;gt;Frigate: NTS Thanidor&lt;br /&gt;
&amp;lt;br&amp;gt;Attack submarine: NTS Nainie&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Murray Expeditionary Strike Group (IN RESERVE)&lt;br /&gt;
&amp;lt;br&amp;gt;Amphibious assault ship: NTS Murray&lt;br /&gt;
&amp;lt;br&amp;gt;Amphibious transport dock: NTS Lunaris&lt;br /&gt;
&amp;lt;br&amp;gt;Dock landing ship: NTS Highpass&lt;br /&gt;
&amp;lt;br&amp;gt;Cruiser: NTS Unspeakable Horror&lt;br /&gt;
&amp;lt;br&amp;gt;Destroyer: NTS Musica&lt;br /&gt;
&amp;lt;br&amp;gt;Frigate: NTS Caverden&lt;br /&gt;
&amp;lt;br&amp;gt;Attack submarine: NTS Ran&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Jacobus Nuclear Attack Squadron- A nuclear, ballistic-submarine attack squadron, they are based at Naval Station Maraguo, and often report to wherever their cruise missiles are needed.&lt;br /&gt;
&amp;lt;br&amp;gt;Ballistic Submarines: NTS Jacobus, NTS Scott, NTS Aure&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;First Minesweeper Squadron- Ships that specialize in finding and disarming water-based mines&lt;br /&gt;
&amp;lt;br&amp;gt;Minesweeper Ship: NTS Absentia, NTS Hyfrost, NTS Agnigrad&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Second Minesweeper Squadron&lt;br /&gt;
&amp;lt;br&amp;gt;Minesweeper Ship: NTS Deep Trouble, NTS Raynor, NTS Sileni&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Homeguard Patrol Squadron- Patrol Ships are medium-sized ships capable of fighting off most pirates and search and rescue. Each isle in the chain has it&#039;s own Patrol Squadron, and they act as a coast guard while the rest of the navy is away.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Nelaga Patrol Squadron&lt;br /&gt;
&amp;lt;br&amp;gt;Patrol ship: NTS Nelaga&#039;s Pride, NTS Defense, NTS Amos, &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Maraguo Patrol Squadron&lt;br /&gt;
&amp;lt;br&amp;gt;Patrol ship: NTS Maraguo&#039;s Pride, NTS Warrior, NTS Shooter&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Armoria Patrol Squadron&lt;br /&gt;
&amp;lt;br&amp;gt;Patrol ship: NTS Armoria&#039;s Pride, NTS Jason Allese, NTS Guy McClure&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Setauket Patrol Squadron&lt;br /&gt;
&amp;lt;br&amp;gt;Patrol ship: NTS Setauket&#039;s Pride, NTS Resistance, NTS Sakat&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Airosamente Patrol Squadron&lt;br /&gt;
&amp;lt;br&amp;gt;Patrol ship: NTS Airosamente&#039;s Pride, NTS Natopia, NTS Murdoc&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Solaria Patrol Squadron&lt;br /&gt;
&amp;lt;br&amp;gt;Patrol ship: NTS Solaria&#039;s Pride, NTS Water&#039;s Edge, NTS Storm&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Support Ship Fleet- These giant resupply ships constantly go to and from ports around the world, ensuring the various fleets get enough supplies. They operate in pairs, and there are currently eight replenishment tanker squadrons&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;High Sea Tug Squadron- Two heavy-duty tug boats that are capable of towing even the might aircraft carriers to port if field repair is impossible.&lt;br /&gt;
&amp;lt;br&amp;gt;Tugs: NTS Strength, NTS Might&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Sealift Fleet- Ten Transport and Supply ships make up the sealift command fleet, where most supplies and vehicles get shipped to the battlefield from all branches of the military.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Hospital Ship Squadron- Two hospital ships, each capable of treating one thousand patients when fully staffed, are deployed around the world on humanitarian missions to war-stricken countries.&lt;br /&gt;
&amp;lt;br&amp;gt;Hospital Ships: NTS Hope, NTS Peace&lt;br /&gt;
&lt;br /&gt;
===Notable Sailors===&lt;br /&gt;
Fleet Admiral: Timothy Moore&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: Timothy Moore has been sailing since he was born, since he was literally born on a fishing boat off the coast of Mirioth. He belongs to Clan Duncan, who are the best sailors Yardistan has to offer. He is known to be extremely proactive, hates talking too much, and gets restless when he&#039;s not near the ocean.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Chief of Naval Operations: Roland Quartz&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: Roland has been on Timothy&#039;s staff since the CNO made flag officer ten years ago. He often acts as Tim&#039;s mouth piece, and seems to know exactly what Tim would say in any situation. He is the only man that Timothy trusts implicitly, and runs the naval branch like a well-oiled machine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Vice Chief of Naval Operations: John Orlson&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: John Orlson joined the Yardistani Navy to get away from his abusive parents on Yardistan Isle. He quickly found himself in over his head, and almost washed out when (he claims) a vision of a future isle appeared to him, and told him that he would play an important part in its safety. He woke up the next day with a renewed sense of purpose, and in relatively short order found himself jumped through the ranks. His devotion to Nelaga (the isle in his dreams) is unshakable, and he is willing to do anything it takes to defend her.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Director of Naval Nuclear Propulsion: Leah Burke&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Leah has an eidetic memory, and a shadowy past with JASO. Her knowledge and passion for nuclear technology is unparallelled.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Master Chief Petty Officer of the Navy: Chester Carney&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Chester joined the navy to see the world. He stayed because he didn&#039;t fit in anywhere else. He travels the navy now making sure the voices of the enlisted men do not go unheard. He is fond of model kits, and is loyal first and foremost to his wife.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
Here&#039;s where we list the various nasties that you get to kill people with.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Boomist Assault Rifle&#039;&#039;&#039;- These are the hold-overs the veterans of the special warfare command who came from Shireroth still use. It uses a 45mm box magazine with 30 rounds in it, and is currently being phased out in favor of the:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Jasonian Assault Rifle&#039;&#039;&#039;- The JAR, while similar in name and function, is physically very different. It also uses a .45mm box magazine with 30 rounds, but was modeled after Jasonia&#039;s old assault weapon design. It is used solely by the special warfare command.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;N45 Pistol&#039;&#039;&#039;- the N45 is the Nelagan designation for a standard 45mm pistol, which packs as much of a punch as the assault rifles, but with far less of a rate-of-fire. It has an internally-fed box magazine with eight rounds. Used by officers and enlisted personnel in the special operations command as a back-up weapon, it is usually never far from their grip.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;N9 Pistol&#039;&#039;&#039;- The Nelagan 9mm sidearm, this is the normal operations counterpart to the N45. It is used by security personnel and by pilots as a backup if their aircraft crashes.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;N12 Shotgun&#039;&#039;&#039;- When close-quarters combat is unavoidable, this 12 gauge shotgun has 9 rounds to make your point with. Used mostly by security personnel.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Mp5 Sub-machine Gun&#039;&#039;&#039;- Issued to security guards in times of emergency, this is a medium-range weapon that fires 9mm bullets with 30 rounds per magazine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;N50 Sniper Rifle&#039;&#039;&#039;-A 50 caliber sniper weapon that can kill you at two-thousand meters. Used by Special Warfare Command only.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Nelagan Heavy Machine Gun&#039;&#039;&#039;- The NEHMAG is a 50 caliber, belt-fed monster that doesn&#039;t play around. Used by special warfare command as well as ship-side defense&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Nelagan Light Machine Gun&#039;&#039;&#039;- The lighter counterpart to the NEHMAG, the NELMAG uses 45mm bullets just like the assault rifles, just at a much higher rate. It can be belt-fed or magazine fed, whichever is available at the time. Used by special warfare only.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Anti-tank Missile Launcher&#039;&#039;&#039;- the AT missile launcher is 83mm of nasty, and is designed to punch through most armored vehicles. Used by special warfare only.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Anti-Air Missile Launcher&#039;&#039;&#039;- the AA missile launcher (sometimes referred to as &#039;the twelve-step&#039;) is 70mm, and has a range of about forty-eight hundred meters. Used by special warfare command as well as ship-side defense.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Nelagan grenade launcher&#039;&#039;&#039;- the NEGRLA attaches to the bottom of the fire-team leaders JAR, and fires any type of grenade needed. Grenade types include the smoke grenade, the flash-bang grenade, the incendiary grenade, and the ever-popular fragmentation grenade. Used by special warfare command only.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Nelagan Navy Bayonet&#039;&#039;&#039;- This useful tool can double as a bayonet or a knife. Used by special warfare only.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Nelagan Navy Knife&#039;&#039;&#039;- Issued only to officers or enlisted personnel who wont be carrying a JAR, this knife was modeled after the Boomist Knife used by their predecessors in Shireroth.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Non-lethal weapons&#039;&#039;&#039;- There are a few weapons we carry which are not technically supposed to kill you, and they are as follows:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;used by the military police and security only&lt;br /&gt;
&amp;lt;br&amp;gt;-collapsible baton&lt;br /&gt;
&amp;lt;br&amp;gt;-riot shields&lt;br /&gt;
&amp;lt;br&amp;gt;-pepper spray&lt;br /&gt;
&amp;lt;br&amp;gt;-tear gas&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;NCM-1 Cruise Missile&#039;&#039;&#039;- With a range of 2,500 kilometers, this missile is designed for total destruction of the target.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;NICBM&#039;&#039;&#039;- The Nelagan Intercontinental Ballistic Missile is a tactical nuke that can be launched from a ballistic submarine. How many Nelaga has in stock is currently classified.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;N-1 Torpedo&#039;&#039;&#039;- Used by the submarines only, it is used in sub to sub warfare.&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
We&#039;ve covered how your going to kill the enemy, but you won&#039;t have to walk to the enemy to kill them; no, we provide our marines with complimentary shuttle service... with a smile!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Light Utility Vehicle&#039;&#039;&#039;- The LUV is a light cargo and personnel transport with an excellent, proven track record around the world, this vehicle comes in several variants and colors. It comes with bullet-proof armor and four-wheel drive suspension, and depending on the variant, some kind of weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;popular variants:&lt;br /&gt;
&amp;lt;br&amp;gt;-Humvee with machine gun turret&lt;br /&gt;
&amp;lt;br&amp;gt;-Ambulance Humvee variant&lt;br /&gt;
&amp;lt;br&amp;gt;-Communications Command Humvee&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&lt;br /&gt;
&#039;&#039;&#039;AV-N1 Harrier&#039;&#039;&#039;- a vertical/short take off and landing vehicle capable of flight with little or no runway, the Harrier is a jet with a lot of nasty to it. It&#039;s maximum speed is six-hundred and sixty two MPH, and is capable of a range of around fourteen hundred miles. It has a 25mm chain gun, and seven hardpoints to carry missiles and bombs on.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;N-22 Eagle&#039;&#039;&#039;- The N-22 Eagle is the navy and marine corps primary mover for troops going to and from ships or the battlefield. As a tilt-rotor aircraft, it has two turboprop engines that are capable of taking off vertically like a helicopter, but later changing in-flight to a conventional airplane, which conveys faster speeds and more fuel-efficiency. It has a crew of two, its range is about a thousand miles, and is capable of transporting two squads at a time.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;CH-23 Sea Dragon&#039;&#039;&#039;- The Sea Dragon is a cargo helicopter without equal. Its massive size and cargo-carrying capability make it the primary cargo-lift aircraft in the corps. Capable of carrying thirty thousand pounds, it has a crew of five, and carries no weapons on board.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;N/A-22A Super &#039;&#039;&#039;- the N/A-22A Super is a twin-engine first generation fighter and bomber used as the workhorse of the navy. It&#039;s maximum speed is mach 1.8, has a range of 2,346 kilometers, one Gatling gun, and eleven hardpoints to load extra fuel or missiles on.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;E-2 Eagle-eye&#039;&#039;&#039;- The E-2 Eagle-eye is a first generation all-weather airborne early warning aircraft, which uses radar to detect incoming aircraft and keep radio contact with long-ranged fighters on missions. It&#039;s max speed is 375 mph, has a range of 2,500 kilometers, employs five crew, and has no weapons.&lt;br /&gt;
&lt;br /&gt;
==Seacraft==&lt;br /&gt;
