Inkarri Theocracy

From Echoes Production Wiki
Jump to: navigation, search
Inkarri Theocracy
InkarriLogo.png
The Emblem of the Dormant Messiah
General
Playstyle Volcanic Wrath
Faction Colour Sand Red
Type Echoes minor faction
Dev. Status Conceptual


"Sunny, thank you for the truth you let me see.
Sunny, thank you for the facts from A to C.
My life was torn like a wind-blown sand,
And the rock was formed when you held my hand.".
Sunny one so true, I love you.".

- Sunny, by Bobby Herb, commonly sung by Inkarri members when in their religious services while taking the lyrics a little bit too literally.

History

Inkarri Theocracy Diplomatic Relations
Relationships
AlliedLogoThumb.png Allied Nations IconHostile.png Hostile
ConfederateLogoThumb.png Confederate Revolutionaries IconHostile.png Hostile
SovietLogoThumb.png Soviet Union IconHostile.png Hostile
EmpireLogoThumb.png Empire of the Rising Sun IconHostile.png Hostile
TalonLogoThumb.png Order of the Talon IconAlliance.png Alliance
ChinaLogoThumb.png Atomic Kingdom of China IconHostile.png Hostile
SyndicateLogoThumb.png Mediterranean Syndicate IconWar.png War
ProtectorateLogoThumb.png Electrical Protectorate IconUnknown.png Unknown
Inkarri Theocracy Diplomatic Relations
Relationships
ARVNLogoThumb.png Army of the Republic of Vietnam IconHostile.png Hostile
ReserveLogoThumb.png Allied Reservists IconHostile.png Hostile
BlueChinaLogoThumb.png National Revolutionary Army IconHostile.png Hostile
RedChinaLogoThumb.png Communist China IconHostile.png Hostile
VietcongLogoThumb.png Vietcong IconHostile.png Hostile
GLALogoThumb.png Global Liberation Army IconNeutral.png Neutral
IntIncLogoThumb.png International Inc IconHostile.png Hostile
BlackHandLogoThumb.png Cult of the Black Hand IconWar.png War
Inkarri Theocracy Diplomatic Relations
Relationships
EmiratesLogoThumb.png African League IconNeutral.png Neutral
CombineLogoThumb.png Technocratic Combine IconWar.png War
IndustryLogoThumb.png Industrial Guild IconNeutral.png Neutral
SouthernContingentLogoThumb.png Southern Contingent IconNeutral.png Neutral
UnionistLogoThumb.png American Unionists IconHostile.png Hostile
Commonwealth.png Greater Indian Commonwealth IconHostile.png Hostile
FederationLogo.png Cybernetic Federation IconWar.png War
ImilkiLogoThumb.png Imilki Ecumene IconHostile.png Hostile
Inkarri Theocracy Diplomatic Relations
Relationships
PahitLogo.png Pahit Dictatoriat IconHostile.png Hostile
IconMigrationThumb.png Mongolian Migration IconUnknown.png Unknown
InkarriLogoThumb.png Inkarri Theocracy N/A
MIRLogoThumb.png Movement for International Revolution IconHostile.png Hostile
NetworkLogoThumb.png Network of Truth Seekers IconMixed.png Mixed
PhoenixLogoThumb.png Phoenix Front IconNeutral.png Neutral
CoalitionLogoThumb.png Coalition of Arabian Monarchies IconHostile.png Hostile
ASGLogoThumb.png Arabian Socialist Government IconHostile.png Hostile

Revival

The new century wasn’t very welcoming the Andean countries of Peru nor Bolivia, coming from an humiliating defeat in a devastating war after having suffered political unstability and a terrible economic crisis, the people of these countries began to long for the older better days.

Pessimism and a distrust of the oligarchy made people to look instead elsewhere, the politicians and the discourse of these new “enlightened European countries” simply didn’t cut it anymore, for they began to realize, they used to be powerful, not only powerful, but THE greatest power on the continent, nobody dared to challenge the Inca Empire, an empire that was benevolent to it’s subjects, had an extensive an excellent infrastructure, some dare say even better than what they actually had at present and the wealth of the people was simply unquestionable. People simply began to notice and simply started asking, why? What had happened to this once glorious land? Is the European way, the way of the conquerors who sacked and destroyed everything of value, leaving the territory to be left in ruins and the people to be persecuted in the name of their gods, is it truly the way to go?

