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FanFiction

Fan made content! Cool!

This article (League of Nations), is fan fiction and isn't automatically canon. On the other hand, no one said it isn't.

Unlike the Not Canon banner, this page is not intended to be seen as lore from Team Paradox, and is instead something from the mind of the author. It is, however, supposed to be read and enjoyed. Have fun! You should also browse the fan fiction category for more content. Maybe these will inspire you to write your own projects.


League of Nations
AlliedLogo
White Eagle of the League of Nations
Playstyle Precise Targeting
Faction Colour Blue
Type Original Paradox: Rennaissance Faction
Dev. Status In Progress

"Summer is arriving,
Loudly sing, “Cuckoo!”
The seed grows and the meadow blooms,
And the wood springs anew."

- "Sumer is Icumen In"

The League of Nations, also known as the League Forces, or simply the League, is a new faction being expanded upon for Paradox: Renaissance. The League of Nations are a military and social-economic alliance between the nations of Europe during the Renaissance Period. By the year of 1605 its primary members are France, England, Republic of the Swiss, Spain and the Polish-Lithuanian Commonwealth. It originally served as a pure trade organization, but has since expanded into a respectable military alliance. The League of Nations fight to protect the nations of Europe, and in time, their colonies elsewhere with about 12 member states with varying types of contributions.

The League of Nations are symbolized by a stylized white eagle with a silver-and-blue triangle pointed downwards behind it. This is supposedly meant to represent the power of the monarchy similar to how eagles are the kings of the birds, and the white referring to the purity of their cause.

At a Glance

Faction Colour: Blue.

Gameplay Style: Precise Targeting.

Preferred Theatre of Operations: Open Ground.

Strengths: Air units, powerful experimental units, precise and accurate weapons, good transport options, cost-effective

Weaknesses: High mercenary fees, slow expansion of territory, limited armor plating, fragile experimental units.

Intended Players : Average Apprentice in Battle Tactics.

Background

The End of An Age

After the discovery of the New World, and the rise of the People's Commune of Muscovy in the early 1500s, Western Europe looked to be in a new age of uncertainty. The wake of the Commune had brought a shift in power, and in many countries, the serfs and servants were beginning to realize they had power...and demand power in running their lives in turn from their kings and queens. The feudal system was being shaken up, and the rise of a 'middle class' of merchants and tradesmen weren't making anything easier.

And then, after several small uprisings, disaster struck. England had its ruler forced into signing a treaty by several lesser nobles and tradesmen, forcing certain 'concessions' to be given from the monarchy, in effect stating that it was the traders, not the king, who would determine what laws were passed. This act sparked a number of similar uprisings throughout Spain, France, and even the Holy Roman Empire, and while most of them were summarily put down initially, it would not last. Even as the lesser people of the nation started to rise out of the misery and squalor many of them had previously lived in, the kings and queens of the lands were forced into fighting for the right of absolute rule and feudalism.

The fighting would go on for over twenty years, on and off...until eventually, the tradesmen, merchants, and lesser nobles won out over the absolute monarchists. With the lands of the countries shattered, many people and soldiers dead from the fighting or from famine, and the coffers of the national treasuries depleted, the rulers of the various countries surrendered. Quickly deposed, and with new rulers put into position, the new monarchies and empires of the western European countries were now more friendlier towards the middle classes – and, with less power given to them, a new form of secondary government was put into place to help rule – the Parliaments.

The Renaissance

Now, with the Parliaments and Monarchs ruling together over England, France, Spain, and the Polish-Lithuanian Commonwealth, peace once more began to spread over the land. As armed standing forces gradually retreated to guard their own borders instead of fighting in civil war, the various countries tried to resume their previous activities and intrigues. But there was something different this time around, with the changes in the power structure.

Invention and creation started to flourish, more than ever. With those skilled in a trade able to find easy access to tutors and masters willing to apprentice and teach them, a new generation of workers and traders began to sprout. Artists, engineers, merchants, architects, even battle tacticians began to grow in notoriety, as they spread throughout Western Europe and beyond, even to the hostile People's Commune of Muscovy and the behemoth Ottoman Empire to the Near East. And with them, came new discoveries. New building materials, stronger steels, more pleasing forms of art began to develop. Steam and clockworks were discovered to have excellent power output, being able to help people perform tasks more precisely or powerfully than ever before. And with creation came trade – nations learned to exploit new types of resources, and use those resources to create more goods, and used the increase in the standard of living to bring those goods to more people in the nations of the Old World than ever previously in history.