The Nelagan Navy currently has 27 groups operating with 141 ships total, for a total of over 51,000 sailors, of which 20,000 are in the reserves.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;Jasonia&#039; class aircraft carrier&#039;&#039;&#039;- The Jasonia class aircraft carrier is nuclear powered, has virtually unlimited range, and crews about five thousand people. It holds over seventy aircraft, which are launched by four steam-power catapults.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;Horizon&#039; class amphibious assault ship &#039;&#039;&#039;- This class is conventionally powered, and crews about 960 sailors. It carries over 35 helicopters, and eight harriers, and it&#039;s prime mission is to support an amphibious landing by marines with superior air power.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;Ericson&#039; class amphibious transport dock&#039;&#039;&#039;- 361 sailors are employed on this ship, which carries two hovercraft transports, and fourteen Expeditionary fighting vehicles. It&#039;s primary mission is to ferry supplies and men to the shore.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;Fierce Victory&#039; class Dock Landing Ship&#039;&#039;&#039;- The &#039;Fierce Victory&#039; class employs 290 sailors, who make it their primary mission to use their four hovercraft transports to get men and supplies ashore during an invasion.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;Ithafe&#039; class cruiser&#039;&#039;&#039;- Cruisers are the largest ships in the navy that cannot land aircraft. It&#039;s primary mission is to protect the aircraft carriers and the amphibious assault ships from air and sea threats. Four hundred sailors are stationed on a cruiser.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;Cerune&#039; class destroyer&#039;&#039;&#039;- Destroyers are primarily anti-submarine defense ships, but are almost as good at fending off aircraft. 273 sailors are stationed here.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;Ptia&#039; class frigate&#039;&#039;&#039;- &#039;Ptia&#039; class frigates are primarily anti-aircraft ships, and are armed with powerful cannons and cruise missiles. 141 sailors are stationed here.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;Bill&#039; class attack submarine&#039;&#039;&#039;- &#039;Bill&#039; class attack submarines are primarily used in anti-submarine and anti-ship warfare. They tend to operate in packs, but are used as part of a surface fleet in the Nelagan Navy. One hundred men are stationed on each sub.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;Jacobus&#039; class ballistic submarine&#039;&#039;&#039;- Ballistic submarines have one job. Launch cruise missiles at far away targets, and if the worst should happen, launch an ICBM at the enemy. 286 men are stationed on each sub.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;Absentia&#039; class minesweeper ship&#039;&#039;&#039;- Minesweeper ships employ 35 men each, and are used only to clear the way for bigger fleets from mines.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;Nelaga&#039;s Pride&#039; class patrol boat&#039;&#039;&#039;- Patrol boats are short-range all-purpose ships capable of everything from fighting to search and rescue. Thirty-five men are stationed on each ship.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;Angel&#039; class replenishment tanker&#039;&#039;&#039;- Five hundred men operate these massive ships, whose sole job is to keep the fleets resupplied.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;Strength&#039; class heavy duty tug&#039;&#039;&#039;- Tugs use ten sailors each to tow crippled ships back to port.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;Yardistan&#039; class transport ship&#039;&#039;&#039;- Transport ships employ one hundred sailors, whose job is to safely transport, then unload the supplies and vehicles of whatever branch of military is using them at the moment.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;Hope&#039; class hospital ship&#039;&#039;&#039;- Hospital ships are non-combatant vessels who in peace time go on humanitarian missions to heal the sick and wounded of countries in crisis. In war time, they operate as a mobile hospital where more permanent healing can be implemented to save lives.&lt;/div&gt;</summary>
		<author><name>Andreas the wise</name></author>
	</entry>
	<entry>
		<id>https://micras.org/wiki/index.php?title=Recwar&amp;diff=8812</id>
		<title>Recwar</title>
		<link rel="alternate" type="text/html" href="https://micras.org/wiki/index.php?title=Recwar&amp;diff=8812"/>
		<updated>2011-01-14T11:22:02Z</updated>

		<summary type="html">&lt;p&gt;Andreas the wise: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recwar stands for &#039;&#039;&#039;Rec&#039;&#039;&#039;reational &#039;&#039;&#039;War&#039;&#039;&#039;, and done well, it is just that - playing at war for fun.  Done poorly, it devolves into a horrible set of disputes and wikipedia surfing leaving most people angry and bitter.  Over the years it has taken a number of forms, depending and the needs, skills and interests of the participants; and different groups of people have developed different styles of doing it.&lt;br /&gt;
&lt;br /&gt;
==Recwar Basics==&lt;br /&gt;
At its most basic, a recwar simulates a war with the real life participants acting as the commanders for their nations.&lt;br /&gt;
&lt;br /&gt;
Each person has an &#039;&#039;&#039;Orbat&#039;&#039;&#039;, or Order of Battle, which lists the forces they control and are going to use in the war.  The orbat normally contains some sort of description for the units, and different systems place different limits on force size and scope.&lt;br /&gt;
&lt;br /&gt;
During the war, people make &#039;&#039;&#039;actions&#039;&#039;&#039; which have their units doing something.  Actions normally consist of some &#039;&#039;&#039;backstory&#039;&#039;&#039;, describing what they are doing from an IC (In Character) perspective, and a &#039;&#039;&#039;summary&#039;&#039;&#039;, explaining what they are doing from an OOC (Out of Character) perspective.  Commonly, the backstory is placed in quote tags and the summary is placed outside in bold.&lt;br /&gt;
&lt;br /&gt;
When people make an action that affects an enemy, the enemy is given a chance to respond with a &#039;&#039;&#039;counterattack&#039;&#039;&#039;.  Like an action, an counterattack normally includes both backstory and summary, but it specifically responds to the action the opponent has made, such as organising a defensive manoeuvre or attacking back.&lt;br /&gt;
&lt;br /&gt;
Depending on the people involved and the system, the battle can then continue with people going back and forth with counteractions.&lt;br /&gt;
&lt;br /&gt;
Eventually, a &#039;&#039;&#039;result&#039;&#039;&#039; is decided for the battle, and both sides take &#039;&#039;&#039;losses&#039;&#039;&#039;.  Both players are then free to make a new action, against eachother or someone else.&lt;br /&gt;
&lt;br /&gt;
If the person affected by the original action does not respond, there is normally a &#039;&#039;&#039;24 hour rule&#039;&#039;&#039;.  Under this, if the person does not respond within 24 hours, the person posting the original action gets to post the result, assuming a reasonable defence.  That result is then binding upon both participants.  This is done to allow the war to continue and not get bogged down by someone disappearing.  This is generally the only time people are allowed to post a reaction for someone else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret Moves&#039;&#039;&#039; are also possible.  These are normally pm&#039;d to the judge, who then reveals them when necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Godmodding&#039;&#039;&#039; refers to inappropriate actions; either when a person claims powers they should not have or does something &#039;unrealistic&#039;, or when a person posts a reaction for their opponent.  In either of these cases the person is &#039;playing God&#039; and trying to make the battle go the way they want.  Generally, your actions are only allowed to be [i]your[/i] actions, and you cannot post your opponents response, but must wait for them.&lt;br /&gt;
&lt;br /&gt;
A recwar normally has one or more &#039;&#039;&#039;Judges&#039;&#039;&#039; who can arbitrate between participants and help resolve battles where required.&lt;br /&gt;
&lt;br /&gt;
==Systems==&lt;br /&gt;
While the above is generally common to most recwar systems, more rules and practises are often required to ensure a recwar.  What follows is a brief outline of the major systems, how they decide orbats and results, and their pros and cons.&lt;br /&gt;
&lt;br /&gt;
===Anunia===&lt;br /&gt;
[http://www.micras.org/forum/viewtopic.php?f=20&amp;amp;t=2213 Anunia] is currently the most common recwar system used internationally.  It is a &#039;&#039;&#039;points&#039;&#039;&#039; system, which means that each individual unit has a points value which indicates its strength compared to other units.  Because it has been continually modified to fix flaws found in each war, it has become quite long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orbats&#039;&#039;&#039; &lt;br /&gt;
In Anunia, each unit has a points value, which indicates its strength.  A standard infantry is a 1 point unit, and all other points values are based off this.  The idea is that, all other things being equal, two 100 point forces have equal strength, even if they are made up of different units.  Anunia contains a guide to the points cost of a number of &#039;standard&#039; units.  People who want units with extra powers or strength can use these, but must pay more points for them.  Traditionally, each real person is entitled to a force of 25 000 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Results&#039;&#039;&#039;&lt;br /&gt;
Battles in Anunia are decided by mutual agreement between the participants given the relative strength of their units and the real world plausibility of their actions.  This means that, all other things being equal, a 5000 point force should defeat a 3000 point force.  Ideally, after a battle both commanders can sit down and agree how many units they lost.  Often this is not the case and a &#039;&#039;&#039;dispute&#039;&#039;&#039; emerges, either because one or both commanders are not taking enough damage, or one or both commanders are trying to do something their opponent believes would not be possible in the real world.  This dispute is resolved by a Judge, who imposes a binding result upon both parties.  The Judges word should be final and unappealable - they can later admit a mistake, but they cannot change the ruling, because the recwar needs to continue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Any units can be used. [Though note: commonly units are restricted to current real world military tech, excluding nuclear, biological and chemical weapons.  But in principle, any unit can be used]&lt;br /&gt;
* Any possible action can be taken.&lt;br /&gt;
* Battles can be resolved in a realistic manner without recourse to formulae or probability.&lt;br /&gt;
* Most recwarrers know it.&lt;br /&gt;
* The system is simple enough most people can learn it, but complex enough it keeps the military nerds happy.&lt;br /&gt;
* Not judge heavy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*A lot of people really don&#039;t understand the points system, and so orbat units which they claim have certain powers that don&#039;t make sense given their points cost.  These often go unnoticed until they pull out their powers, and then disputes emerge as one party tries to argue from points, and the other tries to argue from abilities.  There is a constant tension between points and real world realistic resolutions, and this is not generally understood well.&lt;br /&gt;
*As some recwarrers are military nerds, they have a tendency to use specific real world units.  They then tend to dispute about actions based on the specific powers of those specific real world units.  This can lead to &#039;&#039;&#039;wikipedia surfing&#039;&#039;&#039; where less enlightened participants must trawl through wikipedia articles to work out exactly how many missiles of what type their specific destroyer can fire within two minutes over what distance and with what effect.  This tends to leave the majority of participants (who are not military nerds) unhappy.&lt;br /&gt;
*The whole system was built, and then has had various additions and modifications built into it to try and deal with past disputes with the result that it&#039;s rather long and unwieldy.&lt;br /&gt;
*Ultimately it has no solid battle resolution mechanism - it relies on reasonable people making a reasonable agreement about the result of the battle, which is fine when you have reasonable people in a reasonable mood, but often doesn&#039;t work and so leads to long disputes eventually forced to be resolved by exasperated judges.&lt;br /&gt;
&lt;br /&gt;
===QUARREL===&lt;br /&gt;
[http://www.raikoth.net/QUARREL/quarrel_manual.doc QUARREL] (see also [http://nelaga.info/viewforum.php?f=44 here]) is a recwar system in development by Scott, Andreas and Harvey.  It aims to resolve disputes and still satisfy everyone by making recwar &#039;&#039;&#039;quantifiable&#039;&#039;&#039; (ie There is an independently determined result for each battle which cannot be disputed) and &#039;&#039;&#039;retractable&#039;&#039;&#039; (ie it can be very simple for those who want it simple, but the system can be expanded and made more complex/realistic for those who want it that way).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orbats&#039;&#039;&#039;&lt;br /&gt;
Each person in QUARREL gets $75 to spend on units (where each unit here is considered as a division - eg an Infantry unit is a division of infantry which could number a thousand or more).  There are a number of basic units with set costs, and each unit can have a set of upgrades which grant it further powers at further cost.  A units cost is also its health.  All units has set powers of attack strength, speed (how many pixels it can move per day), range (after its stopped, how far away can it attack?), type (Land, Sea or Air) and sometimes also a bombard strength (when it&#039;s able to attack other units without being counterattacked).  Upgrades generally improve upon these or provide special powers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Results&#039;&#039;&#039;&lt;br /&gt;
Battles in QUARREL are determined by the battle simulator, a version of which is [http://www.novatainia.org/QUARREL/Database%20Engine.php available here].  The total strength of each type (land, sea and air) is compared using a formula which includes some random variables (because battles are never fully predictable) and then damage is decided.  The battle simulator also decides randomly which units are killed in the battle, and then outputs the result.  The results are logged so both participants can see the other hasn&#039;t just put in numbers and run the battle five times to get the result they want.  Bonuses can be given for the use of good backstory and tactics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* No disputes&lt;br /&gt;
* Declared stats for each units&lt;br /&gt;
* Basic units make it really easy for new people to get involved&lt;br /&gt;
* Potentially more simple than Anunia&lt;br /&gt;
* Low Judge requirement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Still &#039;In Development&#039;&lt;br /&gt;
* Can&#039;t use any units - only ones programmed in (though it is possible to add custom units, these must be approved to ensure they are balanced with the other units).&lt;br /&gt;
* You only lose full units, not part amounts.&lt;br /&gt;
* Doesn&#039;t yet handle all possible situations (eg subs not possible yet)&lt;br /&gt;
* Not known by many people beyond it&#039;s developers.&lt;br /&gt;
* Potentially reduced role for tactics (though developers argue that the in system bonuses for backstory will actually encourage higher quality backstory than Anunia)&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