Soon many began to question these sentiments, looking back to their indigenous groups, at first it was very subtle, traditional festivities suddenly started to having a greater public, the Inti Rayma slowly started to gather more people, Ayllu communities in the Andes started to grow gradually, Amautas had some degree of political power again, but most importantly literature began to be written about this, newspapers and books that promoted the indigenous way of life and how may Peru and Bolivia should be no more, but the Inca Empire to be restored, promoting the benefits of this union and the consequences should it fail, that the very spirit of the continent was in danger, and that people should do something to make up for this, most of the population didn’t even mind this radical rethoric, as these indigenist revivals were nothing new, it was clear that they frequently just happened, every time things went wrong in the country people would just take to their traditional roots in their reminiscence, or at least the tales of, better days in the past, always clamoring how things would be better if the Inca Empire would just be restored, often falling in deaf ears.

This time however, things actually got different.

The Government, still clinging to the ideals that came from Europe, for the most part dismissed this revival as a passing fad, as many times it had happened before, the economic unstability however was anything but, the countries simply never truly getting back on their feet from the blows that they had received at the turn of the century, going from one unstable regime to the next, from one crisis to another, until finally someone intervened. Someone coming from beyond the seas, going after the promises of a land where the wealth was awaiting whoever dared to adventure in this new world, as long as you were ruthless and merciless, quickly imposing their culture and denying that of the locals deeming it inferior, seeking to deface it wherever they found it. This entity of course was the Mediterranean Syndicate.

The sudden irruption of the ideal of sheer capitalism and the imposition of the culture it brought with it did nothing but confirm the fears of the indigenists that were fighting for a greater recognition for their people, making their quest for the restoration of the rightful government in the region a much more real fight, something they had to work hard for, something they may have to fight for, in a literal sense, if they must.

Unbeknownst to most however, there was a group that had been waiting for this opportunity for centuries.

The Final Countdown

The Cult of the Inkarri can trace back it’s legacy for centuries, being almost as old as the fall of the very Inca Empire that gave it’s inspiration.

The very principles this cult are based on are relatively simple, and can be explained by a little bit of historical background.

As the Inca Empire was subjugated, the Spanish tried at first to assign puppet leaders to give a degree of legitimacy to their reign, this tactic however backfired often, as these leaders still held enough power and, more importantly, hatred towards the conquerors that in practice this often meant that their reigns often descended in rebellions between the native factions led by a new appointed leader and the invasors and whoever supported their cause, in the end, the Spanish opted for a more brutal method, if they couldn’t justify their reign through the appointment of leaders, they would justify it by a reign of terror.

This way they began to dismember, aside from other tortures and humiliations, anyone who dared to oppose them and was captured alive. This of course left a great impression on the native peoples, but not for the reasons the Spanish wanted.

As the remains of their leaders were cut up and scattered throughout the land in the hopes of the locals to get the message, they instead started transmitting a different message, their leaders were being returned to the land, hidden and separated for their power was too big for the Spanish to contest them and as such their leaders had the power to rise up, once again, and lead their people to their final victory, this was seen not as a belief, but as a simple and uncontestable fact, it was just a matter of waiting, hoping and having faith that, some day, all the missing parts of the messiah that through the centuries began to become one and the same, to be finally gathered, put together and restored, so he may finally lead his people on a cataclysm that would shake the very foundations of the Earth, destroying anything the usurpers may have built on his land, and protecting the faithful so that they may join him in a new world order, a new order were the Inca would take again their position as the prime power of the world.

This cult, though underground, held for centuries, stood strong and started striking at key moments in history in the hopes that it could restore its rightful position in the world, their strange nature however, gave a complete mythology that shrouded them in myth, it was said that they could control the climate and cast volcanic fury upon their enemies, most enigmatic however was how tectonic activity always seemed to be a constant that accompanied their rare appearances in the public eye, it was rumored that they had some means to predict, or indeed trigger, earthquakes, yet nobody was completely sure.

This 20th century revival was a godsend for them, it was the signal that the days had come for them to come out of the shadows and begin the final campaign against the world, for the Messiah to truly be brought back to life and drive them to victory, the Tawantinsuyu restored to its true glory!

They now had a captive public, a clear enemy and a purpose, and with their newfangled weapons, adaptations of traditions and technology brought by the new century, they were sure that nobody would be able to stand on their way.

Technology

Traps

The Inkarri use defenses and traps. All traps are stealthed.

Volcanic Artillery

The Inkarri do not use conventional artillery, and instead settle for something slightly different. Inkarri Artillery vessels are capable of deploying into small structures with huge build radii equaling (or excelling) traditional artillery ranges. These structures can freely create structures that can be placed in only their build radii (like the Confederate Construction Truck, other buildings cannot be placed inside these radii). These structures, generally tectonic events, deal damage to units (like the magma well), or randomly lay waste to bases from within.