As the Renaissance washed over the continent, a golden age began to develop. England, Spain, France, the Holy Roman Empire, and the Polish-Lithuanian Commonwealth all developed separate trade agreements with each other, and many minor kingdoms, republics, and confederacies in turn entered into their own separate agreements and treaties with one kingdom or another. And, as decades passed, the trading nations grew closer to each other in terms of agreement, if not culture. Peace looked like it could last forever.

The League

Peace could not last forever, in the end. The Polish-Lithuanian Commonwealth, suspicious and paranoid of suspected Communalists infiltrating their nation, declared war on the People's Commune of Muscovy in 1584, and as fighting grew in earnest over the years between the two nations as other European countries with trade treaties to the Commonwealth donated their own surplus military supplies and mercenary forces. It was this war that would test the resolve and the fellowship of the Western European nations, and in the end result in the official formation of the League of Nations.

When the People's Commune of Muscovy looked to be gaining the upper hand, and the security of the Commonwealth's leaders and parliament threatened, the major kingdoms of Europe met together in a highly secure and private meeting. Over a month, the rulers and representatives talked together about what to do, if anything should be done at all. It was one particularly influential member of the English military, Sir Francis Drake, who suggested a unified alliance – the League of Nations, who would continue to trade amongst each other, but also donated mercenary forces into a united, and completely separate from the kingdoms, military that worked to secure the interested of the League's joiners as a whole. Though he faced initial opposition to the idea, the benefits of a unified and, most importantly, neutral force eventually swayed over much of the rulers and members present.

A rag-tag band of mercenaries and soldiers from all over the Old World was hired on to join, and in 1588, the first army of the League of Nation's Trader Security Forces marched to battle.

Development

The League of Nations will be the first faction formed and put into the game for Paradox: Renaissance, having a current planned release date of 20XX.

The faction will have a total of 9 buildings, 6 defensive structures and 32 units (9 Infantry, 9 Cavalry, 6 Ships, 5 War Machines, and 3 Flying Machines).

Buildings

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Command Pavilion The Command Pavilion is the central building for every Security Force campsite, and is responsible for building up surrounding camp buildings and defenses in the nearby area. It provides a small amount of Labor, and is responsible for broadcasting Orders to the surrounding area.
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Engineer's Station The Engineer's Station provides Labor needed to operate and maintain the various defenses and buildings of the campsite in proper condition by means of eager apprentice engineers. They can provide more labor when upgraded with Master Quarters.
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Mercenary Tent The home-from-home for all Security Force infantry, the Mercenary Tents house the arms, armour, and sleeping quarters for soldiers stationed in the campsite.
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Merchant's Post Merchant Carts unload their Supplies here, where they are used to provide pay and equipment for the various soldiers, cavalry, and machines so they will be ready for combat.
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Camp Stables The Camp Stables are used to house the swift and sleek warhorses of the cavalry part of the Security Force as well as supporting mounts. They also come with three dedicated Grooms who can heal injured mounts and remove harmful effects.
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Camp Dockyard The Camp Dockyard is a busy and loud place, responsible for quick construction and docking of the Security Force's naval ships. They are equipped with three Dock Workers who can patch up any damage to the ships in a small span of time.
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Camp Smithy A rare and ominous building, the Camp Smithy is responsible for construction of the rare, expensive, and powerful War Machines of the League of Nations. They are equipped with three dedicated Mechanics who are knowledgeable about the machines, and can repair them in case of damage.
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Aeronautic Workshop The Aeronautic Workshop houses the marvelous flying machines unique to the League of Nations, as well as pigeon coops and housing quarters for the secretive battlefield spies used for information gathering purposes.
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Hammer of the Steelsmiths Superior Weapon: The Hammer of the Steelsmiths is the only combat-dedicated weapon gifted to the Trader Security Forces by the Republic of the Swiss, but it is one of the most powerful weapons within their arsenal. Fitted with not one, but six barrels capable of launching a series of highly explosive rockets anywhere on the nearby battlefield, what the Hammer lacks in pure devastation it makes up for by having the rockets be aimed and fired one at a time, for pin-point (relatively) targeting. As a Siege Engine, it can pack up into a mobile form for movement around the battlefield

