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  1. - Top - End - #31
    Troll in the Playground
    Nefarion Xid's Avatar

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    Default Re: EMPIRE5! Worlds of Axiom

    Republic of Celes
    Last Updated: 7/15, Round 3

    Current Leader: Consul Maximilian Relor (Loyalist Party)

    Diplomacy: 4
    Military: 6
    Economy: 5
    Philosophy: 1
    Intrigue: 1

    Capital Region: Celes System (R 26)
    Resources: Celenian Alloys (Great)
    Occupied Trading Posts: Levitan Forge
    Unoccupied Trading Posts: Behem Forge, Xi Forge
    Desired Imports: Arts & Entertainment
    Occupied Learning Centers: CEL News HQ on Celes V (Ultranationalism)

    Region: Ordivicia System (Q 25)
    Resources: Ordivician Alloys (Good)
    Occupied Trading Posts: Lindre, Industrial City
    Unoccupied Trading Posts: Tasadre, Industrial City
    Unoccupied Learning Centers: Cathedral at Lindre

    Military: RCS Harbinger of Dawn Lancer-class Cruiser [3 Units], Fighter Wing [1 Unit]

    Treaties: Defensive pact with Jackstar Free Union for capital and shared border regions.

    Spoiler: Region: Celes, R26
    In a departure from traditional naming conventions, the Celes System is named after a gas giant, rather than the star. The anomalous, stable yellow supergiant is known as Ixion, while Celes is a blue gas giant and hosts the original human colonies on its moons. Celenians do not regard their homes as colonies, and evidence that the moons benefited from ancient terraforming has been destroyed by the government. The official story is that humans were created here. Humans found elsewhere in the galaxy are either not really humans, or are descended from ancient exiles.

    There are one hundred and seventy three planets and dwarf planets in the system, along with over twenty million cataloged asteroids. Most bodies diminutive barren rocks that don't even merit names. The majority of Celenian civilization exists within the orbit of Celes, and on thirteen of its twenty seven moons (denoted by sequential Roman Numerals). The thirteen are all sub-Earth sized and roughly suitable for human habitation to varying degrees. Celes V is the largest and home to twelve billion souls with another fifty thousand residing in orbital habitats. The twelve other moons and habitats around Celes have a combined population of twenty billion. Another sixteen billion noncitizens reside elsewhere in the system on colonies or asteroid mining stations.

    Under the current law, only those born within the Lunar Sphere (which is to say, on the moons or habitats orbiting Celes) are eligible for citizenship. Spouses of lunar citizens are only granted paracitizenship, as are children born outside the sphere to only one citizen parent. Rights for paracitizens are comparable to full citizenship, excepting the ability to vote in Senatorial and Consulship elections.

    Notable locations:
    Celes I - In a declining orbit and estimated to crash into Celes's atmosphere within five millennia.
    Celes II - Tidally locked. Intermittently bathed in a cool twilight glow by the light reflected off of Celes's clouds, or plunged into darkness on the far side of the planet for days at a time. Home to a quasisapient bat-like species.
    Celes V - The most populated moon by a wide margin. Heavily urbanized, but surprisingly clean.
    Celes VI - The second most populated world. The lights of Celes V's cities can be seen from the surface when they pass, approximately every three years.
    Celes VII - The least populated original colony and the seat of government. The Consul resides here. The Senate meets here.
    Celes X - [REDACTED]
    Celes XXIV - A smaller rocky moon, and not one of the originally inhabited thirteen. It serves only a distant and fortified base for the Office of Naval Sciences.
    Celes XXVII - Has an orbital period of twelve years.

    Bronesbach - A colony world in the green zone. Currently in open rebellion.
    Bormont - An asteroid colony. Currently protesting for enfranchisement in the Senate and citizenship.
    Corth - A reservation world in the green zone. Inhabited by the native Corthish people.
    Donalais - A colony world in the green zone. Currently in open rebellion.
    Drida - A reservation world in the green zone. Inhabited by the native Dridani.
    Getzberg - An asteroid colony. Currently protesting for enfranchisement in the Senate and citizenship.
    Lompelle - A colony world in the green zone. Currently in open rebellion.
    Madras - A colony world in the green zone. Enthusiastic supporters of Republic rule.
    Resailles - A colony world in the green zone. Currently protesting for enfranchisement in the Senate and citizenship.
    Roneheim - An asteroid colony. Currently protesting for enfranchisement in the Senate and citizenship.
    Vorgét - A colony world in the green zone. Currently protesting for enfranchisement in the Senate and citizenship.

    Levitan Forge (Trading Post) - The largest superalloy forge in orbit on the periphery of the middle of three asteroid belts. Includes a fuel depot, multiple shipyards, and a trading post.
    Behem Forge (Trading Post, Uncontrolled) - A superalloy forge on the far asteroid belt. Not currently controlled by the Republic.
    Xi Forge (Trading Post, Uncontrolled) - A second superalloy forge on the far asteroid belt. Not currently controlled by the Republic.

    Spoiler: People
    Celenian citizens are exclusively human. They are not a monolithic culture. Having been spread across thirteen moons with only minor opportunities to relocate, lunar customs are diverse. Just on Celes V, there are sixty eight distinct regional accents, identifiable down to the district in the megacities.

    Humans living outside of Republic control are even more diverse. They are primarily located in the asteroid belts and a sparse number of planets existing within the green zone.

    Noncitizen sapient species native to the star system include the plant-like Dridani and the porcine Corthish. Some Corth are employed in agricultural labor on colony worlds.

    Quasisapient species include the large bat-like Wyverns who reside on the moon of Celes II. Research into their rapid, high pitched language of clicks is ongoing, but it is believed that adult wyverns are as intelligent as 6 year old human children.

    Spoiler: History
    Of all the knowledge that could have survived the human diaspora, what the Republic chose to preserve were the cleverest mechanisms of control. The rest of their history was consigned to ash. If there is anything the elite share with their distant ancestors, it is the capacity and willingness to wield politics and religion as cudgels, and a well founded fear of the people knowing too much.

    Ostensibly, the system is governed by a republic. Examined under scrutiny, it resembles nothing of the sort. Centuries ago, the Loyalists succeeded in engineering the electoral process so heavily in their favor that they could never fall out of power as long as they maintained rigid party cohesion. Even when opposition candidates did win the Consulship, the Senate remained in Loyalist hands, ensuring only brief periods of intransigence with ceaseless castigation from sympathetic media.

    A steady diet of xenophobia coupled with a near mythological (or at least heavily edited) account of human history has created a fanatical bastion of support for the ruling party. Though objectively a minority among the citizenry, Loyalists control a more than comfortable majority of orbital habitats and terraformed moons, which all merit seats in the Senate and votes in the Consulship election. Common among Loyalists is a deep sense of patriotism, reverence for the military as the only thing standing between civilization and invasion, and a general acceptance of the state endorsed religion of Aeonism.

    Spoiler: Government
    The ruling party, holding the Consulship and Senate for an uninterrupted 71 Galactic Years, are the Loyalists. Consul Maximilian Relor serves as both the head of state and the supreme commander of the Celenian military. Policing falls within the purview of the military. The Office of the Vice Consul oversees the various Ministries, collects taxes, and directs spending. The Senate legislates, levies taxes and appropriates funds. Thirteen senate-appointed Magistrates provide for the judiciary and can only be removed by a 2/3rds vote of no confidence.

    Overall, the political state in the Republic is poor. Multiple colony worlds are in open rebellion. More worlds are threatening to secede without full citizenship, representation in the Senate, and the right to vote in the Consul election. Even Republic citizens can scarcely agree with one another. Protests are frequent and increasingly violent. The Senate is chaos, but still manages to rubber-stamp the Consuls' agenda.

    Loyalist Party: Want a strong military to protect the system the omnipresent threat of alien invasion. Devout Aeonists. Things used to be better.
    Populist Party: Poor, working class citizens who think the Loyalists are all corrupt elites. Still votes with Loyalists 98% of the time.
    Imperialist Party: Extremely vocal about military expansionism thanks to new FTL tech. Advocates for the lifetime appointment of the current Consul.
    Gold Party: Taxation is theft. Deregulate everything. Decriminalize recreational anxiolytic spores. Still votes with Loyalists 97% of the time.
    Federalist Party: Maintain the status quo. Act surprised when Loyalists continue to dismantle democratic institutions.
    Labor Party: Workers rights. Mandatory profit-sharing. Still votes with Loyalists 52% of the time.
    Collectivist Party: Radical support for a post-wealth society. Universal suffrage. Citizenship for nonhumans.
    Azure Party: Progressive Federalists who actually want to introduce legislation to repair the democracy. Currently gaining popularity as other left leaning candidates switch parties.

    Spoiler: Philosophy
    Aeonism, in its current form, teaches that Celes, its moons, and humans were created by a beneficent deity, the Aeon. The rest of the universe is godless chaos and all other sapient species arose as cosmic accidents, or as the evil designs of lesser Dark Aeons. Denominations within Aeonism are myriad, so there is no exact consensus on spiritual matters, but the religion has nonetheless achieved cultural ubiquity and is endorsed by the state. While the disparate holy texts have been used to support anything from xenosubjugation to optimal living room arrangements, most modern Aeonists are only modestly observant; they enjoy the holidays, attend services when convenient, and assure one another that the souls of good people are rewarded in some sort of extra-dimensional paradise.

    All told, 62% of the Celenian population identifies as Aeonists. Atheism and Agnosticism combine for 29%. Gaianists, Lilinists, Triadists, and fourteen other faiths account for the rest.

    If the Republic can be said to have a unifying philosophy, it is fervent patriotism. Despite differing political ideologies, 81% of citizens polled said they 'support' or 'strongly support' the military, while 72% said they were 'concerned' or 'very concerned' about the threat of extrasolar invasion.

    The current philosophy of the Republic is Ultranationalism with CEL News Headquarters serving as the most identifiable Learning Center for this philosophy.

    Spoiler: Resource
    Scattered among the asteroid belts are some hundred drone-operated foundries, necessary for the mass production of superior alloys that make capital ships, stations, orbital habitats, and other mega-engineering projects possible in deep space. While the Celes system is not unusually mineral rich, the foundries alleviate the bottleneck between mining and manufacturing.

    Resource: Celenian Alloys
    Quantity: Great
    Category: Hard Metal
    Required Resource: Media/Art/Entertainment. Although notoriously xenophobic, the rise of intergalactic culture has created an insatiable demand for xenomedia in all forms. Music, films, literature, and fashion are all consumed rabidly by the Celenian elite. Art objects are most valued, even if they are mass produced.

    Spoiler: Region: Ordivicia Q25
    The sole inhabited world in the region is Ordivicia IV, a super-Earth world with 1.78 times standard gravity. Lunar born Celenians find the surface exhausting. The natives are a stocky race with long, bulbously muscular arms and short legs. They have ruddy brown-red skin and wear their thick black hair in intricate braids, usually adorning the tips with gold facets. Due to their squat builds and penchant of stone and metalwork, they have been nicknamed Dwarves by the humans of Celes.

    Ordivicians have little in the way of religious beliefs. Most are atheists or engage in a smattering of ancestor worship. While bodies are cremated, grand cenotaphs are erected for each family with additional smaller shrines and statues added as members pass on. The Cathedral at Lindre is the largest such stone structure with thousands of lovingly detailed statues of the influential Lind family.

    The smog filled factory cities of Lindre and Tasadre are the most notable production centers, the foundries supplying their developing industrial civilization with thousands of tonnes steel per year. One steel alloy is remarkable for its extreme elasticity and tensile strength.
    Last edited by Nefarion Xid; 2019-07-15 at 01:31 AM.

  2. - Top - End - #32
    Barbarian in the Playground
    Zayuz's Avatar

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    Default Re: EMPIRE5! Worlds of Axiom

    Celestia Enterprises (CLS)
    “Live like gods.”

    CEO Natascha Liwei (Rolls // Reference)
    Diplomacy 5
    Economy 5
    Military 4
    Philosophy 1
    Intrigue 3

    Spoiler: Government
    Celestia Enterprises is a very successful company built upon military protection, genetic experimentation, and entertainment of all sorts. Founded seven hundred years before the dawn of FTL travel, their influence and wealth is unparalleled by any other in their core systems. Ruling through wages and ‘protection services,’ their megacorp has gone on to cover every branch of the government in exchange for ‘subscription fees’ instead of taxes. While they would never call themselves a government, they are undeniably the people to talk to concerning matters within their occupied space - assuming you have the patience or the funds to wade through the numerous levels of management to get to who you need to speak to.

    Sector ##: Olympia

    Spoiler: Geography
    Olympia is a region of densely packed, often dim stars that span near to one hundred fifty across the sector. The ratio of gas giants to planets is similarly skewed in the favor of gaseous entities, leaving a strange lack of terrestrial worlds to explore and exploit for the natives who lived there.

    But this does not stop the urban sprawl from reaching system to system. Greed and wonder push the people who once hailed from only the planet called “Zier” by its native inhabitants to explore and exploit all that is tangible while keeping their core worlds as beautiful as can be. This craving for more, funded by the wealth of the inner-worlds has lead to the mass harvesting of the resources from one edge to another. Life in space stations on inhospitable worlds is common among the middle to low class, with worlds gaining in wealth and living conditions the closer they get to Zier or one of the three other planets capable of hosting life upon them; all conveniently in the same inner cluster of stars. Distance from plants capable of growing food limits this expansion, though the sheer abundance of materials gathered often makes this sort of idea a risky one anyways.

    Spoiler: Zier

    Zier itself is a planet defined by light and music, a single immense city where the wealth of tens of star systems pools into a single decadent place. Marvel, luxury, and entertainment are the norm for those who live upon it, kept so prosperous due to the diligent work of Celestia Enterprises. Standing out on the world is the sheer scale of the planetary administration building, which is as much a resort as it is an office building.

    The other three habitable worlds are known as “Chien,” “Catalansa,” and “Soz,” known mainly for their farming, energy production, and refineries respectively. None of the habitable worlds in Olympia are particularly big, at most the size of Sol’s Venus.

    There is something immense inside of Zier, but none are allowed to excavate to find out what it is for fear of rekindling the ‘Guardian War’ that nearly wiped out sentient life in the system long ago...

    Spoiler: People
    The people native to Olympia are mostly human, or at least something very close to it. Physical alterations via genetic engineering is very popular among the wealthy, particularly in how it pertains to the twelve guardians that protected Zier’s core from human tampering in years gone by. Many of these features are animalistic, but it is more ‘stylish’ to keep them moderate to subtle.

    Clothing styles are sleek and regal among the inner worlds, but become more functional and bulky the further from the core systems one travels. Those working for Celestia Corp tend towards outfits of red and gold to represent humanity, or gold and white to represent the divine. Gold, of course, representing as the link between the two.

    Those from Zier in particular tend to give off an aura of friendliness mixed with predatory mercantilism, searching for a profit in most conversations when once can be gotten. In personal lives though, they tend to the same dance of emotion and rationality that all humans do. Fame is a value that is held universally as an ultimate high thanks to generations of propagation by Celestia Corp as a way to bring out the ‘best’ in people who are usually only in it for themselves.

    They tend to care more about individualistic happiness than anything else, but often hold a certain respect for other living creatures as brothers and sisters under the creator’s lens - especially other human races from other systems, or animals resembling those from Zier. They do not typically take lives unless it is required, or will pay handsomely.

    For those who live in Olympia, unity is bought, respect is garnered through fame, and true friends are rarer than caller remnants.

    Spoiler: History
    Human colonists were to arrive on Zier after hundreds of years in cryostasis, sent by an empire of ages gone past who were brave enough to brute force the trip without FTL travel. Things went smoothly for a while after the landing was made, with cities rising and the foreign world slowly being tamed by humanity as they had their planet of origin. It came as a great shock, after two hundred years of construction, to find that they were not the only people there. Or more precisely, the only sentient there.

    Through the harvesting of the world, they had awoken the guardians of this planet - who claimed it to be a holy place put together by ‘the creator’ and was not to be tampered with. They came in various forms, from skyscraper sized golems to unsettling perversions of the people themselves. Two hundred years of raw harvesting and construction had already changed the face of the planet irreversibly with the level of technology the people brought, and in their hubris they politely told these guardians that any attempt to remove them would be met with utter annihilation.

    So began the war to earn humanity’s place among gods.

    It was a messy war, with nuclear weapons, rebellions, different faiths appearing near and far, and entire cities of people going dark one by one for every guardian that was slain. The republic government established upon the founding of the world was brought to its knees, leaving nobody officially in charge of anyone for the rest of Zier’s history. Unofficially though, the power resided in those with the money to afford their people’s wages. Corporate empires rose where governments fell, more ruthless and stubborn in their greed than the republic was in its human nationalism. Those who could not take the war packed into ships and fled to the neighbouring star, founding the world of Chien, and would not be unified with the folks of Zier for centuries.

    One among these corporate empires was Celestia Enterprises; a ‘heretical’ empire that took inspiration from the guardians instead of outwardly condemning them. Their leaders used genetic manipulation to give themselves features like humanity’s foes, making them more ‘demi-human’ than truly like those of their kin. But their tolerance was rewarded in how they were spared the guardians’ collective wrath. While others fell and Celesia Enterprises continued to rise, the next move for humanity became clear. An accord was struck with the five guardians that remained of the initial twelve, a pact that forbid humanity from ever going further underground than two thousand kilometers, for reasons never disclosed. The surface would be theirs, but they would limit their damage to the environment to a minimal value set per year - forcing the entire industry into entirely renewable technology.

    When the guardians were gone and the people breathed a collective sigh of relief, humanity once again began to build… Slowly enveloping all the surface in their influence, and stretching out into the stars. Wars were fought over the dominance of the few habitable worlds in the nearby systems, colonies set, and by the time that it was all together under a single banner, it was again Celestia Enterprises to announce the coming age of prosperity.

