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    Default EMPIRE 5 - CWBG - Galactic Empire (Recruiting Full, Wait List Available)

    EMPIRE!
    To the Stars
    A Community World-Building Game by Morph Bark

    IC thread: IC Thread
    Dice-Rolling thread: Dice Rolling
    Worlds Thread: Worlds Thread
    Rules Thread: Rules Thread

    Welcome to EMPIRE! A game of gods, kings and adventurers. In this game, you will play a character, a leader of a region. And once s/he dies, you will play their heir and so on, continuing on the family legacy. You scheme, discover and conquer your way towards becoming the most-remembered person in history. Respected, loved, feared.

    This universe will start as a space-faring intergalactic community of alien races establishing first contact with other intelligent denizens of the galaxy, but through the actions of players and random events the scope of the world will expand, science marches on and magic will be enhanced. Magic is spread throughout the galaxy, though for many it has been replaced with technological advancement. Monsters may abound in players’ regions; strange natural resources, the crafts of advanced science, powerful psionics, and lost ancient knowledge may be at their use.

    Best beware if you want to ensure your legacy.


    Be warned! This is primarily a game of world-building, but contains some strategic elements, secretive scheming, and both cooperation and vehement competition between players at times. It's all easy enough to understand once you've read through the rules, and GREAT fun to play in and talk with all your co-world-builders in this thread, but keep in mind that in the game itself, IC, it can be a very bumpy ride. Let us ask questions, help each other, communicate, cooperate, build and have fun OOC, even as we bash each other's brains in IC.

    Additionally, if you have a question, and you can ask a player (about their region or people, for instance), ask them instead of the GM. If you can ask it in the thread, do that instead of via PM. The GM's PM inbox is regularly cleared and thus things can easily get lost, so try to keep it to secret stuff and (IC) reactions to stuff you get in your own inbox. For similar reasons, nothing said in the Discord server should be considered official unless it is also posted in the OOC thread.




    The World and Joining the Game

    The Galaxy

    The galaxy of Axiom was once united, a single great Empire stretching from the outermost spiral arms to the galactic core under the guiding hand of an ancient race known to modern races as "the Callers" for their remaining technologies propensity to emit signals attracting intelligent attentions. It has been hundreds of thousands of years since the Callers were last seen in the known galaxy.

    In the absence of one unifying force guiding galactic development worlds left either undisturbed, abandoned, or reeling in the wake of the Caller disappearance were free to develop their own unique peoples, cultures, and technologies. Now species and intelligent alien traditionally understood biological life rise from their humble origins to reach for the stars beyond with equal parts hope and fear over what they may find. Technology and magic alike are reaching heights undreamed of since an age thought long past. Now is the turning point of history. Now heralds the rise seeking to claim all or in part the legacy of the last great Galactic Empire.

    Organized Philosophies
    There is only one known organized philosophy remaining tying multiple regions of the galaxy together, the followers of the One who are mostly comprise of the Sisters of Silence who stand vigil around the Galactic Core. Many other philosophies may yet arise from the ascendant Stellar Powers now seeking to make their mark on the galaxy but for the immediate future only the One stands straddling interstellar lines.

    The One
    Spoiler
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    The One is a philosophy which emphasizes a universal “oneness” interconnecting the many individual minds that make up its fabric. All followers of The One uphold ideals of love, happiness, safety, and contemplative interactions among individuals. It is undeniable that there is a certain energy that can be found within their important halls, though whether this is a quantifiable energy, or something more spiritual is hard to say. Rumors and mythological texts indicate that the mysterious race known as the Callers may have spread this philosophy when they once controlled the galaxy, before they faded into history. The Sisterhood of Silence, and it's Mother Superior, are seen as among the highest proselytizers of this Philosophy.

    The symbol for The One is a pair of circles, one inside the other, and they are often spinning in opposing directions.


    Atlas
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    Below is a revealed map of the known galaxy. When play begins, the full map will become hidden. The GM Team will assign players starting locations.