Defenses

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Barricade Wooden walls banded with iron and steel, Barricades are an effective way to block off access to areas, though they require many Supplies and Labor to construct and can be brought down by Siege Engines.
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Barricade Entrance A secure clockwork gate opening system allows for a remote-access way for troops to enter and exit areas closed off by Barricades.
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Rosebush Much cheaper and fast to build than walls but less resilient to attack, Rosebushes are small sections of spiked wooden poles driven by spring-powered mechanisms. They can either be hidden in the ground, coming up when stepped on and impaling infantry and cavalry on their spikes, or forced upwards at all times to act as a weak but still serviceable wall.
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Hunter's Post A tall platform with a special English Long Rifle attached to the top, the Hunter's Post can fire over walls at range, able to do moderately well against infantry, cavalry, or even things in the air. That is, at least, if an infantry unit is garrisoned on it.
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Pitch Pot Firing containers of bubbling pitch, the Pitch Post launches the sticky black substance a short distance to infantry and cavalry. Slowing those hit down temporarily, the pitch can also be set on fire by troops with access to fire weaponry.
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Field Cannon Field Cannons are suitable against walls, buildings, and cavalry alike, and though they deal relatively low damage are reasonably strong and long-ranged. As a Siege Engine, it can pack up into a vulnerable, but mobile cart for movement to new areas.
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Ribauldequin The Ribauldequin is a high-class field gun capable of delivering a withering amount of firepower from its twelve barrels. Though individual firepower suffers compared to more direct heavy defenses, it can hit a greater amount of infantry with each volley. As a Siege Engine, it can pack up into a vulnerable, though mobile cart to move to other locations.

Infantry

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War Dog Fearsome dogs used as scouts and forward infantry, War Dogs are capable of savaging men in seconds, and their growls and snaps can panic and stun surrounding horses, temporarily stopping cavalry as well as their riders from shooting.
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Musketeer The Musketeer are the foremost soldiers of the Trader Security Force, with French built flintlock muskets for battle at a distance. They are also capable of kneeling down to steady their aim, gaining an increase to range and damage at the expense of movement.
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Landsknecht Specialized anti-cavalry forces, Landsknecht are armed with long, heavy pikes that deal great damage against incoming mounted soldiers. They can attach explosive material to their pike to make a devastating attack, though they will be unable to attack for several seconds until they receive another pike.
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Journeyman Traveling students of engineering going out into the world to make something of themselves, Journeyman are competent at taking over enemy buildings as well as repairing defenses, buildings, and War Machines.
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Shieldguard The Shieldguard is equipped with a heavy gunshield as well as a lighter pistol for self-defense. Though not very effective while on the move, they can deploy themselves to provide a high punch with their gunshields, as well as increase defense for surrounding infantry.
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Rifleman English soldiers with long rifles, Riflemen fire very slowly but accurately and at long ranges. They can switch from normal munitions to special sparkbullets that do less damage, but set their targets – or flammable materials – on fire.
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Road Warden Master of the lonely roads, Road Wardens are able to sneak around unseen, hidden from normal enemy sight. Their ability to attach trained clockwork crows to serve as immobile sight extenders cannot be underestimated, nor their ability to efficiently break the machinery in other faction's buildings.
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Glider Armed with a personal transport kite, the Gliders are armed with pistol and sword while on the ground – however they can take to the air, using steam power to propel themselves about and tossing incendiary grenades about with ease.
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Joan An inspiring sight to other soldiers on the battlefield, Joan is one of the best soldiers the Trader Security Force have at their disposal. A former highwayman and bandit, her brace of wheel-lock pistols can knock out even the toughest of infantry or cavalry at short range, and her fragmentation grenades can blast large areas of ground to dust.

Cavalry

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Merchant Cart Merchant Carts trundle their wares and goods from your Merchant's Posts to the Trade Routes and back, bringing in a constant supply of Supplies for your base. They can bring out a light arquebus if need be to defend themselves, though this prevents them from carrying supplies in the meantime.
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Pavilion Cart Pavilion Carts are utterly defenseless vehicles made for one thing, and one thing only – to transport the Command Pavilion wherever it needs to be.
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Skirmishers Lightest of the cavalry units, Skirmishers are almost entirely unarmed and unarmored. Their light swords do a respectable job of cutting through infantry at melee distance, however, and they can throw a flight of javelins when needed to provide some offensive power at range.
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Transport Mule Transport mules are stubborn and defenseless, but are trained to take the weight of an infantryman and his or her equipment without much complaint. They can carry a single infantry, and allow them to use their weapons on muleback.
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Dragoon The core of the Security Forces, Dragoons are respectably armed trained horsemen equipped with moderate armor as well as a matchlock arquebus for anti-cavalry work. They are also equipped with battle standards for raising nearby infantry morale and causing them to shoot faster and hit harder, though this cannot be used at the same time as their gun.
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Reiter Fast and light cavalry, Reiters are German horsemen armed with twin pistols, good at conducting hit and run raids on targets. They can also throw flasks of smoke-producing material to obscure sight, preventing targets within from firing out, and units out from firing in.
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Falconer More of a craftsman than a battle soldier, Falconers are responsible for building and directing clockwork falcons that can take and receive orders. Falconers can either direct their charges to fly and explode upon enemies at long ranges, or fly to nearby friendlies and disperse small quantities of alcohol to boost their nerves and heal them.
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Hussar The heaviest cavalry in the Security Forces, Polish Hussars are very heavily armored, capable of taking great quantities of damage. Their explosive tipped lances deal heavy damage to cavalry targets, and their steam-powered wings allow them and their horses to actually perform an aerial diving charge that scatters infantry in all directions.
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War Train An armored platform surrounding two oxen, and covered by an iron and steel 'shell', War Trains are unarmed but can hold up to six infantry, who can fire out without fear.