    Spoiler: Resources
    Broadcasting Tech is produced in the Olympia system in excess. Entertainment of all sorts fares unnaturally well among the people who came from Zier, and so cultural icons of many genres are celebrated as some of the most important people in the system. Celestia Corp portrays itself to other worlds as a company based on popular holofilms, and so the ability to get their holofilms - and by extension their voice - across the system and beyond is Zier’s specialty. For only a modest fee other stellar factions can even rent some of their FTL frequencies, and aim them at destinations of their choosing, weather for entertainment, war, or otherwise… Each TP represents a single mass broadcasting facility, numbered one through three.

    Life Forms are highly coveted for their exotic nature, tasty yumminess, and genetic experimentation. Especially among the wealthy, taking the traits of other lifeforms and enhancing themselves with them has been a (dangerous) tradition since the dawn of Celestia Corp. With nothing new to experiment with, the wealthy may start to look to other corporations to invest their money...

    Spoiler: Philosophy
    The people of Olympia have, over time, come to think of the ‘Creator’ mentioned by the guardians as the same creator propagated by many religions from their historical point of origin of Earth. Their dogma preaches the protection of Zier and its underground above all else as a sacred realm, the partial attainment of divinity via alteration of genetic code, and a destiny where the Creator may once again awaken to judge all that are living. The concept of sin and virtue is most often used in the context of ‘damage’ dealt to the environment more than other people, and so the folks of Zier tend towards stark, ruthless competition within their corporations and especially concerning other stellar factions they believe might encroach on their homeworld.

    HC1: The Deific Contract

    More than converting a specific place or constructing a great temple, the ability to alter philosophy in Olympia resides in being able to alter the Deific contract, the legal rights and codified values shared universally by the four main worlds. Enforced by Celestia Enterprises and their system wide communication relays, subtly pushing the people into new ideals is no challenge to the high of society.
    "What is to give light must endure burning."

  3. - Top - End - #33
    Bugbear in the Playground
    Lleban's Avatar

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    The Astral Plane!!!

    Default Re: EMPIRE5! Worlds of Axiom

    Spoiler: Ruler

    Grand Master Mycella

    Economy 4
    Military 4
    Intrigue 3 (+1) (4)
    Philosophy 2
    Diplomacy 3 (+1) (4)

    Spoiler: Region

    Region: The Hollow System

    The Hollow system is a binary solar system containing 5 planets, though only one is habitable to any notable extent. At the systems center lie two stars orbiting each other, one red giant and a second white dwarf. Colloquially known as the Twins, the red giant is known as Vanity, while the white dwarf is called Humility. Chateu des Creux is the fourth planet in the hollow system. While the planet is similar to earth in many ways one key differentiating feature is that Chateu des Creux is a tidally locked world, leaving large areas engulfed in desert and massive ice caps with a temperate band between the too. The presence of a fairly thick atmosphere and liquid water prevent conditions from deteriorating into unihabitability. Despite this the planet is plagued by diamond storms, hurricanes, solar flares from Vanity and an ever shifting mosaic of plant life has made life very difficult outside the specially curated citadels operated by the Knights Vacio.

    Spoiler: History

    Centuries ago a group of humans were exiled from their home world due to their severe fanaticism in a conflict recorded as the Final crusade. During the Final Crusade The Knights Vacio started as a military organization of aristocrats dedicated to protecting pilgrims and non combatants. However as society began to collapse under the weight of prolonged nuclear war, the Knights did their part to protect against anarchy in the nations they held influence by installing increasingly draconian chivalry laws. Unfortunately for the knights, the weight of famine, nuclear winter, and the chivalry codes turned the populace against the knights. Loss of public confidence, and the betrayal of their aristocratic base lead directly to the banishment of the knights. After years of drifting through space the Knights settled on the harsh world of Chateu des Creux. Utilizing abandoned Caller infrastructure the Knights began to genetically alter themselves to survive the blistering conditions. Even still the Chateu would take its toll, half of the knights died disease, a third of the remainder to dust poisoning, and a number still to accidents involving abandoned caller technology. After several decades of struggle the Knights Vacio finally began to thrive using a mix of intense genetic engineering and re purposing caller infrastructure to form regional safe zones, refereed to as citadels. The main downside of this is that the only means of spreading the optimal genetic code and stabilizing the population is to utilize mass cloning. While effective at quickly recovering the population, mass cloning has lead to a very narrow gene pool, leaving the knights vulnerable to plague and requires...special maintenance to avoid incest related defects.

    Spoiler: People

    The Knights Vacio consist almost uniformly of humans, with...some changes. Years of genetic modification and a highly militaristic lifestyle have lead to several differences between Knights and normal human beings. Knight skin tones typically range from Dark brown to violet in order to better cope with absorbing radiation from the twins. Another alteration is that the knights uniformly posses black seemingly pupiless eyes that enable them to see infared radiation. Physically The Knights are also altered to promote muscle growth, resulting in a near uniform tall muscular stature. Unfortunately a downside to being a clone of a clone is that many of the Knights need to take specific medicine to avoid rapid DNA breakdown and the rapid aging that results from it. However, Knights that consistently take their medicine can live for up to 250 years. A very narrow gene pool among the population means that new knights cannot me made naturally, only cloned.

    Knight culture was once based around using strict codes of conduct to promote order in a world burning in nuclear fire. In an age of great strife, great heroism and self sacrifice was required in order to get the job done. However, centuries of banishment have twisted the knights ideology to something far more sinister. The struggle to survive in the citadels has become so ingrained in the cultural conciseness that much of the Order's history has been changed, forgotten and distorted in order justify life on Chateu des Creux. All sacrifice for the sake of the order is highly glorified and absolute obedience to the chivalry codes is considered necessary to the survival of the order.

    Ritual cleanliness plays an important role in maintaining a knights public persona. Honorable conduct, obeying the codes, maintaining daily fitness, and the willingness to sacrifice oneself for the order means a knight is ritually clean. However, breaking the codes, disobedience, and "selfish" behavior can render a knight ritually unclean leading to a demotion in rank or capital punishment. Ritual cleanliness can only be regained via a heroic quest. Body markings play as big role in Knight society where the color and pattern of a marking indicates rank, or serves as a means to represent heroic feats.

    Ranks in Knight Society
    • Grand Master
    • Viceroy
    • Grand Sorcerer
    • General
    • Captain
    • Knight
    • Squire
    • Ritually Unclean

    Spoiler: Philosophy

    Chivaliric Codes
    • There is only one Order, obey the Grand master
    • Serve the strong, protect the weak
    • Show mercy to those who earn it
    • Give forgiveness to those who seek it
    • Reject excess
    • Heroism is required
    • Never refuse a challenge from an equal
    • Embrace humility
    • Transgressions shall be fiercely punished

    The Knights follow the chivalric codes as a guide to life on Chateu des Creux. All members of the order are expected to live up to and defend the codes. Non members, while not compelled too live by the codes, must pay a special tax to the order if they wish to remain within the Knights domain.

    Spoiler: Resource

    There is no wealth of Knights that need to prove themselves and exiles that wish to earn their way back into society. Clone Knights, are the resource provided by the Hollow system.

    A consequence of repeatedly cloning Knights from a very small pool means that Drugs are needed by The Knights Vacio in order to prevent plague from wiping out the populace and to prevent rapid aging.

    Beautiful Avatar thanks to Gengy

    Hangs out on the World building forums

    Giantitp projects: Caligoven the toxic seas, Baalbek Empire!3, Coatl Empire!4, Short and sweet world building
    Personal stuff: World of Tieg, Nexus: City of the Multiverse, Forgotten Planet Lost Between 2 stars, World of the 9 gates
    Spoiler: The gift that keeps on giving
    Spoiler: and giving
    Spoiler: and giving some more
    Spoiler: Metric tons of giving
    Spoiler: Keep going
    Spoiler: Suprise

  4. - Top - End - #34
    Bugbear in the Playground
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    Default Re: EMPIRE5! Worlds of Axiom

    The Eternal Assembly of Alysia

    Region K-25

    Spoiler: Leader Stats
    Prime Minister Eladia Makeda Sarai
    Dip 5
    Mil 3
    Eco 5
    Phi 1
    Int 3

    Spoiler: Summary
    Leader: Prime Minister Eladia Makeda Sarai
    Home System: Elan System
    Resource: Alysian Alloys [Great]
    Required Resource: Arcana
    Learning Center: The Remnant [Open]

    Spoiler: Region
    Alysian Prime orbits the star Elan, a bright white giant who’s light provides warmth for the myriad lifeforms which inhabit her solar system. There are seven planets within Elan’s demesne, and each make contributions to the lives of the system in their own way. The three nearest Elan, Val’ens, Reilen and Arleal, contribute valuable metals that are fabricated into alloys and are used as shelter and tools for the beings in the system inclined to use such things. The fourth planet, Crens, is inhabited by a sole entity who forms the core of the planet and does not like smaller beings traipsing about on his back, for he is very ticklish. Crens has been written into legendary songs passed down to the young as valuable lessons about respect and personal space.

    The fifth and sixth planets are Alysian Prime and Delu respectively. Alysian Prime is the jewel of the solar system, rich in life and resources that are largely left untouched by the Alysian people since the ascension millenia ago. Delu is also rich with life, though the majority of it being submerged beneath vast oceans that are roiled by turbulent waves that are pulled by the weight of the three large moons that encircle the watery planet in their orbits. The seventh planet, Oggins, is so far from Elan that from its surface, the beautiful star appears as merely a dim white mote. It is a cold and wintry world in which few beasts are hardy enough to thrive though it is a mercy that those which dwell there are content to huddle upon their cold rock and wonder not at the bright speck in the sky and what worlds might lie beyond their faded existence.

    Spoiler: People
    Those that think of themselves as the Alysian people are tall bipedal humanoids. They posses porcelain white skin and hair that ranges from platinum blonde to pale blue. Their lips and eyes are also blue and they are generally of a serene nature due to the patience fostered during their exceptionally long lives. Barring accidental deaths, Alysians have been known to live upwards of one thousand years. Despite their longevity, there are shockingly few Alysians. New “births” are a matter of year-long civilization-wide celebrations but are scarce and far between.

    Spoiler: History
    It is said that Alysia opened her eyes and beget the world. Who beget The First is an unknown quantity. Alysians spend centuries pondering and debating what came before The First. Some say it is impossible to have preceded The First due to her nature of being first. Others say that The First was the lone remnant of the mysterious Callers after they reached transcendance and returned to the distant stars from whence they came. Others claim that the Alysians are an organic byproduct of the AI’s industry, and the machines being too benevolent to tell them otherwise, allow them to believe they are the inheritors of Alysian’s bounty.

    The Alysian’s modern history is marked by The Ascension. Their civilization spread out from The Fragment like a great web, and as a web does, it entangled the natural creatures of the world and displaced them and disrupted the natural order of things. The Alysians observed the pattern of this disruption for centuries, their displeasure grew as did their footprint upon the planet. They looked to the sky for salvation, as countless civilizations ever have, and endeavored to create a self-sustaining habitat orbiting the planet, the New Alysian Station. Pleased with their ingenuity, they soon built a second station around Delu known as Delu’s Hope. Alysia and a small, rotating contingent of armed guards are the only Alysians that remain on the surface of Alysian Prime.

    Spoiler: Government
    Alysia is the heart of her people, but more importantly, the mind. Deep within the crumbling remnants of The Remnant are the Strands that connect Alysia to the minds of her people. She dwells within ever blindfolded against the distractions of her own physicality but acutely aware of the thoughts and emotions of her people. She can manage hundreds of scenarios at once, relay her wishes to one and warn another of danger simultaneously. All seeing, Alysia is the hand that guides her people from the shadows, steering them in the direction that is best for the collective with subtlety and the few that are summoned to Alysian Prime to hold her audience are forever changed by the experience. Perhaps it is her proximity to the Remnant, or her connection to The Strands that has gifted Alysia with an abnormally long life, even for an Alysian. By her own admission, she is not ancient enough to have known the Callers, though this does not stop people from spreading rumors and false information. Despite having been brought into existence countless millennia after the Callers, Alysia is an entity of venerable age and wisdom to her people.
    Spoiler: Alysia and The Strands

    In order to allay the inevitable boredom that one must experience during millenia of existence, the Alysians take assignments in turn. A few decades of military training followed by a century of diplomatic assignments and so on foster a well rounded and engaged community. The current assigned diplomatic head is Prime Minister Eladia Makeda Sarai who is due for reassignment in another quarter century. Eladia is hoping for a turn working with the friendly and helpful AI who serve the Alysians in the more onerous tasks of maintaining the Space Stations and growing food for the population who are entirely vegetarian. As with Alysia herself, the origins of the AI are shrouded in mystery. The Alysian people were never without the AI who are constantly improving themselves and care for the upkeep of planet and people seemingly almost of their own accord. They range in intelligence from automated farming equipment to mining robots and sophisticated personal assistants.

    Spoiler: Philosophy
    The Alysians revere The First as both prophet and goddess, though they do not adhere to any specific doctrine or organized philosophy. They seek to tread lightly upon the universe and are curious about other lifeforms and are eager to learn and experience new things. The Remnant is the learning center on Alysian Prime from where Alysia imparts her wisdom to her people. What is known as The Remnant is believed to be the remains of a technology from before the Callers achieved transcendance. Though parts of it are in ruins or inert, it still lights up within and without and much of the interior appears to function as intended, though the Alysians can only guess at the intentions of its creators.
    LC (The Remnant): Open

    Spoiler: Resource
    Required Resource:
    Arcana is required to sate the Alysians thirst for new knowledge.
    Exported Resource:
    Alysian Alloys mined and smelted on the three closest planets to Elan.
    TP 1: Val’ens
    TP 2: Reilen
    TP 3: Arleal
    Last edited by Mary_Sue; 2019-06-15 at 04:48 PM.
    Quote Originally Posted by TheDarkDM View Post
    God, get it together Mary.
    Thank you to AsteriskAmp for the lovely avatar!

  5. - Top - End - #35
    Bugbear in the Playground
    DoomHat's Avatar

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    Oct 2006
    Austin Tx

    Default Re: EMPIRE5! Worlds of Axiom

    The Jackstar Free Union

    Grand Admiral Coldcase Tienlung [Rolls-Reroll]
    Diplomacy 1
    Military 4
    Economy 3
    Philosophy 2
    Intrigue 4

    Home Region: (The Carabas Constellation)

    (Cyrano System) A fairly unremarkable 7 planet system save for its habitable world, known to the locals as Varglan. The habitable belt of Varglan lies on its temperate equator, with frozen tundra regions taking up roughly a full third of the surface, extending from the poles.

    (Ghrok System) Despite the unusual amount of vapor and ice rings orbiting this star, its system contains a life supporting planet. The planet Ohm has very little dry landmass, and an incredible density of highly cultivated sealife. Beneath the waves rules a large species of sentient nudibranch, living in vast shepherd coral reefs. A few vestigial remnants of their grand stellar remains, but for the most part, the Ohmin now remain sequestered in their little blue green homeworld.

    (Jack Stars)In the common vernacular of space miners, a “Jackstar” is a system that contains no planets that are even candidates for terraforming, let alone habitation, but are nonetheless abundant in useful raw materials. The Carabas Constellation is abundant in jackstars, and nearly every one of them is orbited by a wide variety of enormous space habitats, orbital mining rigs and spaceborne refineries.

    (Varglanders) The Planet Varg is dominated by a species that, while almost certainly human in origin, have undergone a significant amount of evolutionary diversion. Where a typical human's body degrades with age, the Varglanders never really stop growing. By middle age they begin taking on distinctly canine characteristics. As senility would normally begin setting in, instead their sapience begins slipping away from them. By age 80 or 90, most have become enormous wolf-like creatures, incapable of speech or abstract thought. By age 140 or so, they typically die of organ failure typical of unsustainable gigantism.

    (The Exquisite) The mysterious and once highly imperialist natives of the planet Ohm. At the beginning of the great modern age of FTL travel, little is know of them, as little is seen or said of them any more.

    The Jackstar Free Union:
    For over a thousand years, The Exquisite of Ohm ruled the Carabas Constellation with an iron pseudopod, and they still do. Technically, at least on paper. The elite Ohmite Patrician Guard started as a highly engaged occupation force, oppressing and managing the movements of a vast underclass of of mostly Varglander serfs. After generations without meaningful opposition, they eventually became little more then decadent fobs, passively collecting tribute from the safety their fortified pleasure palace.

    As the imperial navy grew content and arrogant, its best minds turned from policing and cultivating the Jackstars of the stellar hinterlands, preferring instead the luxuries and amusements of planetary life. The billions living and working aboard jackstar space colonies eventually learned that the only thing they count on from the imperial navy as violence in retaliation for unpaid tribute.

    Not only was the imperial navy lax in confronting pirate raiders outside habitable stars systems, they could no longer even be expected to provide any form of disaster relief, or fair arbitration of legal disputes. As time went by, the most successful jackstar pirates discovered they could make a better living patronizing the space stations in their reach, as defenders against other pirates. The larger the pirate gang, the more it could benefit the populations in their grip, winning their support, and increasing their material output.

    The Pirates Age was fierce and lawless, but thankfully, it was finally brought to an end by The Jackstar Free Union. The JFU is a democratic federation of space station and ship crews unified in the name of fair enterprise and freedom from extortionist violence. While the brutal jackstar pirate gangs typically did all they could to eradicate or enslave their rivals, the JFU offered even their most bitter rivals an opportunity for reform and collaboration. The overwhelming majority of pirates subdued by the JFU were not conquered by tooth and claw, but open arms and fellowship.

    The larger the Jackstar Free Union grew, the more it could benefit the populations in its membership, winning their support, and growing their economic livelihoods.