Other recwar systems include:&lt;br /&gt;
*&#039;&#039;&#039;ADB System&#039;&#039;&#039; (as I recall ridiculously complicated, never used, don&#039;t worry about it)&lt;br /&gt;
*&#039;&#039;&#039;[http://zindaria.yuku.com/topic/427/t/Zindarian-Recwar-Society-Charter.html ZRS System]&#039;&#039;&#039; - An attempt to get around godmodding and disputes by saying that all &#039;actions&#039; are just press releases of what the army wants you to think happened.  An independent judge works out what actually happens based on what he thinks is realistic.  Hugely judge dependent, requires someone with a depth of experience and time to judge.&lt;br /&gt;
*&#039;&#039;&#039;[http://novatainia.org/Gralus/phpBB3/viewtopic.php?f=325&amp;amp;t=1489 Gralus&#039; new recwar system]&#039;&#039;&#039; - still in development, but almost there.  Points based, but points here are resources (and so you consume points in attacking, moving and recon, not just when you get attacked and take damage).  Units are divisions which don&#039;t have to be fully described out.  Looks to be far simpler than Anunia, resolves battles well (requires a bit more judge involvement than Anunia), deals with missile attacks and transport fairly and positively rewards backstory and tactics.  Still working on dealing with civilians.  May not work with people that are angry and unyielding (but then, neither does Anunia, only QUARREL does that), and will break down without an active judge unless people are reasonable (but then, so will Anunia ...)&lt;/div&gt;</summary>
		<author><name>Andreas the wise</name></author>
	</entry>
	<entry>
		<id>https://micras.org/wiki/index.php?title=Recwar&amp;diff=8811</id>
		<title>Recwar</title>
		<link rel="alternate" type="text/html" href="https://micras.org/wiki/index.php?title=Recwar&amp;diff=8811"/>
		<updated>2011-01-14T11:16:41Z</updated>

		<summary type="html">&lt;p&gt;Andreas the wise: Created page with &amp;#039;Recwar stands for &amp;#039;&amp;#039;&amp;#039;Rec&amp;#039;&amp;#039;&amp;#039;reational &amp;#039;&amp;#039;&amp;#039;War&amp;#039;&amp;#039;&amp;#039;, and done well, it is just that - playing at war for fun.  Done poorly, it devolves into a horrible set of disputes and wikipedia s…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recwar stands for &#039;&#039;&#039;Rec&#039;&#039;&#039;reational &#039;&#039;&#039;War&#039;&#039;&#039;, and done well, it is just that - playing at war for fun.  Done poorly, it devolves into a horrible set of disputes and wikipedia surfing leaving most people angry and bitter.  Over the years it has taken a number of forms, depending and the needs, skills and interests of the participants; and different groups of people have developed different styles of doing it.&lt;br /&gt;
&lt;br /&gt;
==Recwar Basics==&lt;br /&gt;
At its most basic, a recwar simulates a war with the real life participants acting as the commanders for their nations.&lt;br /&gt;
&lt;br /&gt;
Each person has an &#039;&#039;&#039;Orbat&#039;&#039;&#039;, or Order of Battle, which lists the forces they control and are going to use in the war.  The orbat normally contains some sort of description for the units, and different systems place different limits on force size and scope.&lt;br /&gt;
&lt;br /&gt;
During the war, people make &#039;&#039;&#039;actions&#039;&#039;&#039; which have their units doing something.  Actions normally consist of some &#039;&#039;&#039;backstory&#039;&#039;&#039;, describing what they are doing from an IC (In Character) perspective, and a &#039;&#039;&#039;summary&#039;&#039;&#039;, explaining what they are doing from an OOC (Out of Character) perspective.  Commonly, the backstory is placed in quote tags and the summary is placed outside in bold.&lt;br /&gt;
&lt;br /&gt;
When people make an action that affects an enemy, the enemy is given a chance to respond with a &#039;&#039;&#039;counterattack&#039;&#039;&#039;.  Like an action, an counterattack normally includes both backstory and summary, but it specifically responds to the action the opponent has made, such as organising a defensive manoeuvre or attacking back.&lt;br /&gt;
&lt;br /&gt;
Depending on the people involved and the system, the battle can then continue with people going back and forth with counteractions.&lt;br /&gt;
&lt;br /&gt;
Eventually, a &#039;&#039;&#039;result&#039;&#039;&#039; is decided for the battle, and both sides take &#039;&#039;&#039;losses&#039;&#039;&#039;.  Both players are then free to make a new action, against eachother or someone else.&lt;br /&gt;
&lt;br /&gt;
If the person affected by the original action does not respond, there is normally a &#039;&#039;&#039;24 hour rule&#039;&#039;&#039;.  Under this, if the person does not respond within 24 hours, the person posting the original action gets to post the result, assuming a reasonable defence.  That result is then binding upon both participants.  This is done to allow the war to continue and not get bogged down by someone disappearing.  This is generally the only time people are allowed to post a reaction for someone else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret Moves&#039;&#039;&#039; are also possible.  These are normally pm&#039;d to the judge, who then reveals them when necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Godmodding&#039;&#039;&#039; refers to inappropriate actions; either when a person claims powers they should not have or does something &#039;unrealistic&#039;, or when a person posts a reaction for their opponent.  In either of these cases the person is &#039;playing God&#039; and trying to make the battle go the way they want.  Generally, your actions are only allowed to be [i]your[/i] actions, and you cannot post your opponents response, but must wait for them.&lt;br /&gt;
&lt;br /&gt;
A recwar normally has one or more &#039;&#039;&#039;Judges&#039;&#039;&#039; who can arbitrate between participants and help resolve battles where required.&lt;br /&gt;
&lt;br /&gt;
==Systems==&lt;br /&gt;
While the above is generally common to most recwar systems, more rules and practises are often required to ensure a recwar.  What follows is a brief outline of the major systems, how they decide orbats and results, and their pros and cons.&lt;br /&gt;
&lt;br /&gt;
===Anunia===&lt;br /&gt;
[http://www.micras.org/forum/viewtopic.php?f=20&amp;amp;t=2213 Anunia] is currently the most common recwar system used internationally.  It is a &#039;&#039;&#039;points&#039;&#039;&#039; system, which means that each individual unit has a points value which indicates its strength compared to other units.  Because it has been continually modified to fix flaws found in each war, it has become quite long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orbats&#039;&#039;&#039; &lt;br /&gt;
In Anunia, each unit has a points value, which indicates its strength.  A standard infantry is a 1 point unit, and all other points values are based off this.  The idea is that, all other things being equal, two 100 point forces have equal strength, even if they are made up of different units.  Anunia contains a guide to the points cost of a number of &#039;standard&#039; units.  People who want units with extra powers or strength can use these, but must pay more points for them.  Traditionally, each real person is entitled to a force of 25 000 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Results&#039;&#039;&#039;&lt;br /&gt;
Battles in Anunia are decided by mutual agreement between the participants given the relative strength of their units and the real world plausibility of their actions.  This means that, all other things being equal, a 5000 point force should defeat a 3000 point force.  Ideally, after a battle both commanders can sit down and agree how many units they lost.  Often this is not the case and a &#039;&#039;&#039;dispute&#039;&#039;&#039; emerges, either because one or both commanders are not taking enough damage, or one or both commanders are trying to do something their opponent believes would not be possible in the real world.  This dispute is resolved by a Judge, who imposes a binding result upon both parties.  The Judges word should be final and unappealable - they can later admit a mistake, but they cannot change the ruling, because the recwar needs to continue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Any units can be used. [Though note: commonly units are restricted to current real world military tech, excluding nuclear, biological and chemical weapons.  But in principle, any unit can be used]&lt;br /&gt;
* Any possible action can be taken.&lt;br /&gt;
* Battles can be resolved in a realistic manner without recourse to formulae or probability.&lt;br /&gt;
* Most recwarrers know it.&lt;br /&gt;
* The system is simple enough most people can learn it, but complex enough it keeps the military nerds happy.&lt;br /&gt;
* Not judge heavy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*A lot of people really don&#039;t understand the points system, and so orbat units which they claim have certain powers that don&#039;t make sense given their points cost.  These often go unnoticed until they pull out their powers, and then disputes emerge as one party tries to argue from points, and the other tries to argue from abilities.  There is a constant tension between points and real world realistic resolutions, and this is not generally understood well.&lt;br /&gt;
*As some recwarrers are military nerds, they have a tendency to use specific real world units.  They then tend to dispute about actions based on the specific powers of those specific real world units.  This can lead to &#039;&#039;&#039;wikipedia surfing&#039;&#039;&#039; where less enlightened participants must trawl through wikipedia articles to work out exactly how many missiles of what type their specific destroyer can fire within two minutes over what distance and with what effect.  This tends to leave the majority of participants (who are not military nerds) unhappy.&lt;br /&gt;
*The whole system was built, and then has had various additions and modifications built into it to try and deal with past disputes with the result that it&#039;s rather long and unwieldy.&lt;br /&gt;
*Ultimately it has no solid battle resolution mechanism - it relies on reasonable people making a reasonable agreement about the result of the battle, which is fine when you have reasonable people in a reasonable mood, but often doesn&#039;t work and so leads to long disputes eventually forced to be resolved by exasperated judges.&lt;br /&gt;
&lt;br /&gt;
===QUARREL===&lt;br /&gt;
[http://www.raikoth.net/QUARREL/quarrel_manual.doc QUARREL] (see also [http://nelaga.info/viewforum.php?f=44 here]) is a recwar system in development by Scott, Andreas and Harvey.  It aims to resolve disputes and still satisfy everyone by making recwar &#039;&#039;&#039;quantifiable&#039;&#039;&#039; (ie There is an independently determined result for each battle which cannot be disputed) and &#039;&#039;&#039;retractable&#039;&#039;&#039; (ie it can be very simple for those who want it simple, but the system can be expanded and made more complex/realistic for those who want it that way).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orbats&#039;&#039;&#039;&lt;br /&gt;
Each person in QUARREL gets $75 to spend on units (where each unit here is considered as a division - eg an Infantry unit is a division of infantry which could number a thousand or more).  There are a number of basic units with set costs, and each unit can have a set of upgrades which grant it further powers at further cost.  A units cost is also its health.  All units has set powers of attack strength, speed (how many pixels it can move per day), range (after its stopped, how far away can it attack?), type (Land, Sea or Air) and sometimes also a bombard strength (when it&#039;s able to attack other units without being counterattacked).  Upgrades generally improve upon these or provide special powers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Results&#039;&#039;&#039;&lt;br /&gt;
Battles in QUARREL are determined by the battle simulator, a version of which is [http://www.novatainia.org/QUARREL/Database%20Engine.php available here].  The total strength of each type (land, sea and air) is compared using a formula which includes some random variables (because battles are never fully predictable) and then damage is decided.  The battle simulator also decides randomly which units are killed in the battle, and then outputs the result.  The results are logged so both participants can see the other hasn&#039;t just put in numbers and run the battle five times to get the result they want.  Bonuses can be given for the use of good backstory and tactics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* No disputes&lt;br /&gt;
* Declared stats for each units&lt;br /&gt;
* Basic units make it really easy for new people to get involved&lt;br /&gt;
* Potentially more simple than Anunia&lt;br /&gt;
* Low Judge requirement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Still &#039;In Development&#039;&lt;br /&gt;
* Can&#039;t use any units - only ones programmed in (though it is possible to add custom units, these must be approved to ensure they are balanced with the other units).&lt;br /&gt;
* You only lose full units, not part amounts.&lt;br /&gt;
* Doesn&#039;t yet handle all possible situations (eg subs not possible yet)&lt;br /&gt;
* Not known by many people beyond it&#039;s developers.&lt;br /&gt;
* Potentially reduced role for tactics (though developers argue that the in system bonuses for backstory will actually encourage higher quality backstory than Anunia)&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
Other recwar systems include:&lt;br /&gt;
*&#039;&#039;&#039;ADB System&#039;&#039;&#039; (as I recall ridiculously complicated, never used, don&#039;t worry about it)&lt;br /&gt;
*&#039;&#039;&#039;[http://zindaria.yuku.com/topic/427/t/Zindarian-Recwar-Society-Charter.html ZRS System]&#039;&#039;&#039; - An attempt to get around godmodding and disputes by saying that all &#039;actions&#039; are just press releases of what the army wants you to think happened.  An independent judge works out what actually happens based on what he thinks is realistic.  Hugely judge dependent, requires someone with a depth of experience and time to judge.&lt;br /&gt;
*&#039;&#039;&#039;[http://novatainia.org/Gralus/phpBB3/viewtopic.php?f=325&amp;amp;t=1489Gralus&#039; new recwar system[]&#039;&#039;&#039; - still in development, but almost there.  Points based, but points here are resources (and so you consume points in attacking, moving and recon, not just when you get attacked and take damage).  Units are divisions which don&#039;t have to be fully described out.  Looks to be far simpler than Anunia, resolves battles well (requires a bit more judge involvement than Anunia), deals with missile attacks and transport fairly and positively rewards backstory and tactics.  Still working on dealing with civilians.  May not work with people that are angry and unyielding (but then, neither does Anunia, only QUARREL does that), and will break down without an active judge unless people are reasonable (but then, so will Anunia ...)&lt;/div&gt;</summary>