Units and Buildings

Building

IconTheocracy.png
Inkarri Temple The Inkarri Temple is in charge of building the Inkarri Army.

Traps

IconTheocracy.png
Leaf Pyramid A small dedicated trap, this small patch of ground is strewn with trip-wires and nets, making walking a dangerous sport for anyone not involved about these things. Though the trap provides no line of sight, the trip wires are rigged to a siren and alarm system, informing you when your trap caught someone. Caught infantry are effectively neutralized, but will escape after some time.
IconTheocracy.png
Boulder A burly hydralics system puts drive behind these enormous boulders when triggered. the trap can only fire in the general direction it is faced in, making proper planning a requisite. when properly arranged though, a well aimed boulder can destroy platoons in its fury.
IconTheocracy.png
Spiketrap Functioning much like pungi stick traps, the spike trap will actually maim the infantry caught within it, and as such comes at a higher price then the leaf pyramid.
IconTheocracy.png
Mudground Small patches of mud-like glue can make sure the enemy armour divisions get bogged down in hell. Tanks and other vehicles will quickly grind to a halt after driving over these small traps.

Volcanic Artillery Buildings

These are created by volcanic artillery to ensure random destruction.

Volcanic Cracks:

IconTheocracy.png
Fissure A crack in the ground which mitigates movement over it. It is very durable, but can be collapsed by most explosives. Enemies can fire over it, unlike normal walls.
IconTheocracy.png
Magma Stream Highly visible exhaust from magma conduits, the lava streaming from these wells damage units treading over them. The magma well covers a medium area around it with magma.
IconTheocracy.png
Geyser Ground A large patch of ground with a heated source of water underneath, a geyser Ground can be driven over like normal ground, but sometimes hurls the units standing on it into the air. Normally, it slows units nearby, and lowers their combat effectiveness severely.
IconTheocracy.png
Molten Ravine A big wall-like crack filled with magma, the Molten ravine takes the most time to make, but is virtually invulnerable and sows random slugs in it's general surroundings due to the buildup of gas inside it. it is impossible to cross, and hurts units around it. The molten ravine can only easily be cleared by certain weapons.

Volcanic Events:

IconTheocracy.png
Hotspot A nearly undetectable uprising of magma, the hotspot weakens the area around it, creating volatile pieces of land which erupt when sufficient pressure is applied. This might range from a stray footman to a tank, to artillery shells.
IconTheocracy.png
Magma Well Highly visible exhaust from magma conduits, the lava streaming from these wells damage units treading over them. The magma well covers a medium area around it with magma.
IconTheocracy.png
Small Volcano A small volcano, this "hard to crack" volcano releases magma in a very small radius around it, damaging units. The volcano's danger comes primarily from its eruptions, which launch slugs at random places in a wide area around it, damaging both units and buildings equally.
IconTheocracy.png
Medium Volcano The nasty big brother of the small volcano, the medium volcano has a larger radius of magma, bigger slugs, more range, and is unsurprisingly bigger. The medium volcano is also already manifesting some of the adult symptoms. Although its teeny weenie pyroclastic flows do no damage, the ash released from them and the volcano make flying near it a dangerous business.
IconTheocracy.png
Volcanic Wrath The Inkarri Volcanic Wrath is a large volcano, which creates a magma flow in a medium sized range around it. It randomly creates the mines the hotspot creates and also continuously bursts slugs, belches ash, and sometimes lets off a killer pyroclastic flow. It is utterly destructive, and except for the magma (and sometimes hotspots), has a very wide radius of destruction. On the downside, it needs to be placed somewhere, and it's big, so it won't fit in the average enemy base. On the plus side, it takes very long to be destroyed. Take in mind that only one unit can be building the volcanic wrath at the same time, and the volcanic artillery unit preparing a volcanic wrath will have to stand still in its place for a whopping 6 minutes, all while giving off visible signs that it is about to create a gigantic volcano!