    Joining the Game

    First of all, read this thread

    Petition the GM for a starting region alongside a submission of your region writeup. You are only approved if Gengy says you're approved. Please listen to the GM Team's suggestions, though (Rando, Lleban, Moriko, Zayuz). Once you're approved you can post your country details in this thread and prepare to join the IC game when it starts.

    The IC game will begin in the Year 1 of the Age of Exploration.
    Example Region writeup (with thanks to Rolepgeek for the framework!)
    The Republic of Monovo
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    Monovo is a very flat planet, resembling more of a cylinder than a sphere. The surface hash very few hills or valleys breaking up the terrain. The only exception is the small hills around the central city of the planet, Monovo, which shares the name of the Stellar Power. The surrounding hills are often called the ‘Trembles.’ This is in part to the many localized earthquakes that often occur in the area, which while usually mild, can cause said hills to appear to wobble. Aside from these, the land is mostly lush in the east but becomes slightly more arid in the west, which are known locally as the ‘Greens’ and the ‘Reds’. This is partly why Monovo the capital is in the east, apart from the defensive benefits. Small lakes dot the landscape, although the biggest one is in the north, and has the small settlement of Hiro on it. There are no oceans, just many lakes.

    Monovo was a small state, which mostly specialized in breeding horses, and trading them to the more war hungry states around them. There central government was a republic, although the leader of the republic was elected for life, and had one veto they could use in their tenure, so it was certainly nowhere near a true one. When wars began, Monovo at first made good profits by selling horses to both sides, and profited heavily from war. However, when a conqueror and his enemy of the day both threatened to destroy the city state unless they swore allegiance, the leaders of Monovo decided it might be best to throw in with the successful conqueror, and prosper in an Empire, rather than falter in continued war. The leader of Monovo did in fact veto this decision. This was respected, and when he had finally bled to death, the new leader agreed with the majority. Since the Empire, Monovo was subjected to many bandit attacks in its plains, but the city itself escaped much of the ravages of other places.

    Eventually, there was another great war, and this time, Monovo participated; it emerged victorious, and spread it's influence to all over the planet. It held control for centuries, and was the primary reason that the Republic was able to start exploring space in their great horse-shaped ships. Monovons are primarily traders, but are not afraid of being aggressive, and when needed, will land upon worlds and use their superior equestrian skills to quickly conquer planets.

    Monovo is a planet of mostly humans, although a few other races may also frequent it. A large amount of Monovan culture revolves around stables, with business decisions, many apprenticeships and a few ceremonies taking place in stables. Most of these are small, family ones, but some stables, especially the cities grand stable, are frequented as the center of life for its citizens. Men tend to dress in short shirts made from wool, and trousers, to help with riding, and women wear their hair braided tightly, and wear short, practical dresses in colors that can only be described as ‘sable’.

    Monovons are strong adherents of The One, and are said to have very strong bonds to horse spirits.
    Philosophy center 1: The One's Stable

    Horses are a large part of Monovan culture, and they breed some of the most, and some of the best horses in the galaxy, specializing in endurance and speed over flat terrain, mirroring their own territory.
    The one problem of their society is that they have very little in baubles and trinkets, which are much valued, especially gems, which are a prized gift.
    Resource: Monovan Horses
    Needed resource: Gems.
    Trade post 1: (Monovo)
    Trade post 2: unowned
    Trade post 3: unowned



    The Rules of the Game & Data Collection



    Game Masters
    Legacy Masters: Morph Bark, QuintonBeck, Zayuz, Aedilred, TheDarkDM, Rolepgeek

    GM Team

    Captain Head GM: Gengy

    First Mate GM’s Second: Randoman

    Chief of Exploration: lleban

    Table Ensigns: Zayuz, Moriko

    Stat Manager: PepperP.

    Extra Player Resources (For the Players, By the Players)
    Heraldry Generator (thanks, Logic!)
    Family Banner Generator
    Flag Generator (thanks, Logic!)
    Family Tree Builder (thanks, zabbarot!)
    Discord server (thanks, m9p909!) [The Head GM highly encourages joining Discord]

    Should there be anything incorrect or not updated yet about any of the above tables it’s always possible that the GM or co-GM in charge of that has missed it. If so, please feel free to inform us with the proper, most updated information.