		<author><name>Andreas the wise</name></author>
	</entry>
	<entry>
		<id>https://micras.org/wiki/index.php?title=Gralus&amp;diff=8810</id>
		<title>Gralus</title>
		<link rel="alternate" type="text/html" href="https://micras.org/wiki/index.php?title=Gralus&amp;diff=8810"/>
		<updated>2011-01-14T10:49:36Z</updated>

		<summary type="html">&lt;p&gt;Andreas the wise: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Nation&lt;br /&gt;
|country = The Gralan Empire&lt;br /&gt;
|image_flag = Gralusflag.png&lt;br /&gt;
|language = Common (English), Tokish&lt;br /&gt;
|capital = Shelsa&lt;br /&gt;
|largecity = Novatica, Rielrar, Miedo&lt;br /&gt;
|website = [http://www.novatainia.org/wiki/index.php?title=Main_Page Gralan Wiki]&lt;br /&gt;
|forum = [http://bastionunion.org/forum/viewforum.php?f=15 Gralan Forums on the Bastion Union]&lt;br /&gt;
|population = 10-20&lt;br /&gt;
|active = 5-10&lt;br /&gt;
|date_founded = 15th April 2009&lt;br /&gt;
|government = Triumvirate&lt;br /&gt;
|leader = Emperor&lt;br /&gt;
|currency = GELT&lt;br /&gt;
|animal = Squirrel&lt;br /&gt;
|fruit = Pineapple&lt;br /&gt;
|drink = Chelkran Dragonwater&lt;br /&gt;
|image_map= Gralan Land.png&lt;br /&gt;
|maps = 12.4-Present&lt;br /&gt;
|demonym = Gralans&lt;br /&gt;
|wiki = [http://www.novatainia.org/wiki/index.php?title=Main_Page Gralan Wiki]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Gralan Empire is a [[Micronation]], formed as a union between the three states of [[Novatainia]], [[Toketi]] and [[Relaram]].  Though Novatainia and Toketi had once joined together in the [[Confederacy of Gralus]], the ability to leave the Confederacy had resulted in it&#039;s eventual demise.  A year later, the Gralan Empire was formed with the firm commitment that the member nations would not leave - they fully surrendered their sovereinty and became one nation.  More than a year later, the Gralan Empire remains a strong nation, at the forefront of those areas Novatainia and Toketi were always famous for: Magic, Roleplaying and Recwar.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
The Gralan Empire has three major levels of government - National, Provincial and Local.  At the national level, the [[Triumvirate]] rule the three separate areas of Domestic, External and Justice.  At the provincial level, each province organises its own leadership, generally continuing the forms of government they had upon joining.  And within each province, local government is provided for different areas of the land, generally provided by a single person.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the government of the Gralan Empire is strictly [[IC]], and gralans maintain a strict distinction between their IC rulers and OOC power.&lt;br /&gt;
&lt;br /&gt;
===Triumvirate===&lt;br /&gt;
At the national level, Gralus is led by the Triumvirate of Emperor, Lord General and Chief Justice.  Each has a separate sphere of influence defined by the [http://bastionunion.org/forum/viewtopic.php?f=59&amp;amp;t=550 Gralan Constitution], and where their areas of power overlap, each triumvir involved much agree.  No Triumvir is higher than any other.&lt;br /&gt;
&lt;br /&gt;
[[Image:Emp.png|frame|left|Symbol of the Emperor]]&lt;br /&gt;
====Emperor====&lt;br /&gt;
His boldness, the Emperor, is the supreme ruler of domestic affairs within Gralus.  He is the Custodian of the Happiness of the People, responsible for enforcing the Law of Gralus when dealing with domestic affairs.  Any laws he makes supersede provincial laws; his lawmaking powers within domestic affairs are only restricted by the Constitution and the Bill of Rights.&lt;br /&gt;
&lt;br /&gt;
Some dissatisfaction during the reign of Emperor Nicholas the Mad led to constitutional reform towards democracy, allowing citizens the ability to propose laws and veto Imperial laws.  To date, this power has not been used, and the Emperor retains the power to make laws without requiring anyone else to vote on them.&lt;br /&gt;
&lt;br /&gt;
[[Image:LG.png|frame|left|Symbol of the Lord General]]&lt;br /&gt;
====Lord General====&lt;br /&gt;
His craftiness, the Lord General, is the supreme ruler of external affairs for Gralus.  He is the Custodian of the Safety of the People, responsible for enforcing the Law of Gralus when dealing with foreign affairs and for organizing the defense of the Empire against external threats.  He heads up both diplomatic efforts (including trade) and the Imperial Army.  Depending on who holds the position of Lord General, they generally focus on one of those two areas and leave their heir responsible for the other area.&lt;br /&gt;
&lt;br /&gt;
The Lord General being the custodian of the safety of the people led to some constitutional confusion in the case of civil wars.  Though he controls the Imperial Army, a purely civil war is a domestic affair and therefore within the realm of the Emperor.  After being appealed to the Chief Justice, it was decided that the Lord General could only intervene in domestic civil wars (within his capacity as Lord General) if requested by the Emperor; but if foreigners became involved he could intervene against them freely.&lt;br /&gt;
&lt;br /&gt;
[[Image:CJ.png|frame|left|Symbol of the Chief Justice]]&lt;br /&gt;
====Chief Justice====&lt;br /&gt;
His justness, the Chief Justice, is the check and balance upon the other areas of government.  He is the Custodian of the Liberty of the People, responsible for enforcing his word as he sees fit to ensure that no other part of the government violates it.  In practical terms, he ensures that laws do not violate the constitution, interprets the constitution, and acts as a check upon the power of provinces.&lt;br /&gt;
&lt;br /&gt;
Thus far, the Chief Justice has been the most stable member of government, not causing major upsets, missing heirs or being accused of terrorism.&lt;br /&gt;
&lt;br /&gt;
====Heir====&lt;br /&gt;
Upon taking office, an heir is appointed for each Triumvir by one of their counterparts, and approved by the Triumvir in question.  Should the triumvir die, resign or be removed from office by a vote of no confidence, their heir takes over; and most Triumvirs have their heir assist during their reign.  This makes it important that each Triumvir has an heir; the nation was put into some turmoil by the first Emperor being assassinated without yet having declared an heir, leaving a temporary power vacuum.  This led to a constitutional ammendment giving citizens the right to elect the heir to a Triumvir in the case of an emergency; or when an heir has not been appointed within a month.&lt;br /&gt;
&lt;br /&gt;
===Provinces===&lt;br /&gt;
[[Image:Nov flag.png|thumb|left|Flag of Novatainia]]&lt;br /&gt;
====Novatainia====&lt;br /&gt;
The province of [[Novatainia]] has retained the form of government it entered the empire with - a [[Constitutional Monarchy]].  The King has the full powers of legislation, jurisdiction and innovation, except that he can be overruled by a law passed by a majority of the Regional Representatives.  The Regional Representatives form the backbone of the government, meeting in council to discuss laws and overseeing each region.  All of these individuals have the power to appoint lesser leaders below them, and decisions made by them can be appealed to those above them.  These powers are defined in the [http://bastionunion.org/forum/viewtopic.php?f=95&amp;amp;t=598 Novatainian Constitution]&lt;br /&gt;
&lt;br /&gt;
There are two main oddities within the Novatainian Government; the roles of Joker and Lord Protector.  The Joker is laughocratically elected by all Novatainian citizens and functions as the deputy of the King.  The joker also oversees the [http://bastionunion.org/forum/viewforum.php?f=104 ministries] and can issue flaws which must be obeyed by all laughocratic citizens.  The Lord Protector, by contrast, is a special role assigned to Lachlan, the founder of Novatainia.  It enables him to take over in the absence of the King, and to decide between the King and the Constitution if needs be.&lt;br /&gt;
&lt;br /&gt;
Among the provinces, Novatainia is the one with the most fully developed internal laws and judicial system, with the [http://bastionunion.org/forum/viewforum.php?f=99 Disciplinary Council] functioning as a provincial police force.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tokishflag.gif|thumb|right|Flag of Toketi]]&lt;br /&gt;
====Toketi====&lt;br /&gt;
[[Toketi]] was founded as a kingdom, and it has remained as such throughout its entire history. The conDoin family ruled the nation for a majority of its life, in fact, the current king, Gerk ronAnaglea, is the first to not be a part of that royal line. Although the country operates mostly through a modern-day feudal type society, the government has usually had firm approval from its citizens. During the reign of Queen Tsunade, regional Dukes who were unhappy with the Queen&#039;s rule forced the formation of the House of Lords in order to gain more executive and legislative power. Despite this attempt to gain more power, the House of Lords was hardly ever used. After the Gralan Empire was founded, the power and influence of the Dukes faded rather drastically, and King Gerk disbanded the House of Lords without resistance. Recent secessionist movements in the overseas province of Laranel have caused some concern in the Tokian government, but they have been, for the most part, subdued. Deliberations on how to better integrate and accommodate the people of Laranel are currently near the top of the Tokian government&#039;s priorities.&lt;br /&gt;
&lt;br /&gt;
[[Image:Relaram_flag.jpg|thumb|left|Flag of Relaram]]&lt;br /&gt;
====Relaram====&lt;br /&gt;
The province of [[Relaram]] has probably undergone the most governmental changes and at present has the strongest government of any Gralan province.  It is primarily led by an Emperor and Praetor; other roles have come and gone but these two have remained.  At present, Relaram is under martial law and citizens live in fear of things that go bump in the night.&lt;br /&gt;
&lt;br /&gt;
==Role Playing==&lt;br /&gt;
Role playing, in various forms, has always been at the centre of the Gralan Empire.  Indeed, having an [[IC/OOC Distinction|IC]] government encourages such a move, but it mainly emerged from the majority of Novatainian and Tokish citizens enjoying roleplaying throughout their micronational careers, and this contributing directly to a Gralan love of roleplaying.  Roleplaying is often done in connection with magic and recwars, but also just for its own sake, particularly with the creation of the EGaD system.&lt;br /&gt;
&lt;br /&gt;
===EGaD===&lt;br /&gt;
EGaD (standing for Elements, Grade, and Dominion) is a story-bartering system designed by [[Bayen]] to improve Gralan RPs.  It allows each participant to nominate a series of story elements (ranging from specific characters to &#039;the weather&#039;) that matter to them, and attach a grade to each one.  The grade represents the strength of their interest in that story element.  When other participants utilise that story element, the player with the highest grade in that element has dominion, and can choose to impose a condition upon that element&#039;s use.  The other participant must then either accept the condition, or stop using the element in that manner.  This allows for participants to barter in achieving their story goals, and allows the story to flow without annoying people too much by having their key things messed up by other people.&lt;br /&gt;
&lt;br /&gt;
For example, if one participant had dominion in &#039;Citizens of Novatainia&#039;, and another person said, &amp;quot;The cowardly citizens of Novatainia fled from the destruction, unused to standing their ground against foreign oppression,&amp;quot; the first person would rightly be annoyed that this completely changes how the citizens of Novatainia have acted before this.  He could impose a condition on this action, such as &amp;quot;Only those citizens away from the Regional Representatives are fearful, because the Regional Representatives organise a defence.&amp;quot;  The other person would either accept this, or stop doing their action.&lt;br /&gt;
&lt;br /&gt;
==[[Magic]]==&lt;br /&gt;
[[Image:Magic.png|frame|left|The magic logo]]&lt;br /&gt;
Gralus is famous Micras over as the leading magic-using nation.  Between Toketi and Novatainia, Gralan citizens have been responsible for all the major magical charters to date; [[MCM]], [[SCM], [[NCM]]] and [http://sites.google.com/a/toketi.org/ccm/charter CCM].  At present work is continuing on two separate magical charters - a scaled system, for use in IC RPing and out of war; and a Points Charter of Magic to replace CCM, for use in war in connection with the [[Anunia]] Convention.  Magic influences Gralus in four main areas:&lt;br /&gt;
===Charter===&lt;br /&gt;
As mentioned above, Gralans have been instrumental in designing charters of magic, which strictly define and limit its use during war.  Charters in the past have largely defined how magic is practised and who has strong magical powers; with MCM and SCM supporting academies and expeditions; while NCM allowed more freedom in the creation of spells and creatures; and CCM attempted to combine the best elements of these.  Regardless of which charter is used, magic is only plausible micronationally if there are some rules defining its use, otherwise chaos and disputes emerge.&lt;br /&gt;
===Expeditions===&lt;br /&gt;
Expeditions were the first group storytelling exercise developed on Gralus, and revolve around a band of adventurers/mages travelling somewhere to deal with something.  In the beginning, these expeditions were entirely open and the storyline weaved in unexpected directions as each person contributed a paragraph or two.  As time went by, specific end points emerged in the minds of magical leaders, including [[Andreas the Wise| Andreas]] and [[Bayen]], and overall story arcs emerged.  These overall storylines have been organised into cycles, including the [[Cycle of Hell]], revolving around the attempts of demons to invade the world and shut down the Altar, culminating in the Demon War; the [[Cycle of Fate]], involving the Items of Fate and the efforts of Atropos to summon Fate, culminating in the Fated War; and the [[Cycle of CoD]], involving [[Control of Destiny]] characters or themes, including [[microns]].&lt;br /&gt;
===War===&lt;br /&gt;
While magical expeditions provided a fun RP outlet, magic really came to its own during its use in wars.  Here, modern units such as tanks, aircraft and battleships have fought it off against mages, krakens, demons and the battleground shattering Lords of Magic.  The use of magic in recwar obviously requires a careful charter to define its use, and a fair degree of civility between participants.  While they have never been attempted internationally, magical wars have been immensely popular and successful within Gralus.&lt;br /&gt;
