Darko Cernovsek
Soul Of Vengeance
LEGEND:
Light Grey Areas - Lowlands, steppes, grasslands, etc - easy-to-traverse ground, suitable for all military operations. No bonus for attacking or defending army.
Brown-Sprayed Areas - Desert regions. Easy-to-traverse ground, but supplies and comestibles get depleted much faster. Unsuitable for prolonged military operations. Slight bonus to defending army.
Dark Grey Areas (solid colour) - Mountain Ranges - difficult-to-traverse ground. Only suitable for light infantry or paratroopers. Supplies have to be delivered via beasts of burden (like mules or donkeys), or airdropped. They deplete fast. No vehicles of any kind can crawl up there. Very defensible for a defending army.
Mid-Grey Areas (sprayed-through) - Hilly Regions - moderately difficult ground. Suitable for light vehicles with decent off-road ability. Mechanised infantry in AFVs can be utilised as well. Anything heavier will get stuck (tanks, heavy trucks). Supplies deplete moderately fast. Decently defensible for a defending army.
Green Areas (sprayed-through) - Swamplands - moderate-to-difficult ground. Suitable for amphibious infantry and vehicles, but nothing heavier then that. AFVs cannot traverse it. Tanks and trucks will just sink immediately. Supplies deplete moderately fast, can only be airdropped. Defending army is at a disadvantage, since no fixed fortifications can be built.
Black Areas (sprayed-through) on land. - Minefields. Only traversable for light infantry and special forces. No vehicles can survive. Supplies can only be airdropped.
Black Areas (sprayed-through) on sea. - Mined regions. Submarines cannot enter safely, only light surface ships with shallow draft can traverse.
Light Blue Areas - Seawater. Not deep enough for submarines to dive below the thermal layer and electronic sonar detection.
Darker Blue Areas - Deep Sea. Deep enough for submarines to dive below the thermal layer and avoid detection.
Thin Black Circles - Small towns and villages.
Thin Black Circles filled with Purple spray - Larger towns and cities.
Thin Black Circles filled with Purple spray and a spiral - Capitals of the Hegaemony and Rebellion controlled areas.
Thin Purple Lines - Country roads.
Thick straight Purple Lines - Highways.
Thin Purple Lines connection to a purple circle - Ferry landings.
Five-Pointed Stars (Blue) - Hegaemony garrisons/bases.
Five-Pointed Stars (Orange) - Rebellion garrisons/bases.
Arrows (Blue) - Hegaemony airbases/airfields.
Arrows (Orange) - Rebellion airbases/airfield.
Four-Pointed Stars (Blue) - Hegaemony early-warning radar stations and fixed AA defences.
Four-Pointed Stars (Orange) - Rebellion early-warning radar stations and fixed AA defences.
Triangles (Blue) - Hegaemony ports/naval bases.
Triangles (Orange) - Rebellion ports/naval bases.
Yellow Hexagrams - Southern Expanse mercenary bases/training grounds.
Yellow Quadrangles - Southern Expanse offices/recruitment centres/liaisons in capitals.
Yellow Sprayed-Through areas - Southern Expanse mercenary deployments (fighting on the payroll of either side, but never against their own members employed by the opposing side).
Red Sprayed-Through areas - Rebellion military deployments.
Dark Blue Sprayed-Through areas - Hegaemony military deployments.
Thicker Black Line with Criss-Crosses - the front lines.
Criss-Crossed with a Black Circle objects - Destroyed/Razed towns, bases, and other assets.
One-Line crossed objects - Towns/bases/assets under regular air/artillery/missile attacks, or under siege, but not destroyed.
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TIMEFRAME: Near-Future levels of technology (low-level cybernetics and human-machine integration, nothing crazy)
The Plot (taking place some time after the events in my entry for this month's Writing Challenge Challenge Submission - I'm On MY Side ):
An ongoing war between the Hegaemony and it's breakaway coastal Rebel region has been waged, for over two years. Neither side can gain a decisive advantage, since the bulk of the Hegaemony's armed forces are being deployed elsewhere to fend off it's aggressive neighbours to the West, leaving only a handful of army groups and divisions on hand, to combat the burgeoning Rebellion insurgency along the east coast, and protect the capital. They have lost their local naval base, one of the early casualties of a Rebellion attack in the early months, and most of their Eastern Fleet. While their air superiority is an asset, they do not control the sea, and the Rebellion continues to build naval assets in their surviving naval base next to their new capital. Currently, the two sides are engaged in a very static, positional campaign, mostly entrenched along the Cilviss mountain range, where casualties mount on the front lines without either side gaining an advantage, while civilian towns and villages suffer intermittent air raids and missile attacks.
Enter the Southern Expanse - a loosely-knit PMC comprised of ex-military and deserters from both sides, alongside various criminals and former gang members, escaped convicts, various other rejects, as well as a few adventurous recruits lured by the promises of easy money and benefits. The outfit specialises in small-scale assymetric warfare and guerrila tactics, as well as high-profile assassinations, sabotage operations, and behind-the-lines infiltration and recon ops, on behalf of whoever pays them more at any given time. Both sides employ it's services, though neither side is ever likely to officially admit it. The organisation only has a couple of isolated island bases, the locations of both a secret to either side, since knowledge of them would mean almost certain destruction - as much as both sides benefit from the group's assistance, both sides also wouldn't mind seeing it routed, since it is an unpredictable element on the chessboard. The bases themselves are little more then training grounds for new recruits, and armouries, since the majority of established members are out in the field, at any given time. Assignments, and overall briefings are exclusively handled via encrypted transmissions and emails, while command-and-control in the field is left to individual squads, with no input from above. Success is rewarded by payment transfers to each individual member's secret account.... while failure often means that the squad in question is never heard from again, as 'accidental' information leaks on their precise location, from above, make their way into Hegaemony or Rebellion communication channels, depending who the squad is fighting against. No loose ends. No loose lips potentially ending up captured and interrogated. The PMC has recruitment centres and liaison offices in both factions' capitals, masquerading as legitimate businesses, but those in the know are aware of them, and can use them to contract the Expanse's services.
My Characters:
1) Viktor Brion Codename 'Proteus' - the Administrator - cyber-warfare and and encryption specialist - the one in overall command of the outfit, outlining the current contract assignments, and handling the group's communications and financial transactions (full bio to be added if the RP takes off)