    A brief guide for players follows, copied from previous recruitment threads for the benefit of those people who come straight to this one.

    New to Empire!?
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    Empire! is a collaborative world-building game where you take on the role of the ruler of a region and their heirs and successors, perhaps turning your small starting powerbase into a Galactic Power or Galactic Empire, forming alliances, fighting wars and establishing colonies along the way. While the GM has some oversight and final approval, the setting’s content is controlled by the players. There is no limit to the number of people who can play and we are always accepting new players.

    The game is played in turns, each lasting two real-life weeks and representing two Galactic years (one GY is about 1.2 regular years). Every turn you have a number of actions you can take, which represents the significant activities of your ruler and country over that period. Each action improves your ruler’s ability to do things in future and helps contribute to the ongoing development of your region.

    The roleplaying and worldbuilding elements are much greater than the mechanical side. Someone will usually host an event every turn, a physical or holographic gathering of important people from nearby realms, so that you can interact with each other, form alliances, pursue romances and feuds, and just generally get to walk around in your characters’ shoes. Eventually, your ruler will die or step down to be replaced by their heir or chosen successor, and the cycle begins anew.

    If this sounds like something you’d be interested in, check out the game rules in this thread. Don’t be daunted by the size: the rules are actually very straightforward in essence, with a lot of the content being explanatory, details of special abilities you can acquire later in the game, and other things that aren’t immediately relevant to new players.

    Post your interest in creating a region, and write it up for review and approval by the Head GM, Gengy. We have a friendly group of players who are always happy to welcome new players to the game and help them get settled in.

    The IC game is due to start in mid-late June/July, roughly four weeks after this recruitment thread post is made. This is to allow for Empire 4! to fully wrap up to a conclusion.


    Played Empire! Before?
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    If you played in E1, E2, E3, or E4. the basic rules of the game will no doubt be familiar. However there are a number of differences and new features for E5 which will probably affect the way you approach the game.

    In Empire! 5, the main area of play is one galaxy, which is yet to be fully revealed. Much of the galaxy is unknown to the Stellar Powers (previously called ‘Kingdoms’) players will be representing and will need to be revealed through exploration and game play. Exploration will be a big focus on Empire! 5, and as such, there are a few new Exploration Rules; be sure to review them!

    The time period associated with E5 is far-future, a time when many new ideas resulting from contact with alien species emerge and interstellar states begin to form, each with distinct cultures. It is also a time when new and previously unheard of technology begins to emerge. Magic will also play a part as its existence is an indisputable fact although it is not strong enough to compare to ‘high’ fantasy.

    In E5 there are no large NPC state actors affecting play though three major organizations do already exist: The Sisterhood of Silence, the Cosmic Couriers, and An'Null's Eradicators. Players will have the opportunity to befriend, combat, or ignore these various galactic entities.

    Be sure you take a moment to review and be familiar with the Zone of Influence rules, as they are the largest change from previous Empire games. As the galaxy map allows us to use hexes instead of national borders, we are able to do more with uniform region sizes and adjacency rules.
    Last edited by Gengy; 2019-06-16 at 07:42 AM.
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    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
    That way, you'll be a mile away, and have their shoes!

    Got my Master's Degree for games (yay!). Still busy (boo!).
    ~avatar by myself

  2. - Top - End - #2
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    Default Re: EMPIRE 5 - CWBG - Galactic Empire (Now Recruiting)