===Legends and History===&lt;br /&gt;
A great deal of history before the founding of Novatainia and Toketi involves magical occurrences, and these have been detailed largely by [[Andreas the Wise| Andreas]].  The [[First Age]] includes the history of the seven races, the role of [[St Nova]] and the eventual triumph of the demons at the fall of the age.  The [[Second Age]] follows on with the history of the Etruri and the forging of the Items of Fate.  The second age petered out at the end and the Third Age was defined not by a cataclysmic event but by a major event on another planet.  It is more commonly known as AD.&lt;br /&gt;
&lt;br /&gt;
==Recwar==&lt;br /&gt;
[[Image:GROWL.png|frame|left|The old GROWL logo]]&lt;br /&gt;
[[Recwar]] has been a common interest to most Gralans, and so recwar has always played a large role within Gralus.  Though Gralans have participated in their share of international conflicts, this has mainly been expressed in internal recwarring, particularly constant recwars.&lt;br /&gt;
===Constant Recwars===&lt;br /&gt;
Though the idea of a constant recwar originates with the [[MRWS]], Gralus has been the nation which most implemented this with their various internal constant recwar systems.  Within these, all Gralans can raise armies, and Gralan land can be invaded by other Gralans at any time.  This started with CITRA (Constant Inter Tokian Recwar Association), where units owned were linked to the economy; then continued with GROWL (Gralan Recreational Ongoing War League), where units were instead linked to land and people.  Eventually this became extended internationally with SCOWL (Small Commonwealth Ongoing War League), incorporating Shireroth and Nelaga; but the other nations lacked interest and so Gralus eventually withdrew from SCOWL after a failed attempt at a cross country invasion.&lt;br /&gt;
&lt;br /&gt;
In its later days, SCOWL was being used more for smaller scale skirmishes and roleplaying than full wars; so eventually it was suggested to set up a system focussed more on story telling than war.  Out of this idea emerged [[EGaD]], which is currently in use.&lt;br /&gt;
&lt;br /&gt;
===International Recwars===&lt;br /&gt;
Between their forming states, Gralans have participated in four major international recwars.  However, their experience of these have been that international recwars are full of disputes, nitpicking, wikipedia surfing and unnecessary disputations, so they now tend to avoid them.&lt;br /&gt;
&lt;br /&gt;
A carrier was dispatched to the [[War of the Broken Pottery]], though the force arrived too late to make much different.  A more concerted effort was made in the [[Lovely War]], where Novatainia and Toketi invaded and captured most of Hoboland.  They reached a settlement with Lovely before most other participants, and then left the war, but had already managed to earn the enmity of [[Lord Montague]], an enmity which would continue to haunt them.&lt;br /&gt;
&lt;br /&gt;
Novatainia and Toketi also participated in [[World War 2]], a war begun by [[Jeremy]] to resolve the summer lull.  However, a series of existing treaties meant the war ended up three [[MI]] nations ([[Passas]] was the third) fighting most of the world.  They fought valiantly against such odds; but after Montague blasted the entire town of Uly Point to the ground, killing a hundred thousand civilians; and attacked the Spire (creating the [[http://bastionunion.org/forum/viewtopic.php?f=35&amp;amp;t=220 Central Destruction Zone]] in the process); they realised they could not win by force alone.  They opted to follow their own victory conditions (including the pirating of several key possessions and the attempts to take Montague down, forestalled by him having a heart attack and dying), and after completing these, to end the war to protect their people from further unnecessary bloodshed.&lt;br /&gt;
&lt;br /&gt;
More success was had in the [[Jasonian War]] where Novatainia and Toketi fought to liberate the Jasonian isles to make way for [[Nelaga]].  They were quite successful in this respect, even negotiating a truce with Montague&#039;s nephew; but their experience was soured by the [[Imperial Mercenary Empire]] attacking their homeland in an attempt to divert their attention.  The Nelagan independence forces, with Gralan and Shirithian assistance, eventually won the war, but the mercenaries were never brought to justice.&lt;br /&gt;
&lt;br /&gt;
==Land==&lt;br /&gt;
===Novatainia===&lt;br /&gt;
The province of [[Novatainia]] occupies the centre north of [[Apollonia]], the island of [[Sypyr]], the Jokerdom Isles in Keltia, and part of the Kendall Isle on the east of Apollonia.  It is divided into five main regions, of varying size.&lt;br /&gt;
====[[Northern Novatainia]]====&lt;br /&gt;
Northern Novatainia encompasses most of Novatainia&#039;s oldest territories, including [[Kingsland]], [[Western Nova]] and the [[New Territory]].&lt;br /&gt;
====[[Southern Novatainia]]====&lt;br /&gt;
Southern Novatainia encompasses many of Novatainia&#039;s newer regions, including [[South Nova]], [[New North Lovely]], [[Niktoria]] and the [[Kendall Isle]].&lt;br /&gt;
====[[New New Myzoria]]====&lt;br /&gt;
Found on the island also referred to as Sypyr, New Myzoria is now a Region in its own right, though it used to be Novatainia&#039;s primary colony (and the only colony governed under the Colony Bill). Due to the Izacar, the bulk of the region was transferred to another plane.  It comprises [[New Myzoria]], [[Old Sypyr]] and [[Material Myzoria]]. &lt;br /&gt;
====The Jokerdom====&lt;br /&gt;
The [[Jokerdom]] was once its own nation which was voluntarily annexed into Novatainia. Most of its land exists in other, curiously shaped dimensions, and it is generally a hilarious place. &lt;br /&gt;
====Glanurchy====&lt;br /&gt;
The smallest region, [[Glanurchy]] is a collection of six flying islands that make up an important magical part of Novatainia.&lt;br /&gt;
&lt;br /&gt;
===Toketi===&lt;br /&gt;
The province of [[Toketi]] occupies the north east of [[Apollonia]], the north west of [[Keltia]], the Chelkran Isles and a small colony on the far east of [[Keltia]].  It is divided into five realms, [[Ostshon Kagan]], [[Ëstshon Paran]], [[Grot Kësh]], [[Doshtan Yokutar]] and [[Furfein Tosha conMakain]].&lt;br /&gt;
====Laranel====&lt;br /&gt;
The Tokish land on north west Keltia forms the region of Laranel.  Famous for once seceding but never quite acheiving self governance, Laranel continues to be slightly separate from mainland activities.&lt;br /&gt;
====Chelkra====&lt;br /&gt;
The Chelkran Isles are a small but old Tokish holding, home to the famous [[Prodigy Almighty]] and the half-bear, half-man Chelkrans.&lt;br /&gt;
====Kalla====&lt;br /&gt;
The small Tokish colony of Kalla was once a self governing province of Gralus, but never got off the ground and returned to the Tokish fold.  Some of the islands are now owned by [[VBNC]].&lt;br /&gt;
&lt;br /&gt;
===Relaram===&lt;br /&gt;
The province of [[Relaram]] has land in the far south west of Tapfer, including a small colony.  It has five main regions, each of which are small compared to regions in other provinces.  The regions are Coldharbour, Malacath, Sanguine, Thorgoehs and Valbrandr.  Of these, Sanguine is separate to the rest of the land, a small colony to the north east granted to them by the Lord General.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Gralan culture centres around magic, roleplaying and recwar, which have been elaborated upon above.  Other cultural quirks generally involving posting activities.&lt;br /&gt;
===[[Destruction Zone]]===&lt;br /&gt;
[[Image:DZ.gif|frame|right|Destruction Zone logo]]&lt;br /&gt;
The [http://bastionunion.org/forum/viewforum.php?f=35 Destruction Zone] is one of the most recognisable Novatainian cultural icons, where participants can happily fight and destroy eachother without any harmful consequences.  It centres around four simple rules.&lt;br /&gt;
&lt;br /&gt;
No WMD’s &amp;lt;br&amp;gt;&lt;br /&gt;
No killing people &amp;lt;br&amp;gt;&lt;br /&gt;
No shooting into the crowd (Yes, there is a crowd) &amp;lt;br&amp;gt;&lt;br /&gt;
No Magic &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Stadium contains whatever you need.&lt;br /&gt;
&lt;br /&gt;
Those four simple rules, and the last sentence, created a cultural icon to last forever.&lt;br /&gt;
&lt;br /&gt;
===Tokian Forum Games===&lt;br /&gt;
The Tokians enjoy a variety of simple forum games, and some attribute their historically high post count (50+) to this.&lt;br /&gt;
&lt;br /&gt;
===[[Novatainian Posting Traditions]]===&lt;br /&gt;
Novatainians also developed their own posting traditions, etiquette and, occasionally, vocabulary.  It is from this we have such famous phrases as &amp;quot;Doing a Monty&amp;quot;, &amp;quot;Doing a Jeremy&amp;quot; and &amp;quot;Pulling an Extreme&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Gralus is a founding member of the [[SCUE]], enabling their citizens to easily make transactions with other SCUE nations.  The Gralan economy is characterised largely by the completion of requested jobs and use of the [[SCX]] developed by [[VBNC]].  Though most citizens are wealthy, there are normally not many transactions going on, reflecting an apathy on the part of some citizens towards the economy.  Gralus began with the assumption that no taxes would be charged, and this has continued to the present day.&lt;/div&gt;</summary>
		<author><name>Andreas the wise</name></author>
	</entry>
	<entry>
		<id>https://micras.org/wiki/index.php?title=Gralus&amp;diff=8809</id>
		<title>Gralus</title>
		<link rel="alternate" type="text/html" href="https://micras.org/wiki/index.php?title=Gralus&amp;diff=8809"/>
		<updated>2011-01-14T10:47:06Z</updated>

		<summary type="html">&lt;p&gt;Andreas the wise: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Nation&lt;br /&gt;
|country = The Gralan Empire&lt;br /&gt;
|image_flag = Gralusflag.png&lt;br /&gt;
|language = Common (English), Tokish&lt;br /&gt;
|capital = Shelsa&lt;br /&gt;
|largecity = Novatica, Rielrar, Miedo&lt;br /&gt;
|website = [http://www.novatainia.org/wiki/index.php?title=Main_Page Gralan Wiki]&lt;br /&gt;
|forum = [http://bastionunion.org/forum/viewforum.php?f=15 Gralan Forums on the Bastion Union]&lt;br /&gt;
|population = 10-20&lt;br /&gt;
|active = 5-10&lt;br /&gt;
|date_founded = 15th April 2009&lt;br /&gt;
|government = Triumvirate&lt;br /&gt;
|leader = Emperor&lt;br /&gt;
|currency = GELT&lt;br /&gt;
|animal = Squirrel&lt;br /&gt;
|fruit = Pineapple&lt;br /&gt;
|drink = Chelkran Dragonwater&lt;br /&gt;
|image_map= Gralan Land.png&lt;br /&gt;
|maps = 12.4-Present&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Gralan Empire is a [[Micronation]], formed as a union between the three states of [[Novatainia]], [[Toketi]] and [[Relaram]].  Though Novatainia and Toketi had once joined together in the [[Confederacy of Gralus]], the ability to leave the Confederacy had resulted in it&#039;s eventual demise.  A year later, the Gralan Empire was formed with the firm commitment that the member nations would not leave - they fully surrendered their sovereinty and became one nation.  More than a year later, the Gralan Empire remains a strong nation, at the forefront of those areas Novatainia and Toketi were always famous for: Magic, Roleplaying and Recwar.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
The Gralan Empire has three major levels of government - National, Provincial and Local.  At the national level, the [[Triumvirate]] rule the three separate areas of Domestic, External and Justice.  At the provincial level, each province organises its own leadership, generally continuing the forms of government they had upon joining.  And within each province, local government is provided for different areas of the land, generally provided by a single person.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the government of the Gralan Empire is strictly [[IC]], and gralans maintain a strict distinction between their IC rulers and OOC power.&lt;br /&gt;
&lt;br /&gt;
===Triumvirate===&lt;br /&gt;
At the national level, Gralus is led by the Triumvirate of Emperor, Lord General and Chief Justice.  Each has a separate sphere of influence defined by the [http://bastionunion.org/forum/viewtopic.php?f=59&amp;amp;t=550 Gralan Constitution], and where their areas of power overlap, each triumvir involved much agree.  No Triumvir is higher than any other.&lt;br /&gt;
&lt;br /&gt;
[[Image:Emp.png|frame|left|Symbol of the Emperor]]&lt;br /&gt;
====Emperor====&lt;br /&gt;
His boldness, the Emperor, is the supreme ruler of domestic affairs within Gralus.  He is the Custodian of the Happiness of the People, responsible for enforcing the Law of Gralus when dealing with domestic affairs.  Any laws he makes supersede provincial laws; his lawmaking powers within domestic affairs are only restricted by the Constitution and the Bill of Rights.&lt;br /&gt;
&lt;br /&gt;
Some dissatisfaction during the reign of Emperor Nicholas the Mad led to constitutional reform towards democracy, allowing citizens the ability to propose laws and veto Imperial laws.  To date, this power has not been used, and the Emperor retains the power to make laws without requiring anyone else to vote on them.&lt;br /&gt;
&lt;br /&gt;
[[Image:LG.png|frame|left|Symbol of the Lord General]]&lt;br /&gt;
====Lord General====&lt;br /&gt;
His craftiness, the Lord General, is the supreme ruler of external affairs for Gralus.  He is the Custodian of the Safety of the People, responsible for enforcing the Law of Gralus when dealing with foreign affairs and for organizing the defense of the Empire against external threats.  He heads up both diplomatic efforts (including trade) and the Imperial Army.  Depending on who holds the position of Lord General, they generally focus on one of those two areas and leave their heir responsible for the other area.&lt;br /&gt;
&lt;br /&gt;
The Lord General being the custodian of the safety of the people led to some constitutional confusion in the case of civil wars.  Though he controls the Imperial Army, a purely civil war is a domestic affair and therefore within the realm of the Emperor.  After being appealed to the Chief Justice, it was decided that the Lord General could only intervene in domestic civil wars (within his capacity as Lord General) if requested by the Emperor; but if foreigners became involved he could intervene against them freely.&lt;br /&gt;
&lt;br /&gt;
[[Image:CJ.png|frame|left|Symbol of the Chief Justice]]&lt;br /&gt;
====Chief Justice====&lt;br /&gt;