2) Annalene Rose Codename 'Edge' - the Executor - recon and infiltration specialist - second-in-command, and in charge of tactical deployments once the assignments are doled out by the Administrator. Also handles some of the highest-profile assassination or recon assignments personally, if needed. (full bio to be added if the RP takes off)

3) Aslan Petrejevic Codename 'Sizzler' - the Quartermaster - demolitions, chemical warfare, and heavy weapons specialist - third-in-command, in charge of procurement and supply of the group's weaponry and supplies, relying on an extensive black-market network of connections. Sometimes is called upon to handle some of the highest-profile sabotage assignments personally. (full bio to be added if the RP takes off).

Needed Roles:
New recruits (two or three), a couple more established members (two or three), trainers (maybe two + unnamed support characters as needed), liaisons in the cities (one for each capital + unnamed support characters as needed), black market contacts (one or two), Hegaemony contract-givers (one or two), Rebellion contract-givers (one or two).
The fluff and other unnamed NPCs will be added/killed off as needed by me, as the GM, during fight scenes and other crowded situations. More then one GM is possible, if the RP develops enough, and if anyone has good ideas for plot-growth.
Feel free to put feedback/ideas in this thread, but don't PM me, let's keep it all here for anyone interested to see. Obviously the RP would be very violence-heavy, gritty and grimy, smut scenes (con and non-con) are very possible as well.
(Oh and if anyone has time or inclination on their hands to draw a better map, feel free. I did my best in Paint, but drawing is hardly my strong suit :p )
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