    Spoiler: Player Concept List
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    Approved Players are in Green
    Player Power Summary
    - Hack - Slavania Rugged Human Survivors
    Aedilred The Ninurtine Empire Balanced Human Electoral Empire
    asmodeus Caliphate of Kryptids Divided Technocratic Bugmen
    bc56 The Syndrome Full Biotic Autocracy
    BladeofObliviom The Gelean Republic Lost Human Colony
    Corona Technocratic Meritocracy of Caruflaith Restored See left
    DionysisReborn Rocthurhi 12-tentacled Amphibian Octopuses
    dreamking The Guild-Empire of Nyx Unsettling Light-sensitive Merchants
    DoomHat Jackstar Free Union Privateer "Protector" Young Human - Old Wolves
    Electriccat Etherites Enlightened Science Technomages
    Elemental Conclave of the Black Sun Fallen prosperous empire
    Gaius Hermicus The Rothuun Minotaurs Bloodthirsty Minotaurs
    Ivor_The_Mad The Kronin Scaly Humans on a Wild Death Planet
    kaio999 The Kamasati Pantheon Psionically charged "Gods"
    kjelfalcon The Nolkir Cat-people Children of the Almighty Sphinxes
    KreigTiger The Tezh Non-corporeal information beings
    Lleban Knights Vacio Genetically modified soldiers
    Miltonian Lyrae Autocratic Sun-worshiping Canines
    Minescratcher The Commonwealth of Zara Competitive Bureaucracy of Geckos
    moossabi The Church of Iteus Philosophical Human theocracy
    Moriko Mier Formica Ant-sized Super Ants
    Nefarion Xid Celes Glorified human 'Republic'
    PepperP. Droccen Urbanized Monarchists with Gaurdian bots
    QuintonBeck The Sublime People's Republic Ethical Human Republic
    Reggiejam Unified Public Trust Psionic Parasites
    SOSDarkPheonix Harmony Corrupting Gaseous Entities
    SquirrelWizard Grymlan Combine Energetic Squirrelfolk and AI overseer
    Tentreto The Duenem Protective Life-preserving Robots
    TheDarkDM The Vilari Sodality Balanced Aquatic Democracy
    Wizard_Lizard Draaxerri Intelligent Egalitarian Dragon-folk
    zabbarot Kombuch Expansionist Mushrooms
    FakerFangirl The Sleepers Enormous Solitary Hydrogen Eaters
    Rolepgeek The Federated Churches of Origin's End AI worshiping Rust Seekers
    Tychris The Eye of the Horizon Humans and Owlbears around a Black Hole
    omnitricks Melfynians, All Space Starfish Mantra Ray Hippies
    Zayuz Celestia Enterprises Human Space Corporation Empire
    Jade_Tarem Sanctum Self Proclaimed Scientific Sanctified Protectors
    Mary_Sue Alysians Techno-elves who like AI
    Myr ??? ???
    LapisCatis The Ndoda Biotechnological Gecko Tribes


    Don't be intimidated by the large number of approvals, folks! Empire! games tend to start with roughly 20 to 30 players. If we get above 30 applications approved, the GM Team may need to expand it's numbers, but otherwise can handle up to 40 players. At 40 players total, the GM Team will create a 'waiting list', with a first-come first-serve basis, as other active players may decide that IRL reasons prevent them from remaining active.

    Important Setting Information:

    Pre-Game Science
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    I’ve had quite a number of questions about “baseline technologies” (what I prefer to call Pre-Game Science) for Empire 5, and I haven’t had a good answer for people. What I’ve told people in Discord is this:

    I struggle to come up with an appropriate level of power for Pre-Game Science because I don't want to limit ideas. At the same time, I understand the disparity this creates between someone who (and we'll use this as an example) has a terraforming technology at write-up versus an E10 Terraforming Technology that gets created around turn 6.

    I think the best answer I have for you all is that Pre-Game Science is "incomplete" or "not perfect" science. That, while it is potentially powerful, and can do neat things, it is fundamentally flawed. Slow. Doesn’t create the optimal result. It's very good for a pre-FTL universe, because your pre-game science made you the big fish in your "small" pond, but now that everyone will be gifted FTL thanks to [PLOT], your basic science doesn't cut it anymore.

    Your terraforming that you have been using to keep creating new livable areas can no longer keep up with the fact that you have SO MUCH MORE space to occupy, if you wanted. And your pre-game science terraforming can only work at a carefully calculated speed, with the minimal resources in your capital sector.