His justness, the Chief Justice, is the check and balance upon the other areas of government.  He is the Custodian of the Liberty of the People, responsible for enforcing his word as he sees fit to ensure that no other part of the government violates it.  In practical terms, he ensures that laws do not violate the constitution, interprets the constitution, and acts as a check upon the power of provinces.&lt;br /&gt;
&lt;br /&gt;
Thus far, the Chief Justice has been the most stable member of government, not causing major upsets, missing heirs or being accused of terrorism.&lt;br /&gt;
&lt;br /&gt;
====Heir====&lt;br /&gt;
Upon taking office, an heir is appointed for each Triumvir by one of their counterparts, and approved by the Triumvir in question.  Should the triumvir die, resign or be removed from office by a vote of no confidence, their heir takes over; and most Triumvirs have their heir assist during their reign.  This makes it important that each Triumvir has an heir; the nation was put into some turmoil by the first Emperor being assassinated without yet having declared an heir, leaving a temporary power vacuum.  This led to a constitutional ammendment giving citizens the right to elect the heir to a Triumvir in the case of an emergency; or when an heir has not been appointed within a month.&lt;br /&gt;
&lt;br /&gt;
===Provinces===&lt;br /&gt;
[[Image:Nov flag.png|thumb|left|Flag of Novatainia]]&lt;br /&gt;
====Novatainia====&lt;br /&gt;
The province of [[Novatainia]] has retained the form of government it entered the empire with - a [[Constitutional Monarchy]].  The King has the full powers of legislation, jurisdiction and innovation, except that he can be overruled by a law passed by a majority of the Regional Representatives.  The Regional Representatives form the backbone of the government, meeting in council to discuss laws and overseeing each region.  All of these individuals have the power to appoint lesser leaders below them, and decisions made by them can be appealed to those above them.  These powers are defined in the [http://bastionunion.org/forum/viewtopic.php?f=95&amp;amp;t=598 Novatainian Constitution]&lt;br /&gt;
&lt;br /&gt;
There are two main oddities within the Novatainian Government; the roles of Joker and Lord Protector.  The Joker is laughocratically elected by all Novatainian citizens and functions as the deputy of the King.  The joker also oversees the [http://bastionunion.org/forum/viewforum.php?f=104 ministries] and can issue flaws which must be obeyed by all laughocratic citizens.  The Lord Protector, by contrast, is a special role assigned to Lachlan, the founder of Novatainia.  It enables him to take over in the absence of the King, and to decide between the King and the Constitution if needs be.&lt;br /&gt;
&lt;br /&gt;
Among the provinces, Novatainia is the one with the most fully developed internal laws and judicial system, with the [http://bastionunion.org/forum/viewforum.php?f=99 Disciplinary Council] functioning as a provincial police force.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tokishflag.gif|thumb|right|Flag of Toketi]]&lt;br /&gt;
====Toketi====&lt;br /&gt;
[[Toketi]] was founded as a kingdom, and it has remained as such throughout its entire history. The conDoin family ruled the nation for a majority of its life, in fact, the current king, Gerk ronAnaglea, is the first to not be a part of that royal line. Although the country operates mostly through a modern-day feudal type society, the government has usually had firm approval from its citizens. During the reign of Queen Tsunade, regional Dukes who were unhappy with the Queen&#039;s rule forced the formation of the House of Lords in order to gain more executive and legislative power. Despite this attempt to gain more power, the House of Lords was hardly ever used. After the Gralan Empire was founded, the power and influence of the Dukes faded rather drastically, and King Gerk disbanded the House of Lords without resistance. Recent secessionist movements in the overseas province of Laranel have caused some concern in the Tokian government, but they have been, for the most part, subdued. Deliberations on how to better integrate and accommodate the people of Laranel are currently near the top of the Tokian government&#039;s priorities.&lt;br /&gt;
&lt;br /&gt;
[[Image:Relaram_flag.jpg|thumb|left|Flag of Relaram]]&lt;br /&gt;
====Relaram====&lt;br /&gt;
The province of [[Relaram]] has probably undergone the most governmental changes and at present has the strongest government of any Gralan province.  It is primarily led by an Emperor and Praetor; other roles have come and gone but these two have remained.  At present, Relaram is under martial law and citizens live in fear of things that go bump in the night.&lt;br /&gt;
&lt;br /&gt;
==Role Playing==&lt;br /&gt;
Role playing, in various forms, has always been at the centre of the Gralan Empire.  Indeed, having an [[IC/OOC Distinction|IC]] government encourages such a move, but it mainly emerged from the majority of Novatainian and Tokish citizens enjoying roleplaying throughout their micronational careers, and this contributing directly to a Gralan love of roleplaying.  Roleplaying is often done in connection with magic and recwars, but also just for its own sake, particularly with the creation of the EGaD system.&lt;br /&gt;
&lt;br /&gt;
===EGaD===&lt;br /&gt;
EGaD (standing for Elements, Grade, and Dominion) is a story-bartering system designed by [[Bayen]] to improve Gralan RPs.  It allows each participant to nominate a series of story elements (ranging from specific characters to &#039;the weather&#039;) that matter to them, and attach a grade to each one.  The grade represents the strength of their interest in that story element.  When other participants utilise that story element, the player with the highest grade in that element has dominion, and can choose to impose a condition upon that element&#039;s use.  The other participant must then either accept the condition, or stop using the element in that manner.  This allows for participants to barter in achieving their story goals, and allows the story to flow without annoying people too much by having their key things messed up by other people.&lt;br /&gt;
&lt;br /&gt;
For example, if one participant had dominion in &#039;Citizens of Novatainia&#039;, and another person said, &amp;quot;The cowardly citizens of Novatainia fled from the destruction, unused to standing their ground against foreign oppression,&amp;quot; the first person would rightly be annoyed that this completely changes how the citizens of Novatainia have acted before this.  He could impose a condition on this action, such as &amp;quot;Only those citizens away from the Regional Representatives are fearful, because the Regional Representatives organise a defence.&amp;quot;  The other person would either accept this, or stop doing their action.&lt;br /&gt;
&lt;br /&gt;
==[[Magic]]==&lt;br /&gt;
[[Image:Magic.png|frame|left|The magic logo]]&lt;br /&gt;
Gralus is famous Micras over as the leading magic-using nation.  Between Toketi and Novatainia, Gralan citizens have been responsible for all the major magical charters to date; [[MCM]], [[SCM], [[NCM]]] and [http://sites.google.com/a/toketi.org/ccm/charter CCM].  At present work is continuing on two separate magical charters - a scaled system, for use in IC RPing and out of war; and a Points Charter of Magic to replace CCM, for use in war in connection with the [[Anunia]] Convention.  Magic influences Gralus in four main areas:&lt;br /&gt;
===Charter===&lt;br /&gt;
As mentioned above, Gralans have been instrumental in designing charters of magic, which strictly define and limit its use during war.  Charters in the past have largely defined how magic is practised and who has strong magical powers; with MCM and SCM supporting academies and expeditions; while NCM allowed more freedom in the creation of spells and creatures; and CCM attempted to combine the best elements of these.  Regardless of which charter is used, magic is only plausible micronationally if there are some rules defining its use, otherwise chaos and disputes emerge.&lt;br /&gt;
===Expeditions===&lt;br /&gt;
Expeditions were the first group storytelling exercise developed on Gralus, and revolve around a band of adventurers/mages travelling somewhere to deal with something.  In the beginning, these expeditions were entirely open and the storyline weaved in unexpected directions as each person contributed a paragraph or two.  As time went by, specific end points emerged in the minds of magical leaders, including [[Andreas the Wise| Andreas]] and [[Bayen]], and overall story arcs emerged.  These overall storylines have been organised into cycles, including the [[Cycle of Hell]], revolving around the attempts of demons to invade the world and shut down the Altar, culminating in the Demon War; the [[Cycle of Fate]], involving the Items of Fate and the efforts of Atropos to summon Fate, culminating in the Fated War; and the [[Cycle of CoD]], involving [[Control of Destiny]] characters or themes, including [[microns]].&lt;br /&gt;
===War===&lt;br /&gt;
While magical expeditions provided a fun RP outlet, magic really came to its own during its use in wars.  Here, modern units such as tanks, aircraft and battleships have fought it off against mages, krakens, demons and the battleground shattering Lords of Magic.  The use of magic in recwar obviously requires a careful charter to define its use, and a fair degree of civility between participants.  While they have never been attempted internationally, magical wars have been immensely popular and successful within Gralus.&lt;br /&gt;
===Legends and History===&lt;br /&gt;
A great deal of history before the founding of Novatainia and Toketi involves magical occurrences, and these have been detailed largely by [[Andreas the Wise| Andreas]].  The [[First Age]] includes the history of the seven races, the role of [[St Nova]] and the eventual triumph of the demons at the fall of the age.  The [[Second Age]] follows on with the history of the Etruri and the forging of the Items of Fate.  The second age petered out at the end and the Third Age was defined not by a cataclysmic event but by a major event on another planet.  It is more commonly known as AD.&lt;br /&gt;
&lt;br /&gt;
==Recwar==&lt;br /&gt;
[[Image:GROWL.png|frame|left|The old GROWL logo]]&lt;br /&gt;
[[Recwar]] has been a common interest to most Gralans, and so recwar has always played a large role within Gralus.  Though Gralans have participated in their share of international conflicts, this has mainly been expressed in internal recwarring, particularly constant recwars.&lt;br /&gt;
===Constant Recwars===&lt;br /&gt;
Though the idea of a constant recwar originates with the [[MRWS]], Gralus has been the nation which most implemented this with their various internal constant recwar systems.  Within these, all Gralans can raise armies, and Gralan land can be invaded by other Gralans at any time.  This started with CITRA (Constant Inter Tokian Recwar Association), where units owned were linked to the economy; then continued with GROWL (Gralan Recreational Ongoing War League), where units were instead linked to land and people.  Eventually this became extended internationally with SCOWL (Small Commonwealth Ongoing War League), incorporating Shireroth and Nelaga; but the other nations lacked interest and so Gralus eventually withdrew from SCOWL after a failed attempt at a cross country invasion.&lt;br /&gt;
&lt;br /&gt;
In its later days, SCOWL was being used more for smaller scale skirmishes and roleplaying than full wars; so eventually it was suggested to set up a system focussed more on story telling than war.  Out of this idea emerged [[EGaD]], which is currently in use.&lt;br /&gt;
&lt;br /&gt;
===International Recwars===&lt;br /&gt;
Between their forming states, Gralans have participated in four major international recwars.  However, their experience of these have been that international recwars are full of disputes, nitpicking, wikipedia surfing and unnecessary disputations, so they now tend to avoid them.&lt;br /&gt;
&lt;br /&gt;
A carrier was dispatched to the [[War of the Broken Pottery]], though the force arrived too late to make much different.  A more concerted effort was made in the [[Lovely War]], where Novatainia and Toketi invaded and captured most of Hoboland.  They reached a settlement with Lovely before most other participants, and then left the war, but had already managed to earn the enmity of [[Lord Montague]], an enmity which would continue to haunt them.&lt;br /&gt;
&lt;br /&gt;
Novatainia and Toketi also participated in [[World War 2]], a war begun by [[Jeremy]] to resolve the summer lull.  However, a series of existing treaties meant the war ended up three [[MI]] nations ([[Passas]] was the third) fighting most of the world.  They fought valiantly against such odds; but after Montague blasted the entire town of Uly Point to the ground, killing a hundred thousand civilians; and attacked the Spire (creating the [[http://bastionunion.org/forum/viewtopic.php?f=35&amp;amp;t=220 Central Destruction Zone]] in the process); they realised they could not win by force alone.  They opted to follow their own victory conditions (including the pirating of several key possessions and the attempts to take Montague down, forestalled by him having a heart attack and dying), and after completing these, to end the war to protect their people from further unnecessary bloodshed.&lt;br /&gt;
&lt;br /&gt;
More success was had in the [[Jasonian War]] where Novatainia and Toketi fought to liberate the Jasonian isles to make way for [[Nelaga]].  They were quite successful in this respect, even negotiating a truce with Montague&#039;s nephew; but their experience was soured by the [[Imperial Mercenary Empire]] attacking their homeland in an attempt to divert their attention.  The Nelagan independence forces, with Gralan and Shirithian assistance, eventually won the war, but the mercenaries were never brought to justice.&lt;br /&gt;
&lt;br /&gt;
==Land==&lt;br /&gt;
===Novatainia===&lt;br /&gt;
The province of [[Novatainia]] occupies the centre north of [[Apollonia]], the island of [[Sypyr]], the Jokerdom Isles in Keltia, and part of the Kendall Isle on the east of Apollonia.  It is divided into five main regions, of varying size.&lt;br /&gt;
====[[Northern Novatainia]]====&lt;br /&gt;
Northern Novatainia encompasses most of Novatainia&#039;s oldest territories, including [[Kingsland]], [[Western Nova]] and the [[New Territory]].&lt;br /&gt;
====[[Southern Novatainia]]====&lt;br /&gt;
Southern Novatainia encompasses many of Novatainia&#039;s newer regions, including [[South Nova]], [[New North Lovely]], [[Niktoria]] and the [[Kendall Isle]].&lt;br /&gt;
====[[New New Myzoria]]====&lt;br /&gt;
Found on the island also referred to as Sypyr, New Myzoria is now a Region in its own right, though it used to be Novatainia&#039;s primary colony (and the only colony governed under the Colony Bill). Due to the Izacar, the bulk of the region was transferred to another plane.  It comprises [[New Myzoria]], [[Old Sypyr]] and [[Material Myzoria]]. &lt;br /&gt;