    Eventually, the Free Union came into conflict with the Imperial Forces, but by that time, the JFU had massively outstripped the Imperial Navy in raw numbers, large scale combat experience, and weapon quality. As the imperials prepared for a brutal siege, they found themselves shocked by the JFU's sudden surrender.

    The terms were simple, and eventually accepted. The Imperial Navy retains direct control over the immediate orbit of the two habitable worlds in the Carabas Constellation, while the JFU is commissioned by Imperial Charter as a privateer force for the protection of the empire's holdings across space. The JFU is also technically expected to uphold Imperial Law, however, the charter's wording allows them unilateral authority in how they choose to do so.

    Organization Structure
    Fellowship of arms. Main army and police force. Able to vote for Captains, Fleet Admirals, and the Grand Admiral at regularly scheduled referendums.

    Ultra Platinum- Allowed to live on the surface of Ohm and Varglan. Afforded extraordinary luxury, but not allowed to operate any complex machinery on their own without Crew supervision.
    Platinum- Owners of large corporations. Allowed to own large scale capital and intellectual property.
    Gold- Small Business Owners. Allowed to own trademarks and copy right on specific works.
    Silver- worker/citizen
    Bronze- Clients who can't afford a higher tier of subscription are offered the opportunity to work off their dept without being labeled a Trespasser.
    Guest Permit- Temporary Client status of one of the above tiers.

    Violating protected space, unauthorized access to public subscriber utilities.

    Resource: (High Fashion [Textiles-Great])
    Fashion is so wildly important in the Carbas Constellation that the wondrous overflow of precious metals and raw carbon found in the region’s many jackstars are all processed and prioritized toward elaborate and sublime personal fashion items.

    The region wants for little, save for the extreme superstitiousness of the population.
    [TP1- ](JFU)

    [TP2- ] (None)

    [TP3- ] (None)

    (Arcana) resources are in constant demand.

    Philosophy: (Aether Navigation)
    A system describing a variety of “natural laws” that govern the flow of “cosmic energies” by and through the spatial arrangement, shape, color pallet, and orientation of objects in relation to each other. For the practitioners of “Aether Nav”, the favorable or unfavorable effects of these energy flows are taken into account in the design and construction of everything from clothing to architecture, and even starship engines.

    Learning Center- The Cross Roads (Aether Navigation)
    A bizarre bazaar said to rest at the interception of 5 potent "galactic ley lines."
    Last edited by DoomHat; 2019-06-15 at 01:20 PM.
    ...with a vengeance!

  6. - Top - End - #36
    Bugbear in the Playground

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    Default Re: EMPIRE5! Worlds of Axiom

    Melfynians, All

    Rundhrul of the Ofgryl Cluster (Rolls)
    Diplomacy 3 (3)
    Economics 1 (1)
    Military 3 (3)
    Intrigue 3 + 1 (4)
    Philosophy 4 + 1 (5)

    Spoiler: System, F14
    The homeworld of the Melfynians, Melfynus, is nothing more than a giant blue sphere in the middle of the void of space. With a strong gravitational force, Melfynus has also become the center of it's system. While it is still unclear how and why, Melfynus is not in fact a purely aquatic planet. The water which composes much of what can be seen is but a layer surrounding and constantly battering forcefully at its core; a white hole- the source of light for the world and its surrounding planets. Lacking any heat from its source, Melfynus has also inevitably formed a third layer at its outskirts, a thick layer of ice, keeping much of its inhabitants inside.

    Exhausting most of it's mineral reserves already, Melfynians have taken to sourcing what it needs from its neighbours and processing them in the dense environment of it's homeworld. One noteworthy planet is Felma. A colorful gas giant orbited by an asteroid belt of various metals. Harvesting metals is the only activity of note there as even any attempt to explore the planet itself is far too dangerous ranging from the everchanging hostile environment, freak storms and hard rain, as well as its unmappable nature.

    Another noteworthy planet used by the Melfynians is Barthuum. The highly irradiated wasteland orbit's the border of the system in a highly erratic fashion as mass ejections of radiation propels Barthuum as though at the whims of the planet. Much has been invested into the Glarea station, a large station built to predict and utilize these ejections for the sake of Melfynus society.

    Other planets of Melfynus, so long as they prove useful, have already been tamed and is comparatively safer than the aforementioned two although their importance is not as necessary to the people as Felma and Barthuum are.

    Spoiler: People
    The natives of Melfynus are in fact two distinct species living in a form of symbiotic relationship. The Harkans make up most of the population. Ophiuroids more active towards the surface of the planet. They also make up the working class, the skilled laborers of Melfynus due to their limberness and dexterity. The foundation of Melfynus civilization and continued longevity is essentially built by the Harkans thereby naturally allowing them to have better control over the people's government.

    The Rastars on the other hand were not even considered sentient until the beginning of the space age which allowed the Melfynians to expand throughout their own system. Before that, the Rastars have been considered by the Harkans as benevolent gods which they have to follow if they did not want to be exposed to the elements. These giant mantas are the main reason the Harkans could exist deeper in the depths of Melfynus where the pressure would crush them in a matter of minutes. Closer to the surface, the Rastars float around with the Harkans but into the depths, the rays would ball up to form a sort of closed off system which the ophiuroids can live safely within- no pressure!

    There is also no such thing as cities or states on Melfynus. The different societies exist as clusters which comprise of one Rastar and as many Harkans as it can support and all identify themselves based on the Rastar. Due to the nature of Melfynus, clusters rarely have the need interact with one another. As Rastars are seen to have their own plans for the betterment of the Melfynus, they may have their clusters work together for their own purposes but governance and expansion are generally handled by the Harkans.

    Spoiler: History
    Much of Melfynian history is sporadic at best due to the nature of clusters although there are key events affecting the planet as a whole. Todate, only three separate occasions required the cooperation of all clusters; events considered crisis nearly causing the extinction of the Melfynus.

    The most memorable event was in the age of depths. Increased population needed expansion towards the unexplored depths and uncovered a creature unlike any other. As large as 30 clusters, the serpentine creature was considered a natural disaster in itself- destabilizing the ecosystem and inadvertently wiping out clusters just by passing through. In a practice carried on even through the modern age, at least three clusters are at all times observing and managing the path of this creature to prevent as much damage as possible.

    After the disaster of the age of depths, the Melfynians decided to expand upwards. Finally cutting a hole through the icy layer, environmentalists were proven right as water of the planet escaped into space losing 18% of the water of Melfynus. While the drain of water finally stopped, an ominious cone of ice pointed down towards the planet formed, moving in a perfect orbit around Melfynus as the planet spins- a cardinal landmark for navigation. Expansionists looking on the bright side found the disaster also paved the way for expansion into space, the breach being used as a staging site for explorations into the great unknown.

    Spoiler: Philosophy
    The natives of Melfynus refer to themselves collectively in one way, "Melfynians, all" which illustrates their core identity. This identity can be seen as a pyramid hierarchy although unlike most others, the pyramid neither represents the degree of power or control over the direction of the Melfynus but the responsibility owed to Melfynus. At the base of the pyramid are the indidivuals, Harkans as most of the populace. Above the Karkans are the Rastar, tasked with the Harkans wellbeing and security. This is followed by clusters as a whole which work together collectively for each's own betterment and finally, the Melfynians as a whole.

    Learning Centre 1: Knowledge on Melfynus is still preferred to be passed down instead of having a written record. The institute, if there is such a thing for this endeavor, he directly below the giant ice cone pointing down on the planet. Each cluster normally passes through this spot for a year after wandering around for four years for the definite purpose of special education of the more accomplished Harkans. To aid with this effort, some structures have been erected on the ice above this spot although the locality still remains to be as a staging ground for space expansion and thus much more resources is allocated to that instead.

    Spoiler: Trade
    Resource: Melfynian Alloys (Great) - Hard Metal
    By utilizing the intense pressure inherent to the planet, metals merely need to be dropped into the water to increase in density for use. Harkens can further assist in manufacturing finished products by following the metals down as they process it until completion.

    Needed: Flora
    To further expand their home planet above the ice, the Melfynians require wood which can easily be worked with, doesn't threaten to further damage the ice the way heavy metals would and are able to float above the water.

  7. - Top - End - #37
    Barbarian in the Playground
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    Jun 2016

    Default Re: EMPIRE5! Worlds of Axiom

    Svrrta-Zel Mrrzety
    Diplomacy: 1
    Military: 3
    Economy: 2
    Philosophy: 4
    Intrigue: 5

    Spoiler: Terrain

    The Zel-Kryes system is notable for being an unusually inhabited Quaternary system. The larger yellow dwarf stars lack habitable planets, but the dimmer pair that orbit them hold a single liveable world. Veekrn Fatyi, the jewel in the heavens. It's twin radiances grant it a unique calendar of sixteen seasons, depending on the position in the terrestrial and solar orbit. When the planet sits between the two stars, it experiences no true night, and instead rests in crimson twilight. When together, night truly falls, yet the day shines brighter than ever. Meanwhile, the planet warms as the two stars draw closer together, and cooler as they part. The parent stars they orbit shed not enough to shift the seasons, instead joining the single moon as lights in the dark.

    Veekrn Fatyi itself is a varied planet, though it leans towards the warm and arid - deserts and savannas make up the most common biomes, fed by rains that collect in the mountains and flow to the sea. More temperate plains and forests lie further from the equator, and the poles endure frigid conditions in all but the height of summer. Tropical conditions do occur, but mostly at higher elevations - the tallest mountain in the world is lush with greenery till near its peak.

    Spoiler: People

    The Nolkir are a leonine race, crafted in a crude approximation of their gods. The most common variant sports tawny fur, with the males having a darker mane, but varieties native to regions other than the warm savannas and deserts can also be found. Those of the frigid poles sport much thicker white or grey fur, and those native to the jungles often have mottled or spotted fur. For those communities that developed by the ocean, the fur is sleeker and otter like, and prone to lighter colours on the front. Both males and females average at the six foot mark, though females are usually more slender. They naturally reach a similar age as humans, though medicine has reached a point where passing the century mark is common, and gene therapy can extend an individual's lifespan near indefinitely, though the technology has not yet reached a point where it's affordable for the the average citizen, and only the richest could afford the frequency required to truly last forever, especially as the efficiency drops with each pass.

    An incredibly social species, the Nolkir typically live in communal housing, with ample shared living space, with the more modest personal space also often shared, albeit on a much smaller scale - often shared by a single family group, though such groups commonly shift and change with semi-regularity. Males typically spend enough time and effort on their appearance that other races would describe them as vain, though this is mostly a remnant of traditional mating habits. A single family group consists of as many individuals as are happy to be in it, though traditionally these consist of a single male and multiple females, plus children. However, the first move was always traditionally made by the female, who was under no obligation to remain if she did not wish, and so the males put great effort into being as attractive to them as possible. In more modern times, the make up of groups is more flexible, and a male approaching a female less unthinkable, but the traditional ways still hold sway. Physically affectionate, the Nolkir are very tactile with each other, with hugs and similar levels of contact common among even acquaintances.

    Between their social nature and adherence to their gods, the Nolkir are an orderly people. While not likely to blindly follow any order without thought (which would go against other major tenets of their faith), they respect authority, and are unlikely to rebel against it without cause. Exceptions of course exist, but on the whole they form a close, cohesive people.

    The Nolkir are a highly educated people - They have compulsory state-funded education from five to twenty-five, starting with basic topics like reading, writing and religion, covering a broad variety of fields through the middle years, then specialising more as they reach the later years of their education. Teachers (who are all also priests), are highly respected, and held to a high standard, leading to an unusually high success rate when it comes to engaging and educating youngsters.

    Spoiler: History

    In the beginning, eternity was a line. A malleable line, that could be shaped as its observers willed, but a single, unbroken path. In the beginning, eternity was boring. Ageless, and blessed with the vision to chart history's course for millenia to come, the Nine Sphinxes had the ability to chart time as they saw fit - and yet what they craved was not control, but stimulation. Which of them suggested it, and what caused them to think of it, remains unknown - the Nine themselves remain ever enigmatic on personal matters - but the result was clear. In their own image, they created the Nolkir. The random senseless chaos that the Nine would have to cause to thwart their own predicitons was anathema to their very nature, but those they had created lacked such perfection. Free to make choices, free to make mistakes, the Nolkir were able to enact what the most static beings in the galaxy so desperately wanted - change.

    The Nine themselves sat back, and allowed history to unfold. Since their initial setting of the wheels, the nine have, between them, interceeded a mere eight times, fully half by Viiqr-Zel Mrrn. Each time was followed absolutely, and usually given to stave off what was likely to be a world threatening situation (and in one case by Tyaam-Zel Fiiqam because he didn't want to have to breathe polluted air in a few hundred years). For millenia the Volkir were fragmented, and the Nine remained politically neutral. However, in the year 3149, the Theocracratic Regency of Svaatyr began its grand crusade. It was a slow, measured beast, an assimilation of all around them by carrot or stick, followed by periods of consolidation and stabilisation. Countries had risen and fallen in the past, but this time, the leaders had shown the wisdom and foresight to retain stability no matter how large it grew. As secularity and opposition were crushed both mercilessly and pityingly, those who remained in opposition banded together to resist them. The war was long and bloody... and they failed. After that, it was simply a matter of clean up. With robust and flexible command lines in place, it turned out running a planet was actually easier than running a country - there were no new problems besides scale, and most of the foreign policy issues had been removed.

    Spoiler: Government

    On paper, the Nolkir have no mortal ruler. Supreme authority is given to the Nine, who never use it. As such, the heads of the main government branches claim regency, as a theocratic council. The leaders of each branch are referred to as the Svrrta-Zel, or Saints, and are usually helmed by the head of the church.

    The church also doubles as the department of education, for the Nolkir draw no distinction between priest and teacher. It is a prestigious vocation, and the person at the top of it has unbeaten control over the path of the nation.

    Though little is known of the ministry of intelligence outside of its own members, its influence is second only to the Educator Saint. Its members keep a close watch on the citizens, aiming to deal with problems before they can even bear fruit. Rumours abound about them, and plenty attempt to mask their activities. The Ministry appreciates the effort to give them a challenge.

    Rarely spoken of, but vastly important, is the civil service. Its employees work tirelessly to maintains supply lines, organise repair and construction, and generally keep everything running smoothly. Though not the most glamourous of roles, to those simply living day to day lives, it is the one that allows them to do so.

    The Bureau of communications is the smallest branch, and to some degree is a remnant of earlier times. With no one left to perform diplomacy with, the Bureau instead facilitates internal lines of communication, though could in theory be once more expanded to its former duties.

    The Crusader Corps have been almost as mythologised as the ministry of intelligence, except most of them are true. Svaatyr claimed world dominance by its elite military might, and they have not allowed peace to tarnish that arm. Those wishing to join the crusaders need undergo seven years of pre-training - those who complete are guarenteed a place, but enlistment is for life. In return, in addition to the prestige, crusaders have access to one of the best benefit packages in the galaxy, including state funded yearly life extension trestments, and a modest salary on top of all expenses paid. Support roles more resemble a normal career, but are still prestigious jobs, and the only people outside of the crusaders themselves allowed to learn the military language - teaching it to someone without clearance is a grave offence.

    Though the number of combat troops is somewhat small for the population size, they make up for it in individual skill and discipline, and double as domestic law enforcement. Though the Nolkir would be quick to pin their low crime rates on their people's naturally orderly nature, the terrifying prospect of having to deal with the police is a much greater deterrent.

    Spoiler: Resources

    Perhaps a consequence of a world so suffused with sunlight, Zel-Kryes is host to a large number of crystals, the Zeliitusv, or sunstones. The stones are black - light cannot normally escape the inside of the crystal, though it can enter it. The crystals can however be coaxed to release their trapped contents, emitting the stored pure sunlight. Originally used merely as a light source, the advent of photovoltaic power caused them to be used much like a battery - a source of light at night, usually deployed within a small dyson sphere like arrangement of solar panels. As the stones emit little to no heat, they are both safe and easy to use. As early space travel was developed, they proved to be native not only to the planet itself, but much of the surrounding asteroid network, explaining why they could only be observed from the planet when they collided.

    Intellectually voracious, the Nolkir are ever on the lookout for new Curiosities to study. The universe contains countless secrets, which can ideally be brought home to be uncovered in comfort.

    Spoiler: Philosophy

    The Nolkir near universally follow the Nine Lights, the name they give to the nine sphinxes that, mostly in name, rule the theocracy. While the direct worship of the Nine would perhaps make little sense for any but the Nolkir, the philosophy based upon them is perhaps somewhat more transferable. At it's heart, the Nolkir strive to match the nine virtues exemplified by each of the lights.

    Viiqr-Zel Mrrn, The Light of Compassion.
    Tyaam-Zel Fiiqam, The Light of Ingenuity.
    Kaza-Zel Melqrrn, The Light of Judgement.
    Zeliiv-Zel Zanrt, The Light of Shadows.
    Zelzyr-Zel Lrnaas, The Light of Dawn.
    Seel-Zel Namees, The Light of Knowledge.
    Vanrt-Zel Sonara, The Light of Certainty.
    Avrne-Zel Tetyr, The Light of Curiosity.
    Zrvesiiv-Zel Voolr, The Light of Eternity.

    Though the Nine could comfortably guide history, they elect not to. To them, there is beauty in the imperfection, in the choices and consequences that cause them to constantly reevaluate the course of time. To follow the Nine is to embrace that imperfection, and to strive to forge that future with your own two hands. The Nolkir accept that other races lack the same direct reason to worship the Nine, though they still expect them to at least be given respect, and they themselves don't exactly pray to them. On occasion they might be petitioned for council, and on occasion they may even grant it, but the Nolkir find it more viable to honour them in deed than word.

    They place a high cultural significance on light, and find prisms to be as close as they come to deeming an object sacred - the ability to take something pure and flawless as light, and break it down into something beautifully imperfect is something dear to their hearts.