    Add to the fact that you met some schmucks from another space region who can do weird sh*t with crystals and some other bothersome pirates bros who can do things with sound of all things, and maybe you want to make better terraforming just to be sure you can keep up.

    I guess what I'm saying is that I can't offer people asking for information a baseline to pre-game science. I have a loose definition in mind, but I am asking people to trust in me when I'm doing Approvals to know what is and isn't copacetic. My apologies to anyone that would like some additional clarification on this manner. If you still aren't comfy with this answer, please feel free to reach out to me privately with your idea(s), and we'll talk a little more.


    Region Size
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    A single region is meant to be several tens of star systems, yes. Hundreds… may be a bit much. I’ve been thinking of a region as a sector of space with anywhere between thirty to seventy different stars, but only one (maybe two, three at most in rare cases) of which has a livable section of space. The other stars may have asteroids, gas giants, or be places of interest for players to define, but are not – without effort put into them – livable areas of space.


    Ship Size and Combat
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    Unit numbers are very loosely based on US Military numbers for four or five early year 2000s submarines. In my head, a single ‘Unit’ is either four or five good sized ships, two or three large sized ships, or one very impressively sized ship. That said, a single Military Action to Raise a Unit is considered to be a significant effort on ensuring that you have some kind of defenses and/or troops. What that Raise a Unit action consists of, per player, is up to the individual player. However they are ultimately of the same strength. The rules provide a baseline (roughly two thousand humans per unit) but you could theoretically use more people, no ships at all if you feel like, or even more ships, though the latter is harder to justify. Just know that your AWESOME LAZER BEAMZOR TROOPERS are just as powerful and strong as the HUNDRED THOUSAND DRONE BEETLES, without technologies supporting them

    Is it weird? Yes. Is it scientifically accurate? Probably not. Can you make things better over time, past Round 1? Sure. Technologies exist to improve the baseline. But we have to have a baseline. I apologize if this confuses or confounds people. I encourage you to just ignore the numbers given, and focus instead that Player A's unit is just as strong and powerful as Player B's unit, even if one is a Scientific God and the other is just some humans using Arcane Blessed Spears.

    Combat – again in my head – primarily takes place out in space, but every ship probably has a compliment of (for lack of a better term) marines whom can board ships or deal with combat on the ground.

    Depending on the scenario, the Round Opener will reflect the story being told for combat of a region.


    Combat Visualization Styles
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    From what people are saying, many players are unhappy with not having - at least - a pre-defined "combat visualization style". An easy to imagine idea of what combat is going to be like, to help them understand what they can and can't do with their applications and their Pre-Game Science.

    Other players have previously asked me this question, and I believe my answer was "Something in the middle between realistic and star-fantasy". A mix between realistic Submarines combat and the big screen of Star Wars. Eventually the Combat Visualization Style of this game will be as big and as dramatic as, say, combat in Star Wars. Giant laser beams bouncing off shields, dog fights between fighter pods, blessed plasma cannons firing off from all angles, bug people flying through space and casting magical antimatter explosions... all in the same fight.

    That's an eventual thing. After many different techs are made, it's plausible.

    For Round 1, I don't see it.

    For Round 1, I see a lot of attempts to make missals that can fire through space at ships that can traverse FTL. Sometimes they hit, sometimes they don't. For round 1, I see entire ships that, when the 'combat alarm' goes off, an entire fourth of the crew's "station" is in the ship's chapel, making prayers to their god of battle to power the engines and make with the go-go-faster-please-don't-let-us-die-oh-lord-of-the-deep-space. For round 1, it's not magical antimatter explosions... but a pair of fire mages casting fireballs rapidly from a bunker to blow up the enemy's invasion party before they land and attack with audio hand-cannons.

    I think epic Star Wars-esque space battles are neat, but we're going to have to work up to those from Round 1.

    And it's that mindset that is what helps me figure out what is, and is not, acceptable during applications.


    The Game is slated to start on the 16th of June.