====The Jokerdom====&lt;br /&gt;
The [[Jokerdom]] was once its own nation which was voluntarily annexed into Novatainia. Most of its land exists in other, curiously shaped dimensions, and it is generally a hilarious place. &lt;br /&gt;
====Glanurchy====&lt;br /&gt;
The smallest region, [[Glanurchy]] is a collection of six flying islands that make up an important magical part of Novatainia.&lt;br /&gt;
&lt;br /&gt;
===Toketi===&lt;br /&gt;
The province of [[Toketi]] occupies the north east of [[Apollonia]], the north west of [[Keltia]], the Chelkran Isles and a small colony on the far east of [[Keltia]].  It is divided into five realms, [[Ostshon Kagan]], [[Ëstshon Paran]], [[Grot Kësh]], [[Doshtan Yokutar]] and [[Furfein Tosha conMakain]].&lt;br /&gt;
====Laranel====&lt;br /&gt;
The Tokish land on north west Keltia forms the region of Laranel.  Famous for once seceding but never quite acheiving self governance, Laranel continues to be slightly separate from mainland activities.&lt;br /&gt;
====Chelkra====&lt;br /&gt;
The Chelkran Isles are a small but old Tokish holding, home to the famous [[Prodigy Almighty]] and the half-bear, half-man Chelkrans.&lt;br /&gt;
====Kalla====&lt;br /&gt;
The small Tokish colony of Kalla was once a self governing province of Gralus, but never got off the ground and returned to the Tokish fold.  Some of the islands are now owned by [[VBNC]].&lt;br /&gt;
&lt;br /&gt;
===Relaram===&lt;br /&gt;
The province of [[Relaram]] has land in the far south west of Tapfer, including a small colony.  It has five main regions, each of which are small compared to regions in other provinces.  The regions are Coldharbour, Malacath, Sanguine, Thorgoehs and Valbrandr.  Of these, Sanguine is separate to the rest of the land, a small colony to the north east granted to them by the Lord General.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Gralan culture centres around magic, roleplaying and recwar, which have been elaborated upon above.  Other cultural quirks generally involving posting activities.&lt;br /&gt;
===[[Destruction Zone]]===&lt;br /&gt;
[[Image:DZ.gif|frame|right|Destruction Zone logo]]&lt;br /&gt;
The [http://bastionunion.org/forum/viewforum.php?f=35 Destruction Zone] is one of the most recognisable Novatainian cultural icons, where participants can happily fight and destroy eachother without any harmful consequences.  It centres around four simple rules.&lt;br /&gt;
&lt;br /&gt;
No WMD’s &amp;lt;br&amp;gt;&lt;br /&gt;
No killing people &amp;lt;br&amp;gt;&lt;br /&gt;
No shooting into the crowd (Yes, there is a crowd) &amp;lt;br&amp;gt;&lt;br /&gt;
No Magic &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Stadium contains whatever you need.&lt;br /&gt;
&lt;br /&gt;
Those four simple rules, and the last sentence, created a cultural icon to last forever.&lt;br /&gt;
&lt;br /&gt;
===Tokian Forum Games===&lt;br /&gt;
The Tokians enjoy a variety of simple forum games, and some attribute their historically high post count (50+) to this.&lt;br /&gt;
&lt;br /&gt;
===[[Novatainian Posting Traditions]]===&lt;br /&gt;
Novatainians also developed their own posting traditions, etiquette and, occasionally, vocabulary.  It is from this we have such famous phrases as &amp;quot;Doing a Monty&amp;quot;, &amp;quot;Doing a Jeremy&amp;quot; and &amp;quot;Pulling an Extreme&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Gralus is a founding member of the [[SCUE]], enabling their citizens to easily make transactions with other SCUE nations.  The Gralan economy is characterised largely by the completion of requested jobs and use of the [[SCX]] developed by [[VBNC]].  Though most citizens are wealthy, there are normally not many transactions going on, reflecting an apathy on the part of some citizens towards the economy.  Gralus began with the assumption that no taxes would be charged, and this has continued to the present day.&lt;/div&gt;</summary>
		<author><name>Andreas the wise</name></author>
	</entry>
	<entry>
		<id>https://micras.org/wiki/index.php?title=Gralus&amp;diff=8705</id>
		<title>Gralus</title>
		<link rel="alternate" type="text/html" href="https://micras.org/wiki/index.php?title=Gralus&amp;diff=8705"/>
		<updated>2011-01-04T11:35:04Z</updated>

		<summary type="html">&lt;p&gt;Andreas the wise: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Nation&lt;br /&gt;
|country = The Gralan Empire&lt;br /&gt;
|image_flag = Gralusflag.png&lt;br /&gt;
|language = Common (English), Tokish&lt;br /&gt;
|capital = Shelsa&lt;br /&gt;
|largecity = Novatica, Rielrar, Miedo&lt;br /&gt;
|website = [http://www.novatainia.org/wiki/index.php?title=Main_Page Gralan Wiki]&lt;br /&gt;
|forum = [http://bastionunion.org/forum/viewforum.php?f=15 Gralan Forum]&lt;br /&gt;
|population = 10-20&lt;br /&gt;
|active = 5-10&lt;br /&gt;
|date_founded = 15th April 2009&lt;br /&gt;
|government = Triumvirate&lt;br /&gt;
|leader = Emperor&lt;br /&gt;
|currency = GELT&lt;br /&gt;
|animal = Squirrel&lt;br /&gt;
|fruit = Pineapple&lt;br /&gt;
|drink = Chelkran Dragonwater&lt;br /&gt;
|image_map= Gralan Land.png&lt;br /&gt;
|maps = 12.4-Present&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Gralan Empire was formed as a union between the three states of [[Novatainia]], [[Toketi]] and [[Relaram]].  Though Novatainia and Toketi had once joined together in the [[Confederacy of Gralus]], the ability to leave the Confederacy had resulted in it&#039;s eventual demise.  A year later, the Gralan Empire was formed with the firm commitment that the member nations would not leave - they fully surrendered their sovereinty and became one nation.  More than a year later, the Gralan Empire remains a strong nation, at the forefront of those areas Novatainia and Toketi were always famous for: Magic, Roleplaying and Recwar.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
The Gralan Empire has three major levels of government - National, Provincial and Local.  At the national level, the [[Triumvirate]] rule the three separate areas of Domestic, External and Justice.  At the provincial level, each province organises its own leadership, generally continuing the forms of government they had upon joining.  And within each province, local government is provided for different areas of the land, generally provided by a single person.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the government of the Gralan Empire is strictly [[IC/OOC Distinction|IC]], and gralans maintain a strict distinction between their IC rulers and OOC power.&lt;br /&gt;
&lt;br /&gt;
===Triumvirate===&lt;br /&gt;
At the national level, Gralus is led by the Triumvirate of Emperor, Lord General and Chief Justice.  Each has a separate sphere of influence defined by the [http://novatainia.org/Gralus/phpBB3/viewtopic.php?f=10&amp;amp;t=1000 Gralan Constitution], and where their areas of power overlap, each triumvir involved much agree.  No Triumvir is higher than any other.&lt;br /&gt;
&lt;br /&gt;
[[Image:Emp.png|frame|left|Symbol of the Emperor]]&lt;br /&gt;
====Emperor====&lt;br /&gt;
His boldness, the Emperor, is the supreme ruler of domestic affairs within Gralus.  He is the Custodian of the Happiness of the People, responsible for enforcing the Law of Gralus when dealing with domestic affairs.  Any laws he makes supersede provincial laws; his lawmaking powers within domestic affairs are only restricted by the Constitution and the Bill of Rights.&lt;br /&gt;
&lt;br /&gt;
Some dissatisfaction during the reign of Emperor Nicholas the Mad led to constitutional reform towards democracy, allowing citizens the ability to propose laws and veto Imperial laws.  To date, this power has not been used, and the Emperor retains the power to make laws without requiring anyone else to vote on them.&lt;br /&gt;
&lt;br /&gt;
[[Image:LG.png|frame|left|Symbol of the Lord General]]&lt;br /&gt;
====Lord General====&lt;br /&gt;
His craftiness, the Lord General, is the supreme ruler of external affairs for Gralus.  He is the Custodian of the Safety of the People, responsible for enforcing the Law of Gralus when dealing with foreign affairs and for organizing the defense of the Empire against external threats.  He heads up both diplomatic efforts (including trade) and the Imperial Army.  Depending on who holds the position of Lord General, they generally focus on one of those two areas and leave their heir responsible for the other area.&lt;br /&gt;
&lt;br /&gt;
The Lord General being the custodian of the safety of the people led to some constitutional confusion in the case of civil wars.  Though he controls the Imperial Army, a purely civil war is a domestic affair and therefore within the realm of the Emperor.  After being appealed to the Chief Justice, it was decided that the Lord General could only intervene in domestic civil wars (within his capacity as Lord General) if requested by the Emperor; but if foreigners became involved he could intervene against them freely.&lt;br /&gt;
&lt;br /&gt;
[[Image:CJ.png|frame|left|Symbol of the Chief Justice]]&lt;br /&gt;
====Chief Justice====&lt;br /&gt;
His justness, the Chief Justice, is the check and balance upon the other areas of government.  He is the Custodian of the Liberty of the People, responsible for enforcing his word as he sees fit to ensure that no other part of the government violates it.  In practical terms, he ensures that laws do not violate the constitution, interprets the constitution, and acts as a check upon the power of provinces.&lt;br /&gt;
&lt;br /&gt;
Thus far, the Chief Justice has been the most stable member of government, not causing major upsets, missing heirs or being accused of terrorism.&lt;br /&gt;
&lt;br /&gt;
====Heir====&lt;br /&gt;
Upon taking office, an heir is appointed for each Triumvir by one of their counterparts, and approved by the Triumvir in question.  Should the triumvir die, resign or be removed from office by a vote of no confidence, their heir takes over; and most Triumvirs have their heir assist during their reign.  This makes it important that each Triumvir has an heir; the nation was put into some turmoil by the first Emperor being assassinated without yet having declared an heir, leaving a temporary power vacuum.  This led to a constitutional ammendment giving citizens the right to elect the heir to a Triumvir in the case of an emergency; or when an heir has not been appointed within a month.&lt;br /&gt;
&lt;br /&gt;
===Provinces===&lt;br /&gt;
[[Image:Nov flag.png|thumb|left|Flag of Novatainia]]&lt;br /&gt;
====Novatainia====&lt;br /&gt;
The province of [[Novatainia]] has retained the form of government it entered the empire with - a [[Constitutional Monarchy]].  The King has the full powers of legislation, jurisdiction and innovation, except that he can be overruled by a law passed by a majority of the Regional Representatives.  The Regional Representatives form the backbone of the government, meeting in council to discuss laws and overseeing each region.  All of these individuals have the power to appoint lesser leaders below them, and decisions made by them can be appealed to those above them.  These powers are defined in the [http://novatainia.org/Gralus/phpBB3/viewtopic.php?f=33&amp;amp;t=44 Novatainian Constitution]&lt;br /&gt;
&lt;br /&gt;
There are two main oddities within the Novatainian Government; the roles of Joker and Lord Protector.  The Joker is laughocratically elected by all Novatainian citizens and functions as the deputy of the King.  The joker also oversees the [http://novatainia.org/Gralus/phpBB3/viewforum.php?f=45 ministries] and can issue flaws which must be obeyed by all laughocratic citizens.  The Lord Protector, by contrast, is a special role assigned to Lachlan, the founder of Novatainia.  It enables him to take over in the absence of the King, and to decide between the King and the Constitution if needs be.&lt;br /&gt;
&lt;br /&gt;
Among the provinces, Novatainia is the one with the most fully developed internal laws and judicial system, with the [http://novatainia.org/Gralus/phpBB3/viewforum.php?f=45 Disciplinary Council] functioning as a provincial police force.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tokishflag.gif|thumb|right|Flag of Toketi]]&lt;br /&gt;
====Toketi====&lt;br /&gt;
[[Toketi]] was founded as a kingdom, and it has remained as such throughout its entire history. The conDoin family ruled the nation for a majority of its life, in fact, the current king, Gerk ronAnaglea, is the first to not be a part of that royal line. Although the country operates mostly through a modern-day feudal type society, the government has usually had firm approval from its citizens. During the reign of Queen Tsunade, regional Dukes who were unhappy with the Queen&#039;s rule forced the formation of the House of Lords in order to gain more executive and legislative power. Despite this attempt to gain more power, the House of Lords was hardly ever used. After the Gralan Empire was founded, the power and influence of the Dukes faded rather drastically, and King Gerk disbanded the House of Lords without resistance. Recent secessionist movements in the overseas province of Laranel have caused some concern in the Tokian government, but they have been, for the most part, subdued. Deliberations on how to better integrate and accommodate the people of Laranel are currently near the top of the Tokian government&#039;s priorities.&lt;br /&gt;
&lt;br /&gt;
[[Image:Relaram_flag.jpg|thumb|left|Flag of Relaram]]&lt;br /&gt;
====Relaram====&lt;br /&gt;
The province of [[Relaram]] has probably undergone the most governmental changes and at present has the strongest government of any Gralan province.  It is primarily led by an Emperor and Praetor; other roles have come and gone but these two have remained.  At present, Relaram is under martial law and citizens live in fear of things that go bump in the night.&lt;br /&gt;
&lt;br /&gt;
==Role Playing==&lt;br /&gt;
Role playing, in various forms, has always been at the centre of the Gralan Empire.  Indeed, having an [[IC/OOC Distinction|IC]] government encourages such a move, but it mainly emerged from the majority of Novatainian and Tokish citizens enjoying roleplaying throughout their micronational careers, and this contributing directly to a Gralan love of roleplaying.  Roleplaying is often done in connection with magic and recwars, but also just for its own sake, particularly with the creation of the EGaD system.&lt;br /&gt;
&lt;br /&gt;
===EGaD===&lt;br /&gt;
EGaD (standing for Elements, Grade, and Dominion) is a story-bartering system designed by [[Bayen]] to improve Gralan RPs.  It allows each participant to nominate a series of story elements (ranging from specific characters to &#039;the weather&#039;) that matter to them, and attach a grade to each one.  The grade represents the strength of their interest in that story element.  When other participants utilise that story element, the player with the highest grade in that element has dominion, and can choose to impose a condition upon that element&#039;s use.  The other participant must then either accept the condition, or stop using the element in that manner.  This allows for participants to barter in achieving their story goals, and allows the story to flow without annoying people too much by having their key things messed up by other people.&lt;br /&gt;