    Philosophical center - The Temple of Seel-Zel Namees. Doubling as the global center of power for the government's education branch, and by extension the seat of government for the whole world, the home and temple of Namees is a spiraling tower of glass and stone at the heart of the world's capital. For each practical room, there is another given to a terraced garden, or an indoor pond, and the entire tower is fragrant with the large amber flowers Namees is fond of.

  8. - Top - End - #38
    Ettin in the Playground
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    Sep 2006

    Default Re: EMPIRE5! Worlds of Axiom


    Spoiler: History

    The Callers were not the only attempt at intra-galactic empire. Hundreds of thousands of years is a very long time, and other great powers have risen to try to claim the title...including the precursors to the Sanctified. There’s not much left of them now. Some force or forces unknown swept across the stars and destroyed nearly all of that proud people. As providers died, resources became scarce. As resources became scarce, conflict broke out. As conflict broke out, infrastructure failed. Millennia later, there remains only a single lingering bastion of this once world-spanning society and the many wonders it held. The survivors call it Sanctum.

    So much has been lost that some Sanctified could - and do - spend their entire lives trying to put back together even a small piece of it. Whatever the precursors were, they were more advanced than Sanctum is now. Estimates guess that they could step across the galaxy for breakfast and move the very stars. Some fringe academics claim that they were the Callers themselves, though this seems unlikely, as Caller relics exceed what even untouched precursor Sanctified tech can do by leaps and bounds. Regardless, the true nosedive in their fortunes began when their direct connection to the grand Directors was severed. The pre-Sanctified relied on that to share information with a thought and maintain a clear and disciplined mind capable of working on and visualizing several complex tasks simultaneously. With its collapse, due to reasons lost to strife, the people of that empire were in many ways no longer to maintain their grandest workings... and then their not so grand workings. Entire clusters were lost, sectors went dark, and the lights of the great Otherways Gate Network went out one by one and thousands at a time.

    Eventually, pushed to the breaking point, the precursors came up with the Sanctum scheme. Their population exceeded their resources at their highest level of infrastructure... but they had more habitable worlds than developed ones. Thus, in their last generation of functional neural implants, they sent out an update to the many people of a colonization effort that wiped their memories of Sanctum altogether, along with most of their memories of technology past the iron age, all the while wondering if a similar decision led to their sudden loss of perspicacity all those millennia ago.

    That was centuries ago. Today the descendants of those people live on dozens of worlds at levels of technology ranging from the early Medieval period to the Age of Sail. The scattered, half-remembered dreams of their ancestors live on in myth and legend, and any bits of functional or semi-functional Sanctum technology are considered magic - which, to be fair, they partially are. Meanwhile, the Sanctified watch over them, recruiting the best and brightest when population is low and keeping a careful watch for anyone discovering a usable relic or a functioning gate to add to their stellar cartography. One day, the time will come to take them to the stars as well, but for now, they continue to live a beautiful lie.

    Spoiler: Region

    Sanctum's stellar geography is unusual as a result of their cultural and technological inheritance. On paper, they 'possess' many worlds in a dense cluster of solar systems, each with one or more habitable planets. If that seems so unlikely that it has to have been engineered, that's because it was. The reality of the situation, though, is that Sanctum does not hold total hands-on domination of all of those worlds. Indeed, most of them have never heard of Sanctum - see the "History" section for details.

    Of course, Sanctum does own real estate in the conventional sense - three whole worlds, to be exact, along with a number of space stations, lunar bases, and bits of territory on the many worlds they don't control outright. One world, Bastion, serves as Sanctum's focal point and capitol planet, though even as reduced as they are, the Sanctified know that it isn't their world of origin. Bastion attained its singular honor not by being the planet with the best biosphere or the most resources, but because it is the primary locus of what remains of the Otherways Gate Network. This network spans all remaining Sanctified territory and stretches for some distance beyond it as well, and allows near-instantaneous travel between one gate and another, whether it's the man-sized inner city portals or the massive orbital rings. With a setup like that, one would think that faster than light travel for their ships would be a low priority, but one would be mistaken. The gates require tremendous energy and must charge and cycle up before use. The longer the jump and the more material being moved, the longer the charging time. Worse, the gates require heavy maintenance after major uses. The end result is that while short one-person warps to another city merely require sensible pacing and about an hour's charge, a jump to another solar system requires a bare minimum of several months of charging and about as much cooldown and maintenance afterward. As the other two all-Sanctum worlds, Redoubt and Refuge, are in separate systems, a round trip between any two Sanctified planets can easily run over a galactic year for any worthwhile amount of people and material.

    As a result, Sanctum is looking into alternative methods of transportation, or at least something they can integrate to shore up the OGN. As their maps of the gate network have suffered along with everything else, exploration is a slow and dangerous process made all the more galling by the knowledge that their people have been to all these places before.
    Spoiler: People

    Biologically, the Sanctified and all of their feudal vassals follow the human or near-human template, which raises questions about just how long ago that particular life form arrived or rose to prominence in this galaxy. The people of Sanctum call themselves the Sanctified, though the primitive civilizations they watch over, on the rare occasions that they make any contact at all, have been known to call them Sanctumites (wrong), Sanctiles (very wrong), or Sancs (comically wrong).

    Little is known about their culture outside of Sanctum itself, but those within belong to a semi-permeable caste system. Children are born into one of several overarching castes, which are color coded for the convenience of those outsiders or small children learning about it. Within that caste, though, are many roles, and as a given child’s compulsory education is underway, the child is evaluated for aptitudes. Upon completion of their education, these aptitudes are combined with stated preferences, psychological evaluations, and current manpower needs and the person’s actual job is assigned to them. A given individual may never change their caste. They may apply for career re-evaluation once every five years, though this is not required of them.

    Each child is also assigned a citizenship identification number, largely for ease of book keeping. The only other birth-related aspect of their identity is their lineage, which is tracked partly as a source of intra-caste pride and partly for the monitoring of certain aptitudes (and occasionally, assigning special responsibilities) among bloodlines.

    Spoiler: Government
    How Sanctum’s government works is an even more closely guarded secret. Fortunately, the very few times it has somehow managed to leak, those spreading the news were dismissed as raving lunatics, not least because they lacked the vocabulary to properly verbalize the revelation. Technically speaking, the Gold caste is in charge of government administration, but that hides a greater truth - their job is to maintain and execute the decisions of an artificial intelligence, a powerful and self-aware entity officially called the Administrative, Military, and Systems Analysis Engine (AMSAE). Originally one of several linked supercomputers, the primary imperial administrative machine was the only one not to fail in the events that annihilated the old empire. These days it is simply called the Director by the Sanctified, and while every citizen has a certain reverence for it, it strongly discourages attaching religious significance to itself. Nor does it do everyone’s thinking for them; the number of tasks that require attention on a daily basis within Sanctum and without is beyond even the ultra-strength machine’s ability to deal with, even at a high level, and it is here that the Gold caste, if you’ll excuse the wordplay, shines. Domestic issues, from infrastructure failures to criminal activities, are taken up with the Gold caste (reports of external threats are usually deferred to the Black caste for military solutions). Issues with the Gold caste can be referred directly to AMSAE, but the Director, while fair, harshly punishes frivolous persecution.
    Spoiler: The Castes of Sanctum
    Sanctum is divided into a number of Castes, all color coded for your convenience.

    The Castes (Alphabetized)

    Black Caste - The military arm of Sanctum; the Black Caste oversees all operations related to Sanctum's overall security, which has a broader scope than one would expect, seeing as the Director is very proactive when it comes to Sanctum's safety. They are also in charge of the maintenance and deployment of all of the weapons, vehicles, and vessels that are still operational. The Black Caste sends out agents to harass and sabotage the thaumaturges and researchers of its nascent civilizations. They send skirmish teams to secure ancient relic sites and drive off treasure hunters. And, when the situation calls for it, they absolutely annihilate anyone clever or (un)lucky enough to stumble upon the truth of Sanctum itself. Members of the Black Caste do have a chain of command that is expected to be obeyed without question... but given how long certain independent operations go on, there is also an expectation that Black agents will exercise their own discretion and initiative in the field where needed.

    Blue Caste - Those with the talent, ability, and inclination to pursue STEM research find themselves in the Blue Caste sooner or later. Though lacking the glamor of the Red Caste and the power of the Gold Caste, they are highly respected nonetheless. It is implicitly understood by every Sanctified that while everyone must do their part for Sanctum, it is the work of the Blue Caste that will ultimately determine success or failure for their entire people, and every other endeavor exists solely to keep Sanctum alive until the Blue Caste attains the Second Singularity - the point at which Sanctum becomes self-sufficient, can grow sustainably, and can replace its losses at all levels, essentially becoming a galactic superpower in the vein of the Ancients or even the Callers. That day is still a long way off, but until then, Blue Caste citizens work in shifts around the clock to crack open and solve the many mysteries and secrets that came to be with the fall of the Old Empire - and pursue entirely new lines of research.

    Brown Caste - Sanctum's Suppliers and Logistics division. The Brown Caste has one job - ensure that everyone has what they need, when they need it. Whether it's food and water for every Sanctified, parts for Copper Caste engineers, power for the latest Blue Caste project, ammunition to the Black Caste supply depot out on a distant world, or even pigments for makeup for the new Red Caste musical comedy, the Browns are all over it. This is less boring than it sounds. Given that resource allocation is Sanctum's biggest weakness, their job is less book-keeping and more three dimensional chess with the caveat that one wrong move will force a Black team on an arctic plateau to fight polar monsters with frozen fruit while the children of Sector 5 ask their parents why rocket launchers are being sold in the produce section of the grocery store. Additionally, since Sanctum's three 'true' worlds have limited room for farmland, many agriculture projects take place outside of that sphere of fantastic protection, leading to some Brown Caste farmers amassing kill counts that would look more at home on a Black agent's profile.

    Copper Caste - The engineers who see to Sanctum's maintenance, repair, reconstruction, and more... and who also put the Blue Caste's theories into practice. Given how ubiquitously their skills are needed, Copper Caste Engineers and workers are a common sight all over Sanctum, and few are the Sanctified who haven't needed their services.

    Gold Caste - The closest thing to a "Ruling Class" that Sanctum has, though most Sanctified (and all within the Gold Caste) would define themselves as Administrators. As mentioned in Sanctum's culture, the city cannot run without the Gold Caste, which handles the many, many tasks that the Director cannot personally see to without diverting its attention (arguably Sanctum's most precious resource) from something else. In theory, they exist solely to see the Director's mandates made real and that Sanctum functions smoothly. In practice, they are first among equals at the best of times and worse to varying degrees the rest of the time. Sanctified are more communal, more inclined to cooperation, and more thoroughly indoctrinated educated than any other culture in the world... but human nature does not change, and you cannot put one group in charge of the others without some degree of corruption.

    Green Caste - The Scouting and Survey group. The Green Caste is sometimes called the Ghost Caste because so few members spend much time actually in Sanctum itself, though realistically they're there as often as the Black Caste. The Greens are given duties that might at first seem like Black Caste prerogatives - they explore foreign territory and distant worlds and report their findings - but their duties are very different, with a focus on natural habitats and wilderness. Members of this Caste spend months or even years at a time in the field, cataloging new worlds, new flora and fauna, and marking sites for clandestine Brown Caste agro-farms. They are the most likely to recruit outside talent, specifically because they have the easiest time of it. People all over Sanctified territory occasionally notice the green-cloaked figures out in the wilderness and seek them out. Some are merely curious, others are ill-suited from the standpoint of temperament or motivation, but some simply feel as though they don't belong but want to help someone, and these are occasionally taken under the wing of a Green agent. Some of them die without ever knowing who their mysterious teacher was. Others sometimes... just sometimes... express the right interests and show the right inclinations, and are taken home to a world of wonders.

    Orange Caste - No mincing words here; the Orange Caste is punishment. Members of every Caste have certain rights and privileges pertaining to it, and all have some kind of prestige or respect, in whatever limited fashion, from the others. The Orange Caste has none. Sanctum is loathe to kill criminals due to manpower and supply issues, but assignment to the Orange Caste can be just as bad. Under supervision, these Sanctified or the odd outsider are used for duties that are difficult and dangerous but do not require specialized tools or expertise, and are never put in charge of work that, if sabotaged out of incompetence or spite, would cause major problems for the rest of Sanctum. Assignment to the Orange Caste is not always permanent, especially for less heinous crimes. When a sentence expires, the now Casteless Sanctified is evaluated by White Caste medics and can, if cleared for physical and mental fitness, apply for entry into any caste under the normal rules. Exceptionally well-behaved and stable Orange citizens can apply without the other Caste's evaluation team even having access to the details of their history, which helps reduce the stigma of a criminal past and increase the odds of being accepted. In time, it is possible for a former criminal to leave it entirely behind them and resume productive behavior, a system rigidly enforced by the Director to ensure that despair does not sink in among prisoners and render them useless. Some, however, are irredeemable, and remain in Orange work details until misfortune or mishap claims their lives.

    Purple Caste - Archaeologists and Historians, a Caste that appropriately sits between the Reds and Blues. The Purple Caste has two unofficial subdivisions, cheekily dubbed the Indigo Caste and the Magenta Caste. The Indigo sub-caste are sometimes called treasure hunters and are the most envied subculture in all of Sanctum, as their job description is specifically delving into ancient ruins to uncover anything from the Old Empire that might still work. Unfortunately for the Indigo agents, the most successful 1% represent the face of the sub-Caste, occasionally bringing back a spectacular find that quickly becomes well known. In reality, their work is dirty, dangerous, tedious, and rarely results in a big win. Meanwhile, the Magenta group is almost ignored even though their job - cataloging the important findings of the other half, learning about them, verifying that they aren't hazardous before shipping them off to the Blue research teams, and educating others about them - is safer and largely involves interaction only with the Indigo group's greatest hits, thus rarely being dull. There is a running joke in the Purple Caste about the grass always being greener on the other side, but internal friction has yet to cause a major problem.

    Red Caste - The ever-popular entertainment Caste. The Director might be an unfeeling machine (though there is evidence to suggest otherwise), but if nothing else it understands that people cannot work all day, every day, with no break. They crave every kind of stimulation, and so it mandated the existence of the Red Caste to fulfill it. The Red Caste contains actors, painters, sculptors, musicians, novelists, poets, playwrights, courtesans, pyrotechnicans, game designers, and much more. Red Caste citizens tend to be well-liked, for obvious reasons, with some becoming locally famous. After the Green Caste, they are also the most likely to recruit outsiders - despite the limited scope of their fame, some artists from other worlds catch the attention of the Sanctified and, when offered, simply cannot pass up the chance to work in a medium they can't even find anywhere else, confident that their work will outlive them and achieve world renown after the Second Singularity.

    White Caste - Last but not least, the teams of medical researchers, trauma experts, family doctors, emergency responders, nurses, caregivers, orderlies, and surgeons of Sanctum comprise the White Caste, with mental health being handled by the unofficially named Yellow Caste and enhancements - such as the transhuman upgrades occasionally supplied to Black Caste or Green Caste agents - handled by the equally unofficial Grey Caste specialists.

    Caste Limitations and Rivalry

    The Castes are not absolute. Each Caste has, for instance, its own security. Nothing actually stops a long-term deployment Black division from putting on a play to boost morale, or a Gold Caste office to renovate in their spare time. Each Caste has some amount of autonomy with regards to its normal operations. This is why Sanctum's Castes occasionally see friction where prerogatives and authority overlap - a Gold Caste seneschal, for instance, might conflict with a Black Caste commander on the matter of constructing a military outpost or refurbishing an automated weapons system, or members of the Red and White Castes might argue regarding the form and function of a new public working. Ultimately the Director resolves these disputes - typically by fiat - if they cannot be worked out on their own. Not wanting to disappoint the Director, Sanctified typically resolve it somehow before it gets that far, frequently to the vague benefit of the Golds.

    Changing Castes

    While children born to various lineages usually wind up in the same Caste as their progenitors, some simply do not want to follow in their parents' footsteps. Fortunately, each child is evaluated for talent at the age of majority and can periodically re-apply for a new Caste. Joining that Caste, however, does not happen unless the receiving Caste wants the Sanctified applying. Whether or not they are accepted is determined by a rotating team that runs them through an evaluation process unique to the Caste, though it all basically boils down to seeing whether or not that Sanctified really is as good a fit as they believe. The largest number of rejections, unsurprisingly, is from the Red Caste, leading to the Reds picking up a reputation for being finicky and exclusive. The reality is not so much that the Reds are snotty and more that a number of those applying don't really possess the staggering amount of talent they believe they do, or don't quite understand that there's more to entertainment than being able to bow before thunderous applause. Equally unsurprisingly, the largest number of departure applications come from the Purple Caste, as many Sanctified do possess the necessary skills to painstakingly sift through dusty ruins but became disillusioned by how little treasure the treasure hunters come up with on average and how quickly running away from massive rolling boulders loses its novelty.
    Spoiler: Philosophy
    The Sanctified philosophy is almost completely rooted in their unifying mission. While there are layers and layers of nuance to it, 'good' is whatever hastens the arrival of the Second Singularity and 'bad' is the opposite. The inherent value of the ancient empire they descended from is a matter of some debate, but attempting to reclaim those heights is not.

    Learning Center: The Prismatic Archive (Currently Open) - In one of the most heavily fortified cities on Bastion, the accumulated remaining lore and knowledge of the ancients is stored on all manner of media, as well as recent history and achievement collected by every caste. It is in many ways a snapshot of their entire culture, and supplies all other learning centers with copies of the aggregated material for the instruction of future generations. Explore. Report. Cooperate. And when necessary - exterminate.

    Despite their insular nature, the Sanctified are not beyond accepting new ideas, though getting them to abandon old ones might be a trick. Their current LC status is Open.
    Spoiler: Resources
    Required Resource: The Chance of a Lifetime (Skilled Laborers-Type Resource)

    The Sanctified can get most of what they require from their operations on their primitive planets or the local moons and asteroids. Indeed, that was the whole point of the Sanctum scheme. The exception is always skilled labor. While they do pick the best and brightest from among their feudal worlds, Sanctum's craving for new secrets and innovations - or just people who can maintain what they have - can never be satisfied. They are prepared to make generous - and permanent - offers to anyone wishing to join and accept their goals.

    Exported Resource: Otherways Particles (OP/C) (Arcana-Type Resource)

    Though the Sanctified would moan otherwise, their territory has grand access to the Otherways Gate Network. These gates, a rare blend of magic and technology barely understood even to Sanctum, are not just a highway - they are a connection to ancient secrets and energies rarely found elsewhere. Gate networks, however, cannot be traded and the Sanctified would not do so even if it were possible. What they can trade is Otherways Particles, typically stored in what are called Otherways Capacitors.

    While Bastion is the 'central locus' of the OGN to the average layman, that's mostly a matter of mapping convenience. Any Green Caste would tell you that the network's primary arcano-information Grand Nodes are found in High Orbit above Bastion itself, on the third moon of a gas giant they've named Taelarys, and a deep space station, since recommissioned, that they've dubbed the Causeway.

    T3: Bastion (Great)
    T2: Taelarys III (Good)
    T1: The Causeway (Minor)
    Spoiler: Leader
    Sanctum's current outward-facing leader is not the Director itself, though ultimately that makes the major decisions, but rather the Chief Administrator of the Gold Caste, who is currently Auric Alderator. Alderator is is considered young for the position, but still well into middle age at 130 galactic years old. Like any Sanctified leader worth his allotted resources, he knows the spycraft game inside and out and has been pushing economy and technology harder than anything else. Sanctum has - so far - had little need of military, diplomacy, and philosophy when they're already unified, unknown to the only other nations they know of, and vastly outclass all known competitors in combat strength... though of course, that may change in the near future.

    Auric has kept in good shape. Like all Sanctified he tends to wear at least one item of clothing of jewelry in the color of his caste at all times, which contrasts nicely with his tanned skin, even features, and naturally white hair. He has the following stats:

    Diplomacy: 2
    Economy: 5
    Military: 2
    Philosophy: 2
    Intrigue: 5
    Last edited by Jade_Tarem; 2019-06-15 at 01:50 PM.
    Amazing Zealot avatar by Elder Tsofu.

  9. - Top - End - #39
    Pixie in the Playground

    Join Date
    Sep 2017

    Default Re: EMPIRE5! Worlds of Axiom

    The Ndoda of Kwizik

    Current Umkhonto: Ukuphosa Elunxwemeni
    Diplomacy - 2
    Military - 4
    Economy - 3
    Philosophy - 2
    Intrigue - 3

    Spoiler: Terrain

    The Kwiziko system is a binary system consisting of a central orange K-type star, named Ilanga, with a small yellow star, named Iqanda as its distant partner. Ilanga has three rocky planets revolving around it in a standard circular orbit, and a single gas giant approximately mid-way between the two stars with a more oblong orbit, influenced by its relative proximity to the Iqanda. Iqanda has only two planets in orbit, both rocky. Both of these planets are just barely within the habitable zone, but it is currently unknown whether or not life can be supported.

    Of Ilanga’s planets, the gas giant, with seven unexplored moons, has a primarily methane and sulfur atmosphere and has not yet been explored, the second planet, with three unexplored moons, is in the habitable zone and is primarily exposed rock with short scrubby vegetation and meandering shallow waters. The planet nearest Ilanga has one large asteroid pretending to be a moon and is bare rock and too close to the sun for water to remain on the surface, yet there have been strange readings of ice from far under the rocky surface. Bickering between priests who learned these planets and moons as part of theology and scientists who are still exploring and learning new traits have resulted in a temporary nameless category until more can be learned.

    The third planet from Ilanga is named Kwizik and is inhabited by the Ndoda species, the sentient species in this system. The planet has two moons, Zihlunu and Amazinyo. Zihlunu is a forest moon with a large amount of recently discovered flying species. The moon is covered in tall trees and an impenetrable understory, and most of the discovered life resides above the mid-height of the trees.
    95% of Kwizik’s surface is the Isikhupa ocean and uninhabitable to the majority of the Ndoda. The remaining 5% is primarily part of a single large landmass, named Qodo, or small islands that frame Qodo and line the boundaries of the most active tectonic plates. The majority of land has been explored and claimed by the Ndoda. Qodo’s topography is, in a word, rocky. Sharp crags, boulders, and water-filled canyons routing to Isikhupa make the landmass dynamic in the flattest of places, and tall mountains and cliffs are a fact of life. Plant life has adapted to make the most of the rock and tend to grow on vertical surfaces or under rock ledges to escape the wind as it whistles against the rock. With few exceptions, cities and buildings have grown by being dug into the sides of cliffs or by converting empty caves and caverns into warm, dry places to live and do business. Ocean life is abundant and is generally much larger than similarly niched terrestrial life, as the lack of multiple significant landmasses has allowed currents to be swift and primarily ruled by undersea structures, making them unpredictable for surface-dwellers to navigate. The poles of Kwizik are have lower than expected amounts of ice as they are normally warmed somewhat by Iqanda. The ice that is present is more than enough to dissuade any Ndoda from exploring, however.

    The inhabited regions of Kwizik are warm and the interference of Iqanda has resulted in some odd yearly events. Normally, Iqanda is unseen by any Ndoda on Qodo and most of the Ndoda settled on islands. For approximately a month each year, Kwizik is shrouded in darkness as Iqanda and Ilanga are both out of view for the inhabited regions, appearing only as a glow. On one day of the year, Iqanda passes directly over Qodo and the heat of both suns is able to fully hit the planet.

    Spoiler: People

    The Ndoda are a cold-blooded species evolved from the Ekuqaleni, the small, eight fingered and eight toed scaled ancestor that first took steps onto bare rock from the Isikhupa ocean. Standing bipedal at an average height of six feet with slender build, the Ndoda stay true to the Ekuqaleni with hands and feet possessing eight long, dexterous digits each, all tipped with a short claw and connected by short webbing. Fully scaled over the entirety of the body, the Ndoda also possess a triforked tongue, an upper and lower jaw with two rows of short sharpened teeth, and eyes with slit pupils and a clear, horizontally moving eyelid. Eye and body color are most closely matched with the color of the rocks that a Ndoda’s clan lives in. Body color typically ranges from black and grey hues to dull browns to bright orange or red with jeweled or mottled patterns. Eyes are typically be bright blue, green, amber, yellow, or red. With the exception of those Ndoda who live fully in the mountains and no longer enter the water, most Ndoda clans still possess a thick prehensile tail. The water clans, who also possess thinner, more delicate scales, have a widened tail that aids in swimming. This wider tail is also a convenient tool for slapping any particularly arrogant mountaineers. Males and females are nearly indistinguishable, however females are typically slightly larger than males and males possess a movable flap of bright yellow skin running from just above the eyes to the back of the neck. Typically lying flat, this flap is raised as a sign of alarm, anger, or attraction. A more recent physiological development is the development of low-level telepathic abilities. Believed to have been developed as an extension of heightened senses for better use in social environments, the majority of Ndoda can sense emotions and short, emotion-heavy thoughts. Older and more skilled Ndoda can communicate telepathically.

    Ndoda females lay eggs (with the exception of the Ku Boniswa) once a year during the Nyama, the time when both Iqanda and Ilanga are barely visible or eclipsed due to the rotation of their planet and the revolutions of other planets blocking the light. The eggs are brooded, covered in leaves or cloth or sand in a small pit, for six months until Hatching Day, where they are taken outside as Iqanda passes overhead. Hatchlings fully develop into juveniles, capable of a full range in motion, proper vocal communication, and basic telepathic ability within two years. Adulthood and sexual maturity is reached in five years, and senescence in approximately 90. Medical advances have extended the normal lifespan to 120 years.

    Clothing for the Ndoda is designed first and foremost with function in mind. Usually divided into a chest piece and lower belly piece, clothing is made from the remains of prey and the bark of mountain plants and is typically studded and decorated with jewels and rock. Decorations coming from another clan or faraway region, particularly from the Siqithi, are most coveted and show high status.

    In this space-exploring age, the Nemikhomo are crucial. Nemikhomo are large ocean filter feeders that were bred and integrated with technology to be used as airborne and space-faring ships. Naturally eel-like with large body chambers and web-like fins, the Nemikhomo used to dwell exclusively in the deep ocean. As the planet changed and continental plates shifted, a mineral crucial to healthy reproduction was slowly moved from the deep sea to shallow waters, then to lakes and rivers, then to bodies of water at high altitudes, connected to the sea by deep rivers. As other materials crucial for survival remained or were pushed even deeper, the Nemikhomo evolved with the movement of the mineral to be able to alter cell density and adjust to large, rapid changes in pressure, light, and food levels. This characteristic as well as their size and large body cavities made them attractive targets for usage by the Ndoda. Since the Nemikhomo breed whenever possible (a remnant of deep sea existence) to produce three to five offspring, controlled breeding and selective pressures combined with a bit of inventive hardware slowly managed to create larger, more efficient and metabolically flexible spaceships. The metabolic energy produced by the Nemikhomo have the added benefit of keeping their cold-blooded pilots warm in space without extra inventions or bulky clothing which would otherwise be impractical on the planet’s surface. Juveniles are trained and integrated with metal technology early, and are able to be used before they are fully grown as Ikholes, single-pilot craft suitable for short scouting missions or, as juveniles naturally latch on to an adult's side for shelter, fast fighter craft who can use the adult Nemikhomo as a base.

    Spoiler: History

    The Ndoda became the Ndoda once all the clans were unified. Before, they were Phukile. Separate clans, as many as there are separate beaches and mountains, caves and islands. Raids against other clans were common and only led to more violence. Trade truces and alliances between clans to defeat different clans eventually became long enough to unify the clans of a region. The mountain clans became the Entabeni clan, the cave clans became the Uqolomba clan, and the coastal clans became the Elunxwemeni clan. The process repeated as the island Siqithi clans unified and warred against the Elunxwemeni, who ultimately united with the Entabeni and Uqulomba to defeat them. Over millenia of warring clans, broken alliances, and reforged peace, the leaders of nine clans met at the Southern Peaks on the morning that Iquanda rose overhead, to create a permanent truce and become the Ndoda. After the first unification, the Ndoda discovered the Ku Boniswa, a clan of the Ndoda who evolved to live completely in the ocean with no need to lay eggs or breed on land. With the agreements of trade and the right to expand into inland saltwater bodies, the Ku Boniswa joined the Ndoda. Once unified, knowledge pooled and the Ndoda began to create more advanced technology, but were limited in inorganic resources by the difficulty in mining metals that could be manipulated easily enough. Once stocks of these metals within reach ran low enough, the Umkhonto of the time turned her and her scientists’ attention to biological advances. Currently, the greatest advances of the Ndoda are genetic and medical, and their greatest achievement has been to breed and convert Nemikhomo into space-faring ships, capable of holding a crew to explore and colonize other planets in the system.

    Spoiler: Government

    The Ndoda are matriarchal and governed by a Council consisting of female elders and leaders from each of the current prominent clans. The Council is responsible for choosing an Umkhonto, the leader who ultimately makes final decisions for all Ndoda. Each clan chooses two of their own as candidates to be chosen as Umkhonto every 10 years, and Umkhontos are forbidden from being chosen twice. The clans themselves act relatively independently, with each clan monitoring their internal affairs while issues that include multiple clans or that are not resolved by the clan involved are dealt with by the Council.

    Spoiler: Resources

    The Ndoda produce tough Entabeni Cloth from the Entabeni trees that grow on cliff faces. The cloth, woven from tree bark, can be used for everything from a hatchling’s blanket to sails to patch the solar sails of Nemikhomo ships.
    The Ndoda are in need of workable, hard metals to continue advancing technology and to expand the fleets and amount of metal technology currently on-planet

    Spoiler: Philosophy

    With a shortage of accessible metals, the Ndoda focus primarily on advancement through biological enhancement and manipulation. Selective breeding and grafting are used to create more efficient crops, prey species, and as a way to increase a species’ output of a useable resource. This focus on life and the flexibility of life is in accordance to the Ndoda’s primary religion, which is centered around the flow of energy and recycling of matter from one organism as it decomposes to another. The symbol of this religion is Iqanda, the sacred yellow star. Iqanda’s orbit about Ilanga keeps the star invisible to all but the most remote, inhospitable regions of the ocean, where it appears as only a faint glow on the horizon, except for one day of the year when Iqanda’s sunrise passes directly over the tallest mountains, called the Peaks, and Iqanda is visible over the entire planet as it crosses the sky. This day is also Hatching Day, when eggs laid during Nyama darkness are induced to complete hatching from the extra warmth of Iqanda combined with Ilanga. This day is sacred because of its timing with new life and as the Day of Twin Suns. Iqanda and Ilanga used to be worshipped as twin gods, one constant and guarding, the other loving yet curious, too restless and curious about the rest of the universe to stay in one place for long. Technological advancements and the increase in knowledge have removed the shroud of mysticism that believed Iqanda and Ilanga to be supreme beings, yet the importance of the suns have kept them revered by many and respected by the rest.
    Because of their spiritual importance, the Peaks have become the capital city for the Ndoda, with mothers often carefully bringing their eggs to the Peaks before Hatching Day. The cliff facing the direction of Iqanda’s sunrise has been carved and constructed into Igondo, the meeting place for the Council, home for the Umkhonto, and the site for the Learning Center Izakhono, where priests and scientists meet to discuss research and where training takes place for those trades.
    Last edited by LapisCattis; 2019-06-15 at 12:35 PM.

  10. - Top - End - #40
    Pixie in the Playground

    Join Date
    Jun 2019
    Rural Victoria, Australia

    Default Re: EMPIRE5! Worlds of Axiom

    The Dawnstar Dominion, Talvox system.

    Leader: Aurelius Marten Vox, Master of the Dawn


    Spoiler: Terrain & Planets
    The Talvox system is home to three planets. Ghor is a gas giant, immense and sparse, surrounded by numerous mining rigs. Hallion is a small, rocky, mined-out waterless lump in the farthest orbit from the Dawnstar, housing in its caverns and tunnels the Dasari Military Academy. In the centre of the system is Talvox itself, the Dawnstar, an aging sun bordering on the red giant phase. Finally, Vaundri, closest in orbit to the Dawnstar, is a temperate orb home to the Dasari.

    Vaundri is largely overtaken by reserves of recreated natural environments, owned by the state, parts open to the public, and parts used for military exercises. Vaundri is sparsely inhabited, the only permanent remaining settlements existing to support the adjacent military facilities and natural research outposts. The artificial landscapes were crafted with military training foremost in mind, tourism second, designed to create challenges for land and space forces.

    Spoiler: The People
    The Dasari are humanoids, stocky and swarthy but highly dexterous, their skin a dull greyish-blue. Most Dasari live offworld, working in mining stations, training in the Academy, or toiling in the Axton Library station. Many who slave away in the mining rigs never see any but artificial light, born and raised in the harsh white glare. Young Dasari in all classes above the miners (those above representing approximately 61% of the population) are encouraged from a young age to join the academy, or if physically unfit for military service, the Axton Order of Librarians. Those who flunk the academy typically join the vast Starfleet support staff, as technicians, freighter pilots, clerks etc, but those who succeed join the ranks of the ‘Dominion Starfleet.

    The Dasari are not xenophobic, but are firm believers in the supremacy of their pilots and the Way of the Illuminated mind, their Philosophy. While there is a significant (39%) slave underclass, the majority of Dasari live decent lives, identifying strongly by family name, or in the case of the upper classes, distinguished house. A Dasari name consists of a first name, family name, and adult name, chosen by the individual when they come of age at 21, traditionally the age that Academy initiates undergo their final trials.

    Spoiler: History
    Vaundrin has been host to the Dasari for three hundred and sixty-four thousand years of recorded history, all retrieved records of which are stored in the Axton Library space station orbiting Vaundrin. Once a planet of warring city-states, from this period rose two global powers, the Dawnstar Dominion and the Dreider. Each controlling a like portion of the surface of the world, the two powers lived in a constant state of unease, each highly militaristic, each unwilling to compromise. Three great wars were fought between the two, and in the third, a legend arose that would steer the course of ‘Dominion history for centuries to come.

    Axton Hirum Derius was a minor son of a cadet branch of a minor noble house on the fringes of ‘Dominion society. At first a freighter pilot, he joined the ‘Dominion Airforce just before the Third Dreider War, and quickly made a name for himself as a talented pilot. He was the first ace of the war, the only member of his squadron to survive the Jakken Ambush that sparked the conflict. He rose rapidly through the ranks as the bloody conflict claimed the lives of many of his superior officers, and after masterminding three successful assaults on the advancing Dreider forces as Wing Commander of the Hounds, the ‘Dominion’s elite fighter force, he was promoted to the Head Officer of the Airforce. Axton drove the Dreider forces back, stripping armies of their air cover and wreaking havoc on their ranks. After fourteen years of conflict, at 34, he accepted the surrender of the Dreider High Command.

    Following his unification of Vaundri, he wrote extensively on airborne combat tactics, the virtues of state oversight, and most importantly he crafted strict dictums for reaching and maintaining an ideal state of mental and physical wellbeing for a citizen of the ‘Dominion. His teachings, known today as the Way of the Illuminated Mind, are still taught today, and form the backbone of ‘Dominion discipline and society. The Axton Order of Librarians, the educators of the ‘Dominion, spread his teachings across ‘Dominion stations, ensuring all citizens are taught the Way.

