The Thousand Nations

The Thousand Nations is a colony of the Earth's various displaced 'indiginous peoples.' Tired of being compromised, marginalized, and treatied nearly out of existence, and fighting the near total loss of language, history, culture, and hope in the 20th and early 21st centuries, a movement of Native Americans (North and South) pooled resources and colonised an earthlike but wild world far from the human core, around the star Alshain. As each community has its own name for the new world, the planet is officially designated Alshain II (second planet from the host star). Initial funding for settlement came from North American Indian Casino profits, Nuclear (and other toxic) waste storage/disposal facility leases (both still active sources of income), and several one-time sales of some remaining territorial land.

After initial stabilization, representatives of the new colony returned to Earth to spread the word. As the 22nd century progressed, other surviving 'minority' peoples (Aboriginies, Bushmen, Amazon, Congo, Island groups, etc), who could bear to leave ancestral homes, followed the "star messengers." Those who survived the initial shocks of voluntary relocation helped form a widespread, loose network of colonies over the planet. The only cohesion is a Council of Nations organized to mediate internal conflicts and external threats to the world. Life on planet varies by group, but is often an ecclectic, intimate mix of traditional tribal ways and modern knowledge.

The Peoples of The Thousand Nations

Total Population of The Thousand Nations is estimated to be between 20 and 25 million people.

Armed Forces of The Thousand Nations

The defensive fleet is small, and until the Second Interstellar War relied primarily on older, outdated/surplus/scrap (and therefore cheap) weapons - e.g. Low yeild MTM missiles (1d6, same mass, but half the cost), beams that massed one class higher (and cost one class lower) than they perform, Engines that massed 1.5 to 2x per thrust (and cost less). One or two semi-private raider groups had more advanced technology and could be presed into service if need be. As the 22nd century progressed, the established enclaves gained stability and cohesion. The Council of Nations, though often fractious and divisive, shared a unanimous desire to protect the planet from outside interference. By the 2180's the defense fleet, though still small, gained technological currency with other small states.

[Ground forces could include weirdness such as powered spears, atlatl, arrows, and shields (think a less cheesy version of JarJar's people's stuff from TPM), things like grav horses (qua bikes).]

GZGpedia Classifications
These classifications are current suggestions from the Unofficial GZG Encyclopedia Galactica.

Disclaimer (Paraphrased from the GZGpedia)
This background has been developed for the use of fans of Ground Zero Games, and, to a lesser extent, for Ground Zero Games themselves. Original concepts, rules and timeline are copyright Ground Zero Games. Material appearing on these pages may be examined by Ground Zero Games, and may be used in part or whole as part of future rule books, supplements, or other material. Any material used in whole will be credited to the Author of the material, and he still retains copyright unless waived.

Last Update November 21, 2000, NRI
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