&lt;br /&gt;
For example, if one participant had dominion in &#039;Citizens of Novatainia&#039;, and another person said, &amp;quot;The cowardly citizens of Novatainia fled from the destruction, unused to standing their ground against foreign oppression,&amp;quot; the first person would rightly be annoyed that this completely changes how the citizens of Novatainia have acted before this.  He could impose a condition on this action, such as &amp;quot;Only those citizens away from the Regional Representatives are fearful, because the Regional Representatives organise a defence.&amp;quot;  The other person would either accept this, or stop doing their action.&lt;br /&gt;
&lt;br /&gt;
==[http://www.novatainia.org/wiki/index.php?title=Magic Magic]==&lt;br /&gt;
[[Image:Magic.PNG|frame|left|The magic logo]]&lt;br /&gt;
Gralus is famous Micras over as the leading magic-using nation.  Between Toketi and Novatainia, Gralan citizens have been responsible for all the major magical charters to date; [http://www.novatainia.org/wiki/index.php?title=MCM MCM], [http://www.novatainia.org/wiki/index.php?title=SCM SCM], [http://www.novatainia.org/wiki/index.php?title=NCM NCM] and [http://sites.google.com/a/toketi.org/ccm/charter CCM].  At present Gralus is moving towards having overall &amp;quot;Magic Limits&amp;quot; and allowing people freedom within those broad limits to create their own styles of magic.  Magic influences Gralus in four main areas:&lt;br /&gt;
===Charter===&lt;br /&gt;
As mentioned above, Gralans have been instrumental in designing charters of magic, which strictly define and limit its use during war.  Charters in the past have largely defined how magic is practised and who has strong magical powers; with MCM and SCM supporting academies and expeditions; while NCM allowed more freedom in the creation of spells and creatures; and CCM attempted to combine the best elements of these.  Regardless of which charter is used, magic is only plausible micronationally if there are some rules defining its use, otherwise chaos and disputes emerge.&lt;br /&gt;
===Expeditions===&lt;br /&gt;
Expeditions were the first group storytelling exercise developed on Gralus, and revolve around a band of adventurers/mages travelling somewhere to deal with something.  In the beginning, these expeditions were entirely open and the storyline weaved in unexpected directions as each person contributed a paragraph or two.  As time went by, specific end points emerged in the minds of magical leaders, including [[Andreas the Wise| Andreas]] and [[Bayen]], and overall story arcs emerged.  These overall storylines have been organised into cycles, including the [http://www.novatainia.org/wiki/index.php?title=Cycle_of_Hell Cycle of Hell], revolving around the attempts of demons to invade the world and shut down the Altar, culminating in the Demon War; the [http://www.novatainia.org/wiki/index.php?title=Cycle_of_Fate Cycle of Fate], involving the Items of Fate and the efforts of Atropos to summon Fate, culminating in the Fated War; and the [http://www.novatainia.org/wiki/index.php?title=Cycle_of_Cod Cycle of CoD], involving [[Control of Destiny]] characters or themes, including [[microns]].&lt;br /&gt;
===War===&lt;br /&gt;
While magical expeditions provided a fun RP outlet, magic really came to its own during its use in wars.  Here, modern units such as tanks, aircraft and battleships have fought it off against mages, krakens, demons and the battleground shattering Lords of Magic.  The use of magic in recwar obviously requires a careful charter to define its use, and a fair degree of civility between participants.  While they have never been attempted internationally, magical wars have been immensely popular and successful within Gralus.&lt;br /&gt;
===Legends and History===&lt;br /&gt;
A great deal of history before the founding of Novatainia and Toketi involves magical occurrences, and these have been detailed largely by [[Andreas the Wise| Andreas]].  The [http://www.novatainia.org/wiki/index.php?title=First_Age First Age] includes the history of the seven races, the role of [http://www.novatainia.org/wiki/index.php?title=St_Nova St Nova] and the eventual triumph of the demons at the fall of the age.  The [http://www.novatainia.org/wiki/index.php?title=Second_Age Second Age] follows on with the history of the Etruri and the forging of the Items of Fate.  The second age petered out at the end and the Third Age was defined not by a cataclysmic event but by a major event on another planet.  It is more commonly known as AD.&lt;br /&gt;
&lt;br /&gt;
==Recwar==&lt;br /&gt;
[[Image:GROWL.png|frame|left|The old GROWL logo]]&lt;br /&gt;
[[Recwar]] has been a common interest to most Gralans, and so recwar has always played a large role within Gralus.  Though Gralans have participated in their share of international conflicts, this has mainly been expressed in internal recwarring, particularly constant recwars.&lt;br /&gt;
===Constant Recwars===&lt;br /&gt;
Though the idea of a constant recwar originates with the [[MRWS]], Gralus has been the nation which most implemented this with their various internal constant recwar systems.  Within these, all Gralans can raise armies, and Gralan land can be invaded by other Gralans at any time.  This started with CITRA (Constant Inter Tokian Recwar Association), where units owned were linked to the economy; then continued with GROWL (Gralan Recreational Ongoing War League), where units were instead linked to land and people.  Eventually this became extended internationally with SCOWL (Small Commonwealth Ongoing War League), incorporating Shireroth and Nelaga; but the other nations lacked interest and so Gralus eventually withdrew from SCOWL after a failed attempt at a cross country invasion.&lt;br /&gt;
&lt;br /&gt;
In its later days, SCOWL was being used more for smaller scale skirmishes and roleplaying than full wars; so eventually it was suggested to set up a system focussed more on story telling than war.  Out of this idea emerged [http://novatainia.org/Gralus/phpBB3/viewforum.php?f=318 EGaD], which is currently in use.&lt;br /&gt;
&lt;br /&gt;
===International Recwars===&lt;br /&gt;
Between their forming states, Gralans have participated in four major international recwars.  However, their experience of these have been that international recwars are full of disputes, nitpicking, wikipedia surfing and unnecessary disputations, so they now tend to avoid them.&lt;br /&gt;
&lt;br /&gt;
A carrier was dispatched to the [[War of the Broken Pottery]], though the force arrived too late to make much different.  A more concerted effort was made in the [[Lovely War]], where Novatainia and Toketi invaded and captured most of Hoboland.  They reached a settlement with Lovely before most other participants, and then left the war, but had already managed to earn the enmity of [[Lord Montague]], an enmity which would continue to haunt them.&lt;br /&gt;
&lt;br /&gt;
Novatainia and Toketi also participated in [[World War 2]], a war begun by [[Jeremy]] to resolve the summer lull.  However, a series of existing treaties meant the war ended up three [[MI]] nations ([[Passas]] was the third) fighting most of the world.  They fought valiantly against such odds; but after Montague blasted the entire town of Uly Point to the ground, killing a hundred thousand civilians; and attacked the Spire (creating the [[http://novatainia.org/Gralus/phpBB3/viewtopic.php?f=21&amp;amp;t=194&amp;amp;start=0 Central Destruction Zone]] in the process); they realised they could not win by force alone.  They opted to follow their own victory conditions (including the pirating of several key possessions and the attempts to take Montague down, forestalled by him having a heart attack and dying), and after completing these, to end the war to protect their people from further unnecessary bloodshed.&lt;br /&gt;
&lt;br /&gt;
More success was had in the [[Jasonian War]] where Novatainia and Toketi fought to liberate the Jasonian isles to make way for [[Nelaga]].  They were quite successful in this respect, even negotiating a truce with Montague&#039;s nephew; but their experience was soured by the [[Imperial Mercenary Empire]] attacking their homeland in an attempt to divert their attention.  The Nelagan independence forces, with Gralan and Shirithian assistance, eventually won the war, but the mercenaries were never brought to justice.&lt;br /&gt;
&lt;br /&gt;
==Land==&lt;br /&gt;
===Novatainia===&lt;br /&gt;
The province of [[Novatainia]] occupies the centre north of [[Apollonia]], the island of [[Sypyr]], the Jokerdom Isles in Keltia, and part of the Kendall Isle on the east of Apollonia.  It is divided into five main regions, of varying size.&lt;br /&gt;
====Northern Novatainia====&lt;br /&gt;
Northern Novatainia encompasses most of Novatainia&#039;s oldest territories, including [http://www.novatainia.org/wiki/index.php?title=Kingsland Kingsland], [http://www.novatainia.org/wiki/index.php?title=Western_Nova Western Nova] and the [http://www.novatainia.org/wiki/index.php?title=New_Territory New Territory].&lt;br /&gt;
====Southern Novatainia====&lt;br /&gt;
Southern Novatainia encompasses many of Novatainia&#039;s newer regions, including [http://www.novatainia.org/wiki/index.php?title=South_Nova South Nova], [http://www.novatainia.org/wiki/index.php?title=New_North_Lovely New North Lovely], [http://www.novatainia.org/wiki/index.php?title=Niktoria Niktoria] and the [http://www.novatainia.org/wiki/index.php?title=Kendall_Isle Kendall Isle].&lt;br /&gt;
====New Myzoria====&lt;br /&gt;
Found on the island also referred to as Sypyr, New Myzoria is now a Region in its own right, though it used to be Novatainia&#039;s primary colony (and the only colony governed under the Colony Bill). Due to the Izacar, the bulk of the region was transferred to another plane.  It comprises [http://www.novatainia.org/wiki/index.php?title=New_Myzoria New Myzoria], [http://www.novatainia.org/wiki/index.php?title=Old_Sypyr Old Sypyr] and [http://www.novatainia.org/wiki/index.php?title=Material_Myzoria Material Myzoria]. &lt;br /&gt;
====The Jokerdom====&lt;br /&gt;
The [http://www.novatainia.org/wiki/index.php?title=Jokerdom Jokerdom] was once its own nation which was voluntarily annexed into Novatainia. Most of its land exists in other, curiously shaped dimensions, and it is generally a hilarious place. &lt;br /&gt;
====Glanurchy====&lt;br /&gt;
The smallest region, [http://www.novatainia.org/wiki/index.php?title=Glanurchy Glanurchy] is a collection of six flying islands that make up an important magical part of Novatainia.&lt;br /&gt;
&lt;br /&gt;
===Toketi===&lt;br /&gt;
The province of [[Toketi]] occupies the north east of [[Apollonia]], the north west of [[Keltia]], the Chelkran Isles and a small colony on the far east of [[Keltia]].  It is divided into five realms, [http://www.novatainia.org/wiki/index.php?title=Ostshon_Kagan Ostshon Kagan], [http://www.novatainia.org/wiki/index.php?title=%C3%8Bstshon_Paran Ëstshon Paran], [http://www.novatainia.org/wiki/index.php?title=Grot_K%C3%ABsh Grot Kësh], [http://www.novatainia.org/wiki/index.php?title=Doshtan_Yokutar Doshtan Yokutar] and [http://www.novatainia.org/wiki/index.php?title=Furfein_Tosha_conMakain Furfein Tosha conMakain].&lt;br /&gt;
====Laranel====&lt;br /&gt;
The Tokish land on north west Keltia forms the region of Laranel.  Famous for once seceding but never quite acheiving self governance, Laranel continues to be slightly separate from mainland activities.&lt;br /&gt;
====Chelkra====&lt;br /&gt;
The Chelkran Isles are a small but old Tokish holding, home to the famous [[Prodigy Almighty]] and the half-bear, half-man Chelkrans.&lt;br /&gt;
====Kalla====&lt;br /&gt;
The small Tokish colony of Kalla was once a self governing province of Gralus, but never got off the ground and returned to the Tokish fold.  Some of the islands are now owned by [[VBNC]].&lt;br /&gt;
&lt;br /&gt;
===Relaram===&lt;br /&gt;
The province of [[Relaram]] has land in the far south west of Tapfer, including a small colony.  It has five main regions, each of which are small compared to regions in other provinces.  The regions are Coldharbour, Malacath, Sanguine, Thorgoehs and Valbrandr.  Of these, Sanguine is separate to the rest of the land, a small colony to the north east granted to them by the Lord General.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Gralan culture centres around magic, roleplaying and recwar, which have been elaborated upon above.  Other cultural quirks generally involving posting activities.&lt;br /&gt;
===Destruction Zone===&lt;br /&gt;
[[Image:DZ.GIF|frame|right|Destruction Zone logo]]&lt;br /&gt;
The [http://novatainia.org/Gralus/phpBB3/viewforum.php?f=21 Destruction Zone] is one of the most recognisable Novatainian cultural icons, where participants can happily fight and destroy eachother without any harmful consequences.  It centres around four simple rules.&lt;br /&gt;
&lt;br /&gt;
No WMD’s &amp;lt;br&amp;gt;&lt;br /&gt;
No killing people &amp;lt;br&amp;gt;&lt;br /&gt;
No shooting into the crowd (Yes, there is a crowd) &amp;lt;br&amp;gt;&lt;br /&gt;
No Magic &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Stadium contains whatever you need.&lt;br /&gt;
&lt;br /&gt;
Those four simple rules, and the last sentence, created a cultural icon to last forever.&lt;br /&gt;
&lt;br /&gt;
===Tokian Forum Games===&lt;br /&gt;
The Tokians enjoy a variety of simple [http://novatainia.org/Gralus/phpBB3/viewforum.php?f=123 forum games], and some attribute their historically high post count (50+) to this.&lt;br /&gt;
&lt;br /&gt;
===Novatainian Posting Traditions===&lt;br /&gt;
Novatainians also developed their own posting traditions, etiquette and, occasionally, vocabulary, which can be found [http://novatainia.org/Gralus/phpBB3/viewtopic.php?f=13&amp;amp;t=39 here].  It is from this we have such famous phrases as &amp;quot;Doing a Monty&amp;quot;, &amp;quot;Doing a Jeremy&amp;quot; and &amp;quot;Pulling an Extreme&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Gralus is a founding member of the [[SCUE]], enabling their citizens to easily make transactions with other SCUE nations.  The Gralan economy is characterised largely by the completion of requested jobs and use of the [[SCX]] developed by [[VBNC]].  Though most citizens are wealthy, there are normally not many transactions going on, reflecting an apathy on the part of some citizens towards the economy.  Gralus began with the assumption that no taxes would be charged, and this has continued to the present day.&lt;/div&gt;</summary>
		<author><name>Andreas the wise</name></author>
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