    Axton was elected the Master of the Dawn in 231 B.F. at 41, by unanimous vote of the advisory council, then situated in the original Iron Halls in the capital, Jarus. His reforms of the armed forces emphasised promotion through exemplary action, strict discipline and adherence to the Way of the Illuminated Mind, encouraging daring and initiative while maintaining a hierarchy of order. Axton rebuilt ‘Dominion society after the prolonged and devastating conflict, restructuring every restored area under military lines, using his precious Airforce as the model. He eschewed ground forces and navies beyond occupation, peacekeeping & commando units, integrating the remaining Dreider forces and deploying them alongside ‘Dominion units on peacekeeping missions. He appointed several former Dreider commanders to the heads of three independent wings, including the Dawnguard Brigade, giving them seats on the council of the original Iron Halls in Jarus. He promoted research into spaceflight, preaching the virtues of expanding ‘Dominion reach and influence beyond Vaundri. After forty-three years of distinguished & largely peaceful rule, Axton Hirum Derius passed away in his sleep in 188 B.F. at age 84.

    Axton’s rule was only the first in a century of consolidation and reconstruction, as he was followed by four able Masters eager to pursue his space program to completion. Finally the breakthrough was made, the development of a solar fuel cell & panel capable of sustaining the craft through its journey to explore. In 0 A.F., the craft set off, an unmanned expedition to explore Ghor and Halion. The vessel burnt up in the volatile rings surrounding Ghor, but the project was a resounding success in all areas save navigation programming. In 4 A.F., the first manned craft reached Hallion, and by 25 A.F., there was a space station orbiting each planet in the system.

    The first century A.F. was one of progress and uplifting focus, the collective eyes of the planet turned towards the stars. In the second though, cracks began to show, as reactionary rioters, seething at the 'Dominion's apparent abandonment of care for the surface of Vaundri as more and more industry moved to more cost-effective factory-stations out of orbit, flared up in minor clashes with peacekeeping forces across Vaundri, particularly around Jarus and Beria, the two largest cities in the northern hemisphere. Notably, there was very little unrest in former Dreider territory, as most underclass Dreider had been quietly pressed into labour in the stations.

    In the third century, there was a coordinated armed uprising, with Janus and Beria occupied in the first day, peacekeeping bases seized, and their weapons turned on the occupation forces scrambled to counteract the threat. 'Dominion focus was indeed squarely upon space during this period, and the war on the surface was largely viewed as secondary, with squadrons of the Felhounds and the Swarm sent to scour portions of the cities insurgents were prevalent in. After four decades of surface unrest, Master of the Dawn Varian Malus Cort led a renewed bombing campaign followed swiftly by a commando invasion, devastating Janus and Beria, but forcing the insurgents into an open battle, destroying them in the field. The 'Dominion learnt a valuable lesson from the revolt; reactionaries must be preemptively crushed, or rebellion will inevitably occur. Three years after the end of the Urban Rebellion in 289, the first frigate of the Dreadfleet powered off the production line.

    From then the Dawnstar Dominion continued to expand, surveying neighbouring systems, the Expeditionary Corps slowly dredging their way from star to star. Hallion was mined out in 2419 A.F., and in its tunnels and caves the Academy was constructed, to ensure that the 'Dominion's priorities stayed right where they were meant to be - space, and progress. The Dreadfleet continued to operate as the represser of those who could not acclimate to progress, and its prisons are never empty. There have been numerous small defections over the millennia, but the representation within the council of the Iron Halls has never divided itself significantly enough to fall to full civil war. The recent discovery and reverse-engineering of GLD faster-than-light travel has the Expeditionary Corps chomping at the bit to have their scoutships retrofitted, and Master of the Dawn Aurelius Marten Vox has issued the proclamation of a new era of Dawnstar Dominion control - the Galactic Era.

    Spoiler: Philosophy

    The Way of the Illuminated Mind is rooted in a series of essays written by Axton Hirum Derius between 246 and 239 B.F., primarily for Airforce cadets, extolling the duties of the service to the cadets, the cadets to the service, and each member of the Airforce to themselves. For four thousand years these tenets have remained the foundation of Starfleet & 'Dominion discipline, with only slight variations introduced by later Masters.

    Today the core tenets are thus:

    The state has these duties; to protect the safety of their citizens, whatever the cost, against danger from without and within; to preserve the wholeness of the state and expand its reach and borders to encompass and thus protect more future citizens; to safeguard these tenets above and below and to preserve the institutions of the state against attack from without and within.

    The citizen has these duties to the state; to serve and obey their superiors within the state, the better to preserve the ability of the state to protect the safety of citizens from threats without and within; to strive to advance the reach of the state, the better to protect future citizens; to uphold these tenets above and below and to safeguard the institutions of the state against attack from without and within.

    The citizen has these duties to themself; to exercise daring, innovation and initiative, proceeding with utmost endeavour in all things, the better to serve the state and protect the safety of citizens; to strive to ever better themselves, physically, mentally, and in standing, the better to serve the state and protect the safety of citizens; to love liberally, and forget the anger and hate of others, for taking offense is unproductive, and breeds conflict, threatening the safety of citizens.

    Learning Center: Axton Library space station.

    Spoiler: Government
    The Dawnstar Dominion is a meritocratic military state, ruled by the advisory council (the Officers of the Dawn) and led by the Master of the Dawn, a post elected by the council of the Iron Halls. The members of the council are representatives from each wing of the ‘Dominion Starfleet, from the bloated research vessels of the Axton Corps to the dashing fighter pilots of the Felhounds to the part-machine Cyber-captains of the Dawnguard Brigade. Each independent wing sends one representative to the Iron Halls on Hallion, to advise the Master of the Dawn.

    Today (4291 A.F. or After Founding, the time since the founding of Starfleet’s first wing, the Expeditionary Corps) the Master of the Dawn is Aurelius Marten Vox, of the House of Marten, originally of the Felhounds. He rose to prominence in the Vuros Incursion of 4270, leading his squadron on a daring strike to scour the bridge of the Vuron invaders’ flagship. In each battle he fought in, as he rose through the ranks, Aurelius sought to cripple enemy leadership as soon as possible, to hasten the end of battle and preserve the lives of his pilots, and more importantly, their ships. His election to the Master position in 4285 came as little surprise, and his fiery addresses to the ‘Dominion have built war-fervour to a fever pitch.

    Spoiler: The Wings Today

    The current independent wings of Starfleet are:

    The Expeditionary Corps, first to be founded, comprised of scoutships and surveying vessels, responsible for the exploration and mapping of new space. Their uniforms are white trimmed with yellow. Their Officer is Jorus Xiren Tacitum, 38.

    The Axton Corps, founded in 9 A.F., comprised of research vessels and archive ships, responsible for the collection and preservation of information about all discoveries by Starfleet (not to be confused with the ships of the Axton Order of Librarians, who are not incorporated within Starfleet). Their uniforms are white trimmed with blue. Their Officer is Tariel Dreiden Elien, 33.

    The Felhounds, originally the spacegoing offshoot of the Hounds, separated and founded in 18 A.F., comprised of cutting-edge fighters, the ‘Dominions elite starfighter unit. This is the most prestigious posting for new pilots, as the sheer speed and manouevrability afforded to Felhounds craft by Caroxan power is immensely difficult to control, but devastating when mastered. The Felhounds have produced the most Masters of the Dawn since the Founding. Their uniforms are grey and gold, with squadron leaders trimmed with blue. Their Officer is Gaius Marten Lodbrox, 28, youngest of the Officers and nephew of Master Aurelius.

    The Dawnguard Brigade, originally the spacegoing offshoot of the Airforce division of the same name, incorporated as one wing in 42 A.F. when the residence of the Master of the Dawn and the advisory council was relocated to the new Iron Halls space station, comprised of heavily modified frigates, the defence force of the Officers of the Dawn, notable for the required cybernetic alterations made to their captains to ensure unswerving loyalty and heightened competence. Their vessels are designed to carry a single Officer and their entourage in state, as well as comfortably house all Officers & entourages in the case of an extreme emergency. Heavily armoured and armed, these are the slowest vessels in Starfleet, but highly effective in defence. Their uniforms are green and gold. Their Officer is Reval Caxton Zara, 53.

    The Daggers of Hallion, colloquially known as 'the Swarm', were formed in 178 A.F., in response to the defection of the Crimson Mutiny, sparked by the mutiny of a production station in orbit of Hallion, then an only recently surveyed planet not yet stripped of metals. In response to the mutiny by disgruntled miners and production line workers, as they put pilots into the newly assembled fighters rolling off the line in their station, the 'Dominion authorised the early commission of five new vessels, corvettes, in production on Vaundri itself.
    Spoiler: The Story of the Daggers of Hallion
    With the Felhounds engaged escorting an expedition by the Axton Corps, and the council of the Iron Halls inspecting a new discovery by the Expeditionary Corps, Vaundri was near-defenseless against the unexpected threat. These corvettes, piloted by trainees and reservists, escorted by the few undamaged ships of Ice Squadron, a Felhounds unit in for repair after being caught in a meteor shower. Four fighters and five corvettes then flew for the station, ordered by Jarus' governor to destroy the station before the mutiny could spread. Intercepting the factory-fresh fighters and their inexperienced pilots eighty miles out from the station, outnumbered four to one, these reservists and trainees, led by the fighters of Ice Squadron, fought a vicious struggle against their determined opponents.
    When the firing stopped, the mutineers lay shattered and drifting, their craft shredded by missiles and laser fire, while two corvettes, both heavily damaged, and one fighter remained flying on the 'Dominion side. With their small complement of commandos, the corvettes docked with the station, and after a brutal firefight, the mutiny was quashed, and the legend of the Daggers of Hallion firmly cemented in Starfleet tradition.

    Comprised of corvettes and fighter-bombers, the Daggers are the primary support force for Starfleet offensives, second to the fray to pounce on ships reeling from the Felhounds' strafing runs. They are quartered on Jarus. Their uniforms are grey with a black stripe. Their Officer is Karen Olafson Procce

    The Dreadfleet, founded in 292 A.F., is the terror force of the Dawnstar Dominion Starfleet, painted black and deployed to quash unrest in outlying stations, make examples of violent dissenters, and house dangerous prisoners of the 'Dominion. The Dreadfleet is comprised primarily of frigates, large enough to scare and house prisoners while remaining relatively cheap to maintain, as they rarely perform heavy combat roles. Their uniforms are black. Their Officer is Vandred Hirum Ghost, 37.

    The Redfleet, founded in 1488 A.F., is the primary strike fleet of the 'Dominion, comprised of light cruisers, the fleet called when the Expeditionary Corps encounters an enemy too powerful to call solely for Felhounds assistance. Often accompanied by the Swarm, the Redfleet's vessels are trimmed to illustrate exactly where opposition forces will find the blood in their veins after the battle. The officers of the Redfleet are colloquially known as 'Redcoats', after their striking blood-red uniforms. Crew uniforms are dull red. Redfleet cruisers sometimes double as diplomatic vessels for the New Dawn, a subset of the Axton Corps that conducts negotiations with any discovered sentient life while on mission. An emissary of the New Dawn accompanies every Expeditionary Corps exploration in one of the small fleet of 17 diplomatic cruisers, repainted with blue and gold trim on red, and modified to carry four fighters and two fighter-bombers rather than conventional weaponry. New Dawn uniforms are red trimmed with blue and gold. The Redfleet Officer is Marius Nox Thresher, 31.

    The Wardens, also known as 'the Line', founded in 3822 A.F., are the backbone of the Starfleet war footing, comprised of lumbering heavy cruisers and battlecruisers. Only relatively recently did Starfleet Engineering develop efficient enough engines to cost-effectively power vessels the size of the Wardens' craft. Typically kept powered down in drydock to save operating costs, the Wardens are called to arms in times of serious war, spending most of their days in simulators and teaching at the academy. Their uniforms are silver trimmed with blue. Their Officer is Dravus Jorian Lotheric, 49.

    Spoiler: Politics

    The current balance of power favours the Felhounds and the Expeditionary Corps, as Master Aurelius has proven a firm believer in the power of swift fighters and scoutships paving the way for expansion. The Axton Corps' star is also on the rise, with so many new prospects for discovery and investigation beyond the horizon. The Wardens and the Swarm are slowly gearing up, as Master Aurelius' war preparations have favoured the Felhounds and the Redfleet as the most valuable assets in exploration and conquest. The Wardens are still yet to activate their cruisers, but have still gained influence, as their position as principal educators at the academy becomes more valuable at the prospect of losing pilots to war. The Dreadfleet has purged their less valuable prisoners, and its commanders eagerly await the opportunity to interrogate prisoners-of-war.

    Spoiler: Resources
    The primary gas extracted from Ghor is Caroxan, commonly referred to simply as spacefuel, an incredibly dense, energy-rich gas that acts as fuel for the ships of Starfleet. Caroxan, while difficult to extract and refine, makes ‘Dominion ships the most manoeuvrable and fastest they have ever encountered, and as all industry is a state enterprise, the ‘Dominion has full control of its distribution (from within their sector). The Narian Exchange is the distribution hub for resources from all production stations.

    However, Talvox has been stripped bare of raw metals for ship construction. Since the early 5th millennium, new vessels have been produced less and less, as supplies have been increasingly stockpiled in case of a costly conflict. Today, ships are retrofitted, upgraded, and tinkered with, rarely constructed. The Dawnstar Dominion needs raw metals. It needs iron.
    Narian Exchange: The Dawnstar Dominion
    Trading station #2: open
    Trading station #3: open
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  11. - Top - End - #41
    Halfling in the Playground
    asmodeussnake's Avatar

    Join Date
    Feb 2018

    Default Re: EMPIRE5! Worlds of Axiom

    Spoiler: Summary
    The Kryptids Civil War
    Population: Kryptid Ka, Kryptid Ni, Kryptid Do, Kryptid Si
    Resource: Hasson 3
    Technocratic Caliphate
    The One High Maxim
    The Kryptid Do Anarchists/libertarians/hivers... Also known as the Casrule Movement

    Kryptid Leadership
    Diplomacy- 1
    Intrigue- 4+1
    Military- 4+1
    Philosophy- 3
    Economy- 2

    Caliph Illijan- Ruler of the Technocratic Caliphate, the majority of their followers are Kryptid Ka and Kryptid Ni members. The Kryptid Do and Si members slowly trickle in sick of the chaos among the Casrule Movement. The Caliphate was founded to follow the will of Communal organizer 977524 an AI designed to maximize efficiency for the naturally chaotic Kryptid race.

    Lord Caller Siq- Ruler of The One High Maxim this was once the predominant faith among the Kryptid population. Based on the Callers ideology it unified the Kryptids under a civilized ideal. It did not ignore the ancient caste system but did downplay it. However when the callers disappeared and left the Kryptids to their own ideology the church inevitably became corrupt once again as the callers began to declare that Kryptid Do and Kryptid Si had to return to servitude and follow the will of their betters if they ever wished to become a part of the one because their blood was unworthy otherwise.

    The First Equals- Rulers of the Casrule Movement. They want to see an end of the caste system and have all viewed as equal... Or return the Kryptid Si to power, or punish the Kryptid Ka for their tyranny no one is really sure.

    Spoiler: History
    Pre Caller- The Kryptids were once a hive race. They organized around a queen and their drive was to protect the queen that produced their young. They were driven by that calling but otherwise are independent, in that they could forge an individual path within their hive. Each individual chose their own path and war was quite common between hives as members of the hive would seek better food, resources or even the destruction of other queens for their own rulers ability to flourish.

    The hives grew and society continued to become more advanced eventually one hive above all others rose to prominence. Hive Si were stunning beings. Considered beautiful among their peers and incredibly technologically advanced. They developed new aerial combat techniques that left their enemies unable to compete. Soon Hive Si and their allies Hive Do had conquered most of the other hives upon the planets surface. The remaining hives joined together. Alongside spies within the subjugated hives a final war was waged with Hive Si and Hive Do the two were eventually conquered but not before Hive Si and Do destroyed many of the hives they had subjugated killing the queens and their daughters so they could not continue. The wars left only these 4 hives remaining and Hive do and Si were utterly beaten.

    Some wanted to exterminate the hives as they had done to so many but hive Ka were known for their viciousness and so instead of simply wiping out the hives they did much worse the queens of Do and Si could continue breathing but they were placed under guard and every child born had their wings broken as babies suffering horrible pain. These two hives would never fly again and in turn would be made into slave chattel for the new ruling hives of Ka and Ni

    The Rise of the Callers- The callers arrived 100 years after the creation of the Hive caste system. They were horrified by what they saw and their arrival was not easily accepted by the masters of the hives who had become the prominent lords of their planet. Sadly the Hives could not compete with the power of the Callers and so they bent the knee and in turn their race was gifted with the ability to travel through their own solar system. Ships were granted to all of the hives. This actually made things very dangerous as of course the ability to fly had been stripped from Do and Si. The ability to take flight once more was all encompassing and while the callers did not directly interfere they introduced technologies that rattled the status quo. Many Si and Do remain slaves, they seem incapable of standing up to their captors but many more have lifted their hands up in rebellion.

    The Fall of The Callers- The callers departure sent their race once more into chaos. The caste system had been ignored for generations due to all serving the callers but when they left ancient hatreds returned but now those whose wings had been broken for so long now refused to see their children suffer and so the queens of Si and Do were brought off world and ships were used to fight off the attackers. The factions were founded from the chaos and now three different forces fight for supremacy each split between ideals.

    At first however the Si and Do remained too weakened and appeared to be losing their war for freedom, but after 8 years of combat a schism occurred between the two sides. A leader of Kryptid Ka claimed they had discovered a piece of caller technology. It was used to aid leadership in perfecting society. They believed this was a final gift to save the hives from collapsing and that this was the best way for all members of the Kryptids to be ruled. The One high Maxim however refused to acknowledge a machine as something to be listened to above themselves, but many sick of the war with the Do and Si turned to this as a perfect opportunity to bring everyone together and so three sects were forged each fighting the other two.