Units

IconTheocracy.png
Auca Runa The basic Inkarri infantry comes armed with an inherited Bolt-Action Rifle. Stat-wise, they're subpar compared with most other basic infantry, although they can swim. As experts in jungle warfare, Auca have the ability to lay trap bases, that can be upgraded into any of the Inkarri traps.
IconTheocracy.png
Huaminca Dreaded infantry with a monotone mind, the Huamincas are known for their catchall hoods and giant tanks. They spray a molten compound at their opponents, which degarrisons, slows, and sets things on fire. Unfortunately, while it sticks to the target for a prolonged time, it does little actual damage. Hoods can also jump onto friendly vehicles for a ride, since they would otherwise be quite slow.
IconTheocracy.png
Kamayuk Using portable missile launchers, Kamayuks can launch barrages of missiles at enemy planes. Though weak in actual power, Kamayuks are more mobile then their counterparts in the other factions. Their secondary allows them to fire a canister filled with volcanic ash into the air, to supplement their AA power.
IconTheocracy.png
Amauta Commonly using snakes as emblems, even on their sniper-rifles, these women/men are specialized in stealthily assessing the battlefield and making kills. They can also release one of their trained snakes to kill a target, though the snake can be spotted and killed by the enemy if used incorrectly.
IconTheocracy.png
Huascar Battle Tank The Huascar is a rather mundane Inkarri tank. It carries a 85mm gun, which does reasonably well against armour. Note that the Huascar is possibly one of the fastest tanks around, and can even be more mobile by disabling its main gun and revealing its nastiest surprise; an armor made of extremely-sharp obisidian spikes. The Huascar at this mode can ram into infantry and tanks, but armour suffers as a result though.
IconTheocracy.png
Tawantinsuyu Ambush Tank A tank unlike any other, and never fully seen by the enemy, the Tawantinsuyu is constantly enveloped in the distortion created by its Generator. The Tawantinsuyu can use its secondary to cloak and become slow-moving. When back in its normal mode, the Tawantinsuyu becomes decently mobile, and is capable of blasting the enemy with a pyroclastic blast, effective against most ground units. While cloaked, the Heath can degarrison enemy buildings silently with a concentrated, close-ranged burst into the structure.
IconTheocracy.png Pachamama Hotspot Artillery As the primary Inkarri artillery vehicle, the Pachamama packs a volcanic generator, which it can deploy in order to create hotspots, magma wells and volcanoes in a huge radius around it. These volcanic events can be used to besiege bases or units. The Pachamama is pretty fast, but unarmed, when deployed, it raises a rock barrier around it to supplement its armor with. It also deploys its volcano generator to begin constructing. The Pachamama can build all volcanic artillery events.

Watercraft

IconTheocracy.png
Kon Tiqui Constantly fading in and out of obscurity, everything around this ship is constantly veiled in a thick mist, barring enemies from seeing what is in it. Though having a thick armor and a proud shape for a low-tier ship, the Kon Tiqui has no armaments bar a heat cannon, which allows it to envelop an enemy ship in thick fog, obscuring it's sight and weapons. this does not work on submarines and turrets.
IconTheocracy.png
Titicaca Tectonic Warvessel The only dangerous Inkarri ship, the Titicaca Warvessel is armed with a set of close-range magma spouts that can coat enemy ships in lava, with all the drastic results you’d expect from that! The Titicaca's most dangerous weapon, however, is when it unpacks to allow the usage of its Volcanic generator, Apart from exhaling dangerous ash clouds which damage nearby aircraft, the generator is capable of producing all the volcanic entities the Pachamama can create.

Aircraft

IconTheocracy.png
Inti Fighter The basic VTOL-capable Inkarri anti-air fighter carries two top-mounted harpoon cannons for hunting down other aircraft. It is quite well-armoured for an aircraft, but is slower than other fighters and are unable to respond to enemy attacks quickly. When it does return to base, however, it will do so by burning all its fuel. While this does not make it go any faster, it does allow it to ram through anything it runs into on its way back.

Behind the scenes

The Inkarri Theocracy is inspired by Milleniarist end-of-the-world-cults and Latin American indigenous rebel movements, as wel as the Cuotl.

InkarriLogo.png
InkarriLogo.png
Inkarri Theocracy Holy Warriors
Paradox Fan-Faction.
Infantry Auca RunaHuamincaKamayukAmauta
Vehicles Huascar Battle TankTawantinsuyu Ambush TankPachamama Hotspot Artillery
Aircraft Inti Fighter
Watercraft Kon TiquiTiticaca Tectonic Warvessel
Building Inkarri Temple
Traps Leaf PyramidBoulderSpiketrapMudground
Volcanic Cracks FissureMagma StreamGeyser GroundMolten Ravine
Volcanic Events HotspotMagma WellSmall VolcanoMedium VolcanoVolcanic Wrath
Detailed Information Inkarri Characters4 Corners of the WorldKingdom of the Sun