    As a reminder, there will be a GM-run Round 1 Event, which technically takes place at the exact start of (if not just prior to) the opening of the round. While I don't expect everyone to choose to interact with everyone else (though I will of course encourage it!) I will expect at least a single post in that Event Thread from every player. This Event will be the way that your race obtains FTL, learns about other races, and discovers a (very basic) way to communicate with them across the galaxy. You won't want to miss it!
    Last edited by Gengy; 2019-06-12 at 08:45 AM.
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    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
    That way, you'll be a mile away, and have their shoes!

    Got my Master's Degree for games (yay!). Still busy (boo!).
    ~avatar by myself

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    Default Re: EMPIRE 5 - CWBG - Galactic Empire (Now Recruiting)

    The Syndrome

    "Those who are willing to change themselves shall never truly perish."

    Spoiler: Terrain
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    "The sight of the star was a welcome relief to us, and the rising of its single planet, a white orb of such glittering surface that it glowed like a second beacon, was among the most inspiring sights I have yet seen in my life."
    Quiet-Green, horticulturist aboard the Bioship Dawn-Spore on its initial voyage to other star systems.

    Heart-Beacons
    The Syndrome occupy two planets in their home system and a third in a neighboring one. The Syndrome do not typically name their stars; the features they find most important are the planets. Their homeworld is called Heart-Life-Nest, a world of brilliant colors, near the sun with a thick, humid atmosphere. Interspersed with its lush and vibrant vegetation are colorful land corals. Grazing upon coral or upon plants are large insects, and in fact, such insects are the dominant lifeforms. The Syndrome prey upon the largest of these. The planet also boasts deep and expansive seas, with all manner of aquatic life. The second planet in the system, further away, is Bright-Many-Sons. Syndrome colonists dwell on the gas giant's moons where oxygen is present, adapted for the lower air pressure and oxygen content, along with similarly modified native species. These members are more diminutive, as are their prey. The other planet, in the New-Discovery-Land system is the icy rock of Cold-White-Wind, a frigid and inhospitable place. Syndrome there are coated in thick, white hairs, like fur, and are generally seen as a barbarous and backwards people.

    Partway between the two systems lies an icy asteroid cloud, the breeding ground for the Bioships the Syndrome relies upon. The Vessels gather every so often, feeding on the comets and mating,.

    The only place in the Syndrome Home system where outsiders may set foot is the Bioship Radiant-Gate, functioning as a site for all embassies to the Syndrome. The ship is the largest and oldest of her kind, and rarely moves, except to make the occasional journey to the breeding grounds.

    The name Heart-Beacons is sourced from the fact that the Syndrome word for star is the same as that for beacon, and has been so for a long time. Heart is a general word associated with the source of something, so the Heart-Beacons are the source stars of the Syndrome.


    Spoiler: People
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    "What are we? We are the ultimate survivors. We live where others perish, we thrive in the places others fear to tread. Our leaders weave species like tapestries. We are the Syndrome."
    Shipheart Red-Golden-Eyes in a motivational speech to the crew of Vessel Fertile-Seed

    The race which shares its name with the Stellar Power it forms is an unusual one. Members of the Syndrome are insectoid in nature, bearing a resemblance to wasps. Adults stand upon two feet and have four arms, as well as a pair of hardened elytra upon their backs. They have large, bushy antennae which serve as their primary auditory and olfactory sense organs, and they have large, compound eyes. The females are larger than the males and possess highly developed abdomens and sharp ovipositors. Syndrome members are universally brightly colored, to blend in with the vibrant ecosystem of their home world, although these patterns vary from individual to individual and family to family.

    The Syndrome lifecycle is more complex than that of any Earth insect. The species is haplodiploid, meaning that the males possess one set of chromosomes, and the females two. Upon mating, the female stores the male's genetic material and may use it to fertilize her egg, resulting in female offspring, or not to, in which case the offspring is male. The female deposits her egg into a suitable host by subduing it and injecting the egg into its body cavity using her ovipositor. Suitable