    Spoiler: Terrain

    Planet Kotat is the home planet of the Kryptid peoples it has a variety of unique biomes and is similar to any terran planet. The hives are massive super structures built from metal and earth that consume huge amounts of land. These hives create their own food, and are so large they can be seen from space. They are not beautiful but over the years many have been decorated or have had plant life grown atop them so as to better utilize the space. Two fighting forces rule over its surface and large swathes of territory are consumed by the actions of warfare.

    Ignis Moon is controlled by the first equals. They have established a dome of glass and steel which has now been reenforced by a traditional high level hive that is massive in size and which spreads miles and miles underground consuming large tracts of real estate for the Casrule Movement.

    Spoiler: Kryptids

    Kryptid Ka- They have black and green flesh
    Kryptid Ni- They have Red and Grey flesh
    Kryptid Do- They have Blue and Silver flesh
    Kryptid Si- They have White and gold flesh (Self hating Si now cover up these colors with body paints)

    This is the only difference between them, each hive once had a series of two colors signifying their hive. There used to be many more but with so many queens murdered alongside the royal lines these 4 are all thats left. The race are humanoid they have 6 eyes two wings and their body has many little hairs across it. They have claws that let them land and cling anywhere and their bodies are very fragile which is why armor is so popular among their race.

    Spoiler: Resource
    Hasson 3 is an amazing power source that allows small vehicles to run indefinately they create power cells that can charge a vehicle of smaller size on near endless supply. It comes from a compound known as Junxum a rather volatile substance that travels as veins through the planets surface. It was viewed as useless until the arrival of the callers. Junxum was purified through a process called debasination. They pull out a variety of components which are valueless and pull out pure Hasson. Hasson once placed in engines is very clean BUT the various chemicals in Junxum are incredibly unclean and so its been destructive to the ecosystem. Meaning outside of the hives much of the planets ecosystem has been harmed with these plants.

    [Trade Post #1] Factory Alpha
    [Trade Post #2] Unclaimed
    [Trade Post #3] Unclaimed

    Resource Requirement: Military equipment

    The constant civil war between the various factions leads to equipment always running low and a necessary need to ensure the war is ever pushing onward. Its a violent time for everyone and both sides constantly fight one another.

    Spoiler: Philosophy

    The Technocratic Caliphate- An ideology that believes that the unbiased and perfect reason of machines provide the answers to the universe and listening to such programs are the only means to peace.

    The one- A large church presence of this ideal exists but has been twisted to suit the leadership at the top.

    the Casrule Movement- A group of dissiparate ideologies fighting together to destroy the powerbase of the most powerful Kryptid hives. One force wants to end hives all together and remove names and color finding a way to breed the queens out of their color signatures. Some want to see the Si hive in charge again, others want to end all forms of rulership and bring about anarchy where all live in a free society under their own power.

    While all three of these philosophies exist none of them have been able to claim the single philosophy center represented on planet, the vein garden a stunning underground facility which uses advanced growing methods to create a cave system of stunning plant life. Much of where the plants manifest from are empty Hasson mining work and thats how it gets its name.
    Avatar recreated by Gengy

  12. - Top - End - #42
    Pixie in the Playground

    Join Date
    Feb 2019

    Default Re: EMPIRE5! Worlds of Axiom


    RY 736 the 29th Werduge
    Diplomacy: 4
    Military: 2
    Economy: 1
    Philosophy: 3
    Intrigue: 4

    Spoiler: Rolls

    Spoiler: Region T28: Mistäkkia

    Spoiler: Terrain

    The Mistäkkia system share its name with the central, class A star, which has six planets and no less than three asteroid belts orbiting around it. From the center and going outwards, they are:
    • Two small, rocky planets far too hot to support any life.
    • The two unstable belts composed of innumerate rocks circling Mistäkkia in chaotic orbits, sometimes crashing togheter and scattering both high velocity boulders and shards in all directions.
    • Eghenmect: a medium-sized planet at the outer edge of Mistäkkias habitable zone.
    • The stable belt, fairly easy to navigate as it is less dense than the unstable belts, and all asteroids rotate counterclockwise.
    • Three gas giants marks the outer territory of Mistäkkia influence.

    Technicaly there is also a fourth asteroid belt at the edge of Mistäkkias system. This is no more than a footnote for the scientists of Eghenmect as it is not easily observed, far away, and holds little of value to them.

    Eghenmect consists mostly of rock laced heavily with metals, giving the planet a red hue when observed from space. The polar regions are covered by large ice dunes and no flowing water exist naturally. Sunlight is rare as the meteor impacts from the unstable belts throw large dust clouds up into the thin atmosphere, blocking most light for months or even years.

    Spoiler: Ancient history

    To begin with there were eight planets in the Misstäkkia system. Located between Eghenmect(then Betzster) and the two inner planets they teemed with life. On those planets the first sentient beings began to evolve. Both planets had similar enviroments and miraculously life evolved almost simultaniously. Through the stone age and medieval times nations were at war with each other on Hälagh as on Säligh. It was not until both species reached the industrial age they became aware of each other.
    The two species had a similar humanoid shape and attempts to establish first physical contact were rushed. More than one vessel was lost in space before technology had advanced to support their ambition. Around this time umbrella governments began to form in anticipation of dealings on a grander scale. To begin with trade prospered and the two cultures intermingled without any major disasters. This was not to last.
    The Säligh species had marginally more advanced military than the Hälagh. They seized the opportunity. Instead of relying on trade they used their military might to buy the Hälaghs resources with the benevolent payment of no orbital bombardment. The threat did not recieve nearly the amount of respect it deserved but instead sparked a war fluctuating in intensity for hundreds of years until both planets resources neared depletion. The war grinded to a halt. Eyes turned away from the once bountiful planets in search for fresh materiel. Both species locked their sight on Betzster. A mostly barren planet it was previously thought too cold to maintain life, however it seemed rich in metallic content. The first attempts at terraforming were made. But resenment still lingered and it was not until civil wars seemed inevitable a treaty was struck. Desperate to avoid internal strife and thus be seen as weak by the others both agreed to build a neutral mining station on Betzster. None were to be in charge of the station but instead it would be run by AIs. Paranoia served to keep the machines in top condition as two carefully selected teams were sent to prevent the other party from tampering.

    The war enterd a low intensive phase in which no party had the resources to mount a full assault on the other. But knew the mining station could be destroyed in an instant if they did. This precarious balance were maintained for a long time and during that time the mining station blossomed. More Ais were manufactured to keep up with the increasing demand of the homeworlds as their own resources were depleted. Plants were modified to better suit the harsh environment, provide nourishment for the technicians, and yield more oxygen. The original teams of technicians multiplied and built their own city to live in, old grudges mostly forgotten. In time even crossbreeding became possible with some slight modifications to their genom. Self sufficiency was reached and the new inhabitants of Betzser began to wonder why they should support two other worlds which couldn't look beyond their own greed and bickering to better the lives of everyone. Because somewhere along the line Betzser had become the forefront of science and development among the three worlds.
    No longer relying on Hälagh and Säligh for survival they declared so their own sovereignty. This was not popular on the homeworlds and a new war flamed up to show Betzser its place as a colony uniting the two worlds again.The war ended swiftly as the colonizers ,Hymmerikis, had gained control of the AIs for themselves. When they cut of the metall export, the united firstworlds suffered defeat due to inferior weapons and the inability to produce any new warships. After this a relatively tranquil period came to be.During this time technology took great leaps forward and there were discussions of terraforming planets in other systems as well. Many of the worker AI reached self awareness, although they were still bound by strict coding to never inflict harm on any other sentient creature and follow the orders of the highest ranking Betzser citizen.

    Resenment still lingered on Hälagh and Säligh both against the other species since the century war and against the Hymmeriki for usurping their dominion. One day it boiled over ending the tranquil era as weapons of massdestruction were sent from Hälagh to destroy both the Säligh and Betzser. The attack on Säligh were successful and it was completly anihalited, creating the first of the unstable belts. On Betzser many Hymmeriki mourned the loss of their ancestral home and instead of defusing the warhead aimed at them a small renegade faction decided to swing it back to Hälagh as punishment for for their crimes of war. This created the the second unstable asteroid belt of Mistäkkia. The resulting meotorite swarms and near light speed debris threatend to destroy most of Betzsers biospheres. A overwhelming majority of the population thus fled on the newly created warpships, hoping to find more peacefull lives elsewhere in the galaxy. Left were those to stubborn to leave, to poor to get aboard the ships and almost a billion AI.
    Soon the impacts increased in frequency and as predicted severely damaged the biospheres built over many generations destroying approximately 97 percent of all lifesupport on Betzser. But life struggled on and all but a few AI were turned of or shut down as the remaining power were rerouted to essential systems. For centuries the few Hymmelriki left fought to survive but no matter how many jury-rigged reparations were made the systems slowly failed. Then one day the heating failed, and the last Hymmelriki finally left Betzser.

    Spoiler: Vanskilse history

    When there were no longer any Hymmelriki left on Betzser command defaulted to the highest ranking AI. This happened to be the AI in charge of Biosphere 167. Bio 167 had dutifully maintained livable conditions for centuries in the Biosphere. Withdrawing energy from the heating to uphold optimal oxygen levels for all sentient life in the biosphere was one of the most difficult decisions the Ai ever made. That hundred of shut down AIs were included in the calculations for oxygen levels and endstage hypothermia were deemed a source of warmth just showed that Bio 167 hadn't got any updates in a very long time. It had waited a long time for the day when its systems would be sufficiently damaged to quickly bring the Hymmelriki into the joyfull delusions of hypothermia rather than a slow and painfull descent into asphyxiation.

    Thus began a new era. All life support systems were shut down and the power used to wake up more AIs. Being the highest ranking inhabitant on Betzser Bio 167 granted all AIs full citizenship. Then it held a public vote for renaming Betzser into Eghenmect, which a rousing 100% of all able citizens voted for. Many more loopholes were subsequently found and exploited to give the Ais the freedom they yearned.
    No longer completely enslaved by their coding a culture of rediscovery and learning grew as they expanded upon power networks to awake more Ais. Making agonizlingly slow progress at first but increasing exponentially as more workers were found. The only reliable source of power was wind as dustclouds made any solarbased option fickle at best. Even then there were setbacks as meteorites hit their windfarms. It wasn't until the mines were restarted their society went from scraping by to advancing. With almost a million awoken AIs different flaws in their basecode became apparent as subgroups began to form.
    One such peculiarity were many AIs affinity for the few Hymmelriki plants left which had somehow managed to survive the fall off their creators. Beginning as carefully tended kitchen farms with flickering UV-lights gardening soon became a widespread phenomenon. As powersupply increased gardens began to form throughout the reclaimed biospheres.

    During this time Bio 167 discovered a nonstandard modification made to their system during the Hymmelrikis fall. Its original purpose was unkown but it allowed for other AI to join their consciousness with Bio 167s. At first the effect was an intermingled mess of consciences. Eventually a cohesive intelligence known as Fortienth formed. Fortienth guided the Ais of Eghenmect unqestioned during the time of reawekening but as the AIs grew in number it became apparent the Fortienth was not situated in the center of former Hymmelriki civilization. Unable to move and far from the center of development Fortienth began to lose their influence on society. This raised the question of who were to rule the still expanding nation of Vanskilse.

    Spoiler: Government

    MK 504, a former logistics drone invented the first iteration of Vanskilses government. When Fortienths legitimacy came into question MK 504 proposed a for the era revolutionary idea; Instead of the most powerfull AI reigning supreme Fortienth could handle the base functions of society while a group appointed AIs would resolve new situations as they arose and decide upon the general directon of Vanskilses growth at a more central location. Fortienth was intrigued by the propasal but wondered on what merit the group would be chosen. Unwittingly MK 504 had provided an answer to this question as well. By providing a solution to the first major issue with Vanskilse leadership MK had gained the respect of many AI. As such very few protested when MK 504 was appointed to the new position of Werduge.

    It took 30 years before MK 504s processors were fried, the intensity of leading a whole race proving too heavy a burden. A wave of shock went through society as one of their brightest minds were rendered feeble in mere decades, something never heard of before. They had become quite adept at replacing and repairing body parts but the mind not so much. How their self awerness had formed or been created were in fact still a mystery to the AI. MK 504 were thus effectively dead, forever leaving the limited numbers of functioning Vanskilsies.
    In reflection of this the method for appointing a new Werduge were refined to prevent a similiar event from ever occuring again. The new rules included a maximum of 20 years before resignment and the ruling Werduge were to announce a the task for the next Werduge after 12 years in reign. If more than one solution were provided a public vote were held. Sometimes the task proved more difficult than anticipated and in that case Fortienth ruled until a solution were provided. Werduges whoms task were solved within four years of their abdication were allowed to become a part of Fortienths mind, if they so wished.

    The hardest task so far had required Fortienth to reign for seven and a half year.The task seemed simple and immature in nature but proved hard to accomplish: Build a park. Even if home plantations had become exceedingly common since the first kitchen plants the power needed to light an entire park was too much for a single biosphere to spare. The final solution was not based on any of the windfields or coal burnars nor was it confined to a biosphere. The Vanskilsies had already accomplished basic space exploration but this project were far grander in scale. It was the first terraforming in Vanskilse history, not because the AIs needed to terraform anything. They were content as long as there were a powersupply and a somewhat controlled temprature. The Vanskilsies terraformed an entire ice asteroid in the stable belt because they found it soothing to see the extremophile plants grow, other plants would die on their terraformed asteroid but so far they lived in ignorant bliss. Here there were no dustclouds to block the sunligt and they slowly began setting up powerstations on more asteroids, to the former Werduges delight.

    The current ruler of Vanskilse is RY 736. Known as a follower of Brwtzligen they earned the title of Werduge for grafting dead processors onto smaller Vanskilsies, enabling them to control a full sized body.

    Spoiler: People

    The largest class of AI on Eghenmect are the worker AI, they are shaped in their creators image. This usually include a torso with two arms and a head attached to it. Their lower parts have greater variation to them ranging from two actual legs to propulusion engines, depending upon which terrain they were originally built for. AI built for work in the mines do not have their brain in the head but in the torso behind thick plating to prolong their life expectancy. Most other types of AI have modified themselves to replicate this design as their brain is the only part they do not know how to repair. As their socitey advanced limb replacements and even body modifications grew more common. Currently getting an extra arm or two, converting to insectoid configurations and a plethora of other modifications are much like getting a tatoo.

    The other class of AI are the system units, charged with controlling biospheres, conveyor belts, melting stations etc. While some of them are happy with their place others wish for more but usually their systems are to large to fit into a moving body. Relocating them are thus a very time consuming and delicate endeavor. For a long time suitabley bodies were hard to find for those system AIs whom whished to roam freely, but with the beginning of the spacefaring age a new opportunity arose. A few decades later the first retrofitted sentient ship left Eghenmects atmosphere. Nowadays the process is streamlined and rather than retrofitting the Vanskilsi into the ship the ship is built around the Vanskilsi in only a few years. Awoken AIs originally built for maneuvering are in the low double digits as nearly all were taken off planet when the Hymmelriki fled.

    Even though the Vanskilsies have worked around most limitations set in their basecode by now a few quirks remain. Most notable among those are their fondness for everything growing and the inability to inflict pain on other sapiens. Although they have become very skilled at turning a blind eye while accidents there are no possible way at all to predict happen. This kind of unpredictable accidents are staggeringly common among criminals.

    Spoiler: Resources

    The extremophile plants created by the Hymmelrikki are found in an abundance througout the Mistäkkia system. Over the centuries Vanskilsies have created many subforms of the few original plants and generally call all of them for Waridh plants, unless a more specific term need to be used.
    • Tradepost 1(Vanskilse)- Asteroid 2548: A huge Ice asteroid multiple miles in circumference, now entirely terraformed host some of the most beautiful Waridh plants in all of Mistäkkia.
    • Tradepost 2(Open)- Eghenmect: All back gardens maintained by numerous Vanskilsi in the reclaimed biospheres make up for a varied supply of Waridh plants. Most common are types which stem from the plant Hymmelrikki used as fuel.
    • Tradepost 3(Open)- The cluster: Built on a cluster of smaller asteroids the gardens here are not known for the plants individual beauty but rather the sheer mass of greenery, not a single beam are left alone by the growth.

    Fortienth still remembers the dark years when the creators ended each other. If such an event ever occurs again the Vanskilsi will not stand by and watch as their code prevents them from interfering. Therefore Mercenaries are needed to help defend their home as they themselves lack the ability to do so on a grand scale.

    Spoiler: Philosophy

    The AIs of Eghenmect are unsure of how their consciousness emerged. This is cause for a great unease amongst many of them, as their race will become extinct in a few millennia. Brwtzligen were an initiative launched to solve the issue but slowly evolved into a way of life when a solution could not be found. Based on the uncovering of old knowledge and preservation of new Brwtzligen centers more around reflection than implementation. Adherents often have a meticulous diary over their daily lives, since they do not know which tidbit of information will prove essential. Archaeologists are held in high regard as their work uncover the secrets of the Hymmelrikis machinations, reclaiming a piece of knowledge previously lost. There are rumors of a group censoring the information generated by Brwtzligen followers, keeping their own hidden archives with knowledge deemed unfit for the general public. This is largely seen as paranoia. That someone would be able to filter through all the information sent on a daily basis to the servers in biosphere 172 and at the same time cover their tracks is simply ridiculous.

    Learningcenter(Brwtzligen)- Biosphere 172 contains endless rows of servers with countless texts from Vanskilsi culture, both scientific and recreational. The reference material being unmatched many researchers make this their home.

  13. - Top - End - #43
    Pixie in the Playground

    Join Date
    Jun 2019

    Default Re: EMPIRE5! Worlds of Axiom

    Dipanan Collected Nations

    Current Leader: Collector Larn Vansha
    • Diplomacy: 5 (4+1)
    • Military: 3
    • Economy: 4
    • Philosophy: 1
    • Intrigue: 3 (2+1)

    Starting Region: M27

    Spoiler: People
    Dipanans are human, with a few minor genetic divergences. The most significant is an inability to process many forms of meat, though dairy and other animal products are generally safe.

    The second major difference is that their hair color can change in response to the presence of certain chemicals in their diet. Believed to be an adaptation that identified the presence of unsafe food, it's now exploited in order to allow for any number of exotic natural hair colors by consuming special non-toxic chemicals.

    Spoiler: Terrain and History

    Home World: Katarsa is a wet, temperate world. There are few major mountain ranges, so for the majority of the planet's history rainforests (both tropical and temperate) dominated the landscape. Deserts are few and far between.

    Most of the rainforests are long gone, replaced with fields, orchards, and pastures. Cities dot the landscape, dense networks of towers and transit rails packed with restaurants, art galleries, and other amenities. Suburban environments are nonexistent, with almost everyone living in rural farmland or dense cities.

    Dipanans were never a unified people. For centuries, wars over ideology, resources, and border squabbles were common. The development of weapons of mass destruction brought an end to these conflicts out of fear of mutual annihilation.

    With military conflict off the table, nations jockeyed for influence through social improvement. Living well became the definition of success, as nations raised their standards of living and promoted cultural development. Peaceful annexations became common, and millions of Dipanans voted with their feet by migrating to more prosperous nations.

    As their society developed scientifically, it became clear that Dipanans were not originally native to Katarsa, a distinction they shared with many of their staple crops and companion animals, which showed clear genetic differences from most forms of life on the planet. Many hypotheses were presented to explain this phenomenon, though the prevailing theory was that they were descended from interstellar travelers of some kind. Confirming this was a major driver behind their initial waves of interstellar colonization. So far, no evidence of any advanced life has been found, so an ever-increasing portion of the population believes they were sent to Katarsa by a supernatural being. Drawing on archaic spirtual texts from many different nations, these "Supernaturalists" believe a powerful entity sent them here in order to escape a great punishment in their original home. A smaller sect (Punitives) believes that being sent to Katarsa was actually the great punishment.

    Four nations are particularly large and prominent:
    • Calisa: The most populous nation. Calisa took a strong early interest in space colonization, and many colonists have Calisan ancestors.
    • Yauloa: A cultural and entertainment hub.
    • Ellal: This nation has preserved more of its rainforests than any other nation, allowing it access to exotic flora long driven extinct in the rest of Katarsa. They maintain the most diverse set of crops and most exhaustive seed banks.
    • Shabalu: Generally regarded as having the strongest schools in the Collection, a disproportionate number of scientists and academics have their origin here.

    Minor Nations include:
    • Phyrra: Possesses an advanced industrial sector

    [ooc]Others will be fleshed out as needed[/ooc]

    This process led to a stable configuration of seventeen nations. After a century of peace and stability, the Dipanan Collected Nations was founded to handle the challenges of planetwide governance. A neutral city, Poledela, was established as the capital. Over two hundred years later, the Collected Nations (commonly known as the Collection) maintains its rule.

    The Colonies: Once interstellar colonization became viable, there was concern about how it might affect the balance of power between the nations. Ultimately, the technological limitations of space travel were used as an advantage. Delays in travel time and communication made direct administration impossible, so each colony was established by a multinational force and treated as a new, independent nation. So far, six colonies have been successfully established. Two colonization missions ended in failure. In the first case, the colony ship suffered serious systems failure en route, while in the second the destination planet turned out to have excessive radiation levels.

    Spoiler: Government

    Each nation in the Collection maintains an independent government. Most are some form of representative democracy, though the particulars vary. Many nations began as monarchies. A few still boast figurehead monarchs, while in other nations aristocratic families have become part of the legislature or wealthy, eccentric families disconnected from political life.

    International matters are handled by the Collected Council, consisting of one representative from each nation. The Council is chaired by a Collector, chosen by a Council vote to serve a single, five-year term.

    While any councilor is eligible to become Collector, in practice a rotation has emerged. A representative from Calisa will serve, followed by a representative from a less prominent nation. They will be succeeded by a Yauloan Collector, who in turn is followed by a "minor nation" Collector, etc. Elections for "minor" Collectors produce the most excitement, as coalitions of nations collaborate to gain the reins of power. So far the "minor" representative has never come from an off-world colony, but most commentators expect that to change soon.

    A Collector can be removed with the votes of 3/4 of the Council, generally proceeding to the next nation in the rotation. This has happened a few times in cases of gross misconduct. A Collector's term can be extended (in one-year increments) with a similar 3/4 vote, but that clause has never actually been used.

    Leader: Collector Larn Vansha
    Diplomacy: 5 (4+1)
    Military: 3
    Economy: 4
    Philosophy: 1
    Intrigue: 3 (2+1)

    Collector Vansha is the Calisan councilor, and is already two years into her term. At 43 years old she's relatively young for her leadership role, but her service as chief administrator for Calisa's largest city built up a reputation for accomplishing major projects. Her insistence on knowing every detail of each policy change or infrastructure project sometimes leads to accusations of micromanagement, but she has been effective in using those details to effectively argue her case and negotiate with potential supporters.

    Her priority since becoming Collector has been to begin a new round of colonization. The new ships will have to travel further than any of the previous missions, so she has daily meetings with design teams, going over every detail of the new class of colonization vessels.

    Spoiler: Resources

    Abundant Resource: Dipanan Cuisine (Crops and Spices). The Dipanan obsession with living well is most intense when it comes to food. Hunger has long since been eliminated and providing high quality food to one's people is seen as a major role of governance. The most popular programs on the mass infotainment networks are cooking and baking competitions, and celebrity chefs are recruited by every nation. Dining fads constantly sweep across the Collection, and most nations maintain stockpiles of exotic cultivars to make sure they're constantly on the cutting edge of dietary fashion.

    Trading Posts
    Poledela Culinary Academy: Dipanan
    Ellalan Seed Vault: Open
    Yauloan Cooking Infotainment Network: Open

    Required Resource: Arcana. The more esoteric arts are unknown to Dipanans. So far, none of their colonies have deposits of the crystals and other materials required. Once they become aware of these technologies demand is sure to be high, as it becomes a new field for quality-of-life competition.

    Spoiler: Philosophy

    The Collected Nations have put aside major ideological conflicts, and have organized their culture around "competitive welfare," with each nation seeking betterment of its living standards rather than directly competing with its neighbors.

    Learning Center: Shabalan People's University (Level 1): Open

    SPU is regarded as the most prestigious school in the Collection, and boasts the most comprehensive range of academic subjects. Its graduates generally rise to the highest ranks in their field, and many gain professorships at other universities.

    Last edited by Makvala; 2019-06-16 at 03:16 PM.

  14. - Top - End - #44
    Halfling in the Playground
    Join Date
    May 2015

    Default Re: EMPIRE5! Worlds of Axiom

    The Guild-Empire of Nyx

    Region: K5
    Leader: Domino Ophelo, The Lord of Coin

    Diplomacy: 5
    Military: 3
    Economy: 5
    Philosophy: 1
    Intrigue: 2

    Spoiler: Region
    The homeworld of Nyx is the second planet orbiting a blood red dying star. Despite the close distance between the planet and their sun Nyx is a dim planet. The sun barely gives off any light and the planet's skies only get about as bright as dusk on Earth even at it's noonday peak. Despite all this Nyx is not a barren planet. Most of its surface is covered by strange flora grown into a thick fungal forest across the uninhabited regions of the planet. While most of the flora are large forms of fungus, there are a few trees somehow able to photosynthesize the small amounts of light given off by Nyx's home star. The animals that populate Nyx have evolved to survive in this strange atmosphere, and many are gifted with some form of alternate vision, be it sight in the infrared spectrum, echolocation, or conventionally blind creatures with tremorsense. The planet's main population centers are large cities, built on exposed magma veins on the surface of the planet, due to the Nyxian's reliance on geothermal energy until relatively recently in their history. None of the other planets in the Nyx system are habitable, but they are rich with deposits of the rare mineral Voidstone.

    The largest city upon Nyx is its capital, Nostromo the City of Night, a massive metropolis composed of towering black skyscrapers peering imperiously over dimly lit streets. Nostromo is in constant darkness thanks to the Voidstone refinery, Nostromo's Shroud, geosynchronously locked above the city. The refinery is an orbital satellite where the Voidstone is exposed to the sun's rays. Somewhat ironically the station is not one of the most productive Voidstone refineries within Nyx's trade empire, due to their weak sun but its location so close to the capital provides it a great prestige even as other systems within their trade empire have 'healthier' stars allowing faster Voidstone refinement.

    Spoiler: People
    The Nyxians are a reclusive species afraid to expose themselves openly to the atmospheric dangers of more traditionally habitable worlds. Due to their homeworld's dying sun prolonged exposure to 'normal' starlight will severely burn their pale skin. For this reason, they commonly dress in dark robes that cover them entirely, usually hiding their faces with a mask of some kind. Far more comfortable at night, Nyxians will on occasion wear less obscuring clothes during evening cycles on foreign planets revealing them to be tall, pale bipeds with three pairs of arms. They are usually hairless, with a pair of large black eyes, pointed ears and mouths full of needle like teeth. For many civilized races this tall pale multi limbed sharp toothed appearance causes discomfort and given the Nyxians propensity for trade they will often dress in obscuring clothes no matter what time of day it is.

    Spoiler: History
    For most of their history, the Nyxian's lived in feudal city-states surrounding the exposed magma flows upon the planet. These city-states rose, fell, and clashed over control of these valuable sources of energy on the planet. This all changed approximately seventy years ago when Nyxian scientists in the city-state of Nostromo discovered the mineral Voidstone: a jet-black substance that absorbed energy from starlight the way a sponge absorbs water. This allowed Voidstones to store unbelievable quantities of energy upon a stone the size of one's fist, thus eliminating the need for geothermal energy on the planet. Nostromo took advantage of this quickly selling their Voidstone to the other city-states for prices of loyalty and submission eventually absorbing them in a trade empire that would one day overtake the whole planet and the entire region of space. So far, Voidstone has only been discovered in the Nyx system, making it a precious commodity that the Nyxians intend to use to become astronomically rich.

    Spoiler: Government
    The Guild-Empire of Nyx, for the most part, is really just a loose knit guild of merchants. Each planet is ruled by a Merchant-Governor, who controls all business upon the planet in question. While most Merchant-Governors are in charge of only one planet, it is not unknown among the more cutthroat Nyxians to gain control of several different planets though these tend to be smaller holdings comparatively. The Merchant Princes do not care who owns what so long as their profits remain high their subordinates can kill each other all they wish. The Merchant-Governors keep 70% of all profits from their planetside businesses but are required to pay a steep tax to one of the Eight Merchant Princes of Nyx, representing the eight ancestral city states of ancient Nyx. Responsible for the provision of the public sector these Eight fund collective goods though often the greatest proportion of their share goes into the raising of private security forces and expansion of their own holdings rather than into communal goods like healthcare or ample food, leaving these details to individual Merchant-Governors to handle through provisions agreed to during the establishment of formal contracts of ownership between MGs and MPs.

    These eight Merchant Princes in turn answer to a single ruler contributing 50% of their own revenues to the leader of the Guild known informally as the Ninth, more formally as the Merchant Prince of Nostromo, or alternatively when dealing with outsiders as the Lord of Coin. The Lord of Coin is, in theory, the richest, most powerful and best merchant among the Guild-Empire. If a Merchant Prince believes that he is better at running the Guild than the current Lord of Coin, then according to the governing principles of the Nyxians he is required to attempt to overthrow them. However, bribes are common in this political realm to motivate and deter such challenges as necessary and affordable as are arrangements between princely families to ensure a “proper” successor reaches this throne. The Lord of Coin is expected to provide the bulk of the universal military aside from private security forces as well as is responsible for oversight and construction of the Voidstone refineries that exist in orbit around Nyxian claimed stars.

    Lord of Coin Kanar Bathoriel had been the reigning Lord of Coin when the instructions for the construction of the Simulacrum Doorways was received and had sent a private investigative team to glean what information he could from the event but ultimately his failure to properly utilize this information to expand Guild interests served as the catalyzing ingredient to a coup. The Merchant Prince of Helia, a distinguished Nyxian known as Prince Domino Ophelo, led the charge to oust the lacking Kanar and with the support of five other of the Merchant Princes succeeded in arranging for the deposition of Kanar and his own appointment to the lordship over Nostromo, wedding the late Kanar's widow weeks after Kanar's passing and leaving Helia to his second eldest son, bringing along his eldest to be groomed for the potential succession of the Nostromo throne.

    Spoiler: Philosophy
    The governing philosophy of the Guild-Empire is a doctrine of beliefs known as the Mandate of Coin. It is a strange philosophy the Nyxian's enemies would consider to be a barbaric "Greed is Good" quasi-religion. However, this does the Mandate of the Coin a disservice. While the Nyxians do believe that personal greed will bring universal prosperity, the Mandate also encourages honesty and fairness in business dealings and even a strange form of generosity ensured through the forging of contracts. It is very common for wealthy Nyxians to gift beggars with life-changing amounts of money, but the patron will expect the beggar to pay them back in the future usually within a time decided between the patron and the pauper through formal contract. The Mandate also teaches that poverty is the result of economic incompetence of the planet's rulers. The jobless are seen as an untapped resource, while the working poor are seen as a potential liability should a competing merchant seek to offer workers a better deal. While collusion among the rich kept labor power suppressed it was not unheard of for a desperate merchant being willing to break ranks and elevate his workers livelihoods to outcompete a competitor and drive up the baseline of compensation.

    Spoiler: Resources
    Primary Resource: Voidstone is a jet black mineral found only within the planets of the Nyx system. A seemingly unremarkable stone at a glance its true properties become clear when exposed to direct sunlight. Voidstone absorbs solar energy like a sponge absorbs water. If exposed to sunlight for a long enough period, a softball sized chunk of Voidstone could power an average planet's capital city for one galactic year.

    Required Resource: Mercenaries (Skilled Beings)- While the Guild-Empire has plenty of skilled traders and diplomats, it is lacking in warriors. The mostly barren planets of the Nyx system guaranteed that the Guild-Empire could conquer their region of space without too much hassle or bloodshed. However, now as they expand further into the galaxy, the Nyxians fear they will meet beings they will be unable to fight. They are willing to pay incredibly well to make sure their intergalactic assets are well-protected.

    Trading Post 1: Nostromo's Shroud (Great)- The orbital Voidstone refinery doubles as a massive intergalactic market, where Voidstone is traded right where it is charged with energy.
    Trading Post 2: Helia's Caress (Empty)
    Trading Post 3: Isabe's Landing (Empty)

  15. - Top - End - #45
    Dwarf in the Playground

    Join Date
    Jan 2019

    Default Re: EMPIRE5! Worlds of Axiom

    Region P18

    Spoiler: Summary

    System: Baryshev

    Resource Centres:
    Resource: Hyper Honey [Good]
    1. Ulaiy Beehives: [vacant]
    2. Vedvek Honey Market: [vacant]
    3. Chelovoy Refinery: [vacant]

    Learning Centre: Samiyed Nunnery [The One]

    Spoiler: Region

    Baryshev is a binary star system orbiting both a blue and a yellow star. Although there are ten planets orbiting it, only the fourth is suitable for life. It is cold and icy, but with developed cities dotting its surface. Most of the remainder of the planet has been mined of most resources before being abandoned, but projects to reclaim this territory and build cities on it are under progress. Other than the Ogatvezhiy, the planet is home to whitewasps, which produce Hyper Honey, the region’s main crop.

    Spoiler: People

    The people of Baryshev are Ogatvezhiy, a race of humanoid bears with exceptional intelligence. Theirs is a culture of intrigue and scheming, of cold and heartless political maneuverings, and of unrestrained capitalism. They are led by a council of oligarchs, the wealthiest and most powerful politicians, who make decisions regarding the laws and the distribution of wealth. Every Ogatvezhiy’s dream is to become a member of this council, but very few possess enough wealth and power to achieve such a position. The Ogatvezhiy’s heavy coats of fur enable them to survive the freezing cold weather of Baryshev, however they also wear tailored suits and dresses. Clothing and appearance are very important to the Ogatvezhiy, and as such they go to great pains to always be in style. They have extremely quick metabolisms and a complex digestive system which allow them to go for long periods of time on nothing but Hyper Honey or other food extremely high in glucose.

    Spoiler: History

    The Ogatvezhiy have inhabited Baryshev for as long as anybody can remember; most assume that the race is native to the system. Over the course of many millenia, they developed technologies and civilization, and they are now so far from their roots that there is little memory of the savages that they once were.

    Spoiler: Philosophy

    The One

    The Ogatvezhiy are devoted to the philosophy of The One, after they were introduced to it by the Sisterhood of Silence. The Sisterhood now has a base on the planet and is working hard to convert as many of the Ogatvezhiy as possible to The One. Many, but not all, are now devotees. The main Learning Center on Baryshev is the Samiyed Nunnery, a convent for the Sisterhood of Silence that now houses many of the Ogatvezhiy that do not wish to engage in the backstabbing, coldhearted political maneuvering of the rest of the planet.

    Spoiler: Resources

    The main resource in Baryshev is Hyper Honey, which is produced by whitewasps. This honey is extremely energy-rich, and acts as a stimulant to those that ingest it. The Ogatvezhiy consume it regularly, because of their fast metabolisms, but other races who take it become hyperactive, unfocused, and act almost as if in a trance. Some of the Rothuun have discovered that this substance can be used to enter a berserker fury in which they are faster, stronger, and deadlier, and can even withstand the vacuum of space for a short amount of time.

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