Ships

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Cog Armed with nothing but the oars of their crew, Cogs are light and weak craft handy for the ability to transport four infantry or two cavalry over the water, as well as armed with a powerful torch-lamp for detecting stealthy units.
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Caravel Caravels are light and reasonably swift ships, armed with three falconets allowing it to attack frontal and side opponents at the same time. They can swivel all three guns to the front temporarily to perform a deadly if foreseeable frontal attack against a single target.
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Frigate Taken from the fleets of half a dozen countries, 'Frigate' is a catch all term referring to any ship class suited for mainline combat against other warships. Whatever the nation of origin, they are armed with two deck cannons for attacking other ships, and can launch a steam-propelled grappling hook at other ships to immobilize them for other ships to target.
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Turtle Submersible Cramped, underwater armored shells powered via steam, Turtles are equipped with several steam-propelled rockets for taking on other ships, and are unattackable until they surface. They can also launch torpedoes, which drift upon the water until struck by an unwitting ship.
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Rocket Ship While highly volatile and slow, Rocket Ships are immense ships armed with great stores of rockets, for launching at other ships or even land targets at extreme ranges. They can launch very fast single-target rockets, or air-bust rockets that spray shrapnel over an area.
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Galleon The largest ship of the Security Force, Galleons are enormous ships that can take in twelve infantry or six cavalry, as well as having over four different deck guns for attacking enemy vessels. Their rather low health and slow speed make them sitting ducks for faster enemies, however.

War Machines

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Swiss Guard The finest soldiers in the Security Force, Swiss Guard are infantry clad in twelve foot tall suits of steel, iron, and gold. Powered by steam boilers and clockwork joints, the Swiss Guard use their enormous zweihänders to great effect against infantry, and can spray boiling steam at close range in an area. However, they are notably weak against damage to the joints, and degrade quickly with damage.
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Alexander Rocket Track The Alexander Rocket Track is just that – an armored war track housing almost nothing but a boiler, pilot's area, and banks of rockets which it can fire one at a time or in a barrage of three. Unfortunately, destroying the rather light War Machine has a good chance of causing it to explode rather violently..
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Bolide Firethrower The Bolide Firethrower is one of the newest inventions of the League of Nations, and is definitely one of its craziest – consisting of internal containers of pitch and a handy torch, the Bolide spews flames in a great wave across everything in its path. It can move the torch away from the pitch sprayer to simply paint an area black with pitch instead of throwing fire, but either way if destroyed it will turn itself and the nearby area into a blazing inferno.
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Manufactory Clockwork Track Manufactory Tracks are small mobile factories, that endlessly produce Mechanical Men for use in filling out the ranks of the Security Force. Automatons are equipped with fast firing anti-infantry crude muskets, while Mechanisms have slower, longer ranged anti-cavalry rockets. Both types wind down eventually, and the Manufactory is otherwise entirely unarmed, so guard them carefully.
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Tremor Landship The Tremor Landship is an unusual combination of ship and land vehicle, unarmed with conventional weaponry but capable of causing rumbles in the ground that shake nearby units and prevent them from doing anything. They can focus their energy and their machinery to cause a small earthquake in a nearby area, that will topple walls and damage buildings, while also causing serious damage to ships at sea.

Flying Machines

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Scope Ornithopter Scopes are incredibly fast Flying Machines, powered by the flapping of its pilot and able to scout out areas in a small amount of time. Though with no weaponry of their own, they can drop signal torches to keep watch over the nearby area after the Scope has left.
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Mechanical Bird Mechanical Birds are steam powered steel frames surrounding their pilot, and are the first dedicated anti-combat Flying Machine in the Security Force's arsenal. Using four pistols aligned along the 'wings' of the Bird, the pilot can trigger them via mechanism to fire at once upon a target, while being above the retaliation of most. The pistols must be reloaded by hand, however, so the Bird must land in order to regain ammunition.
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Bombard Gyrocoptor A whirling set of 'blades' allows the Bombard to keep to the air, and the under-slung small field cannon allows it to take on buildings or walls, though moving targets are mostly beyond it. The Bombard only carries a certain amount of spare shots, however, and so the Gyrocopter must land in order to reload them once it runs out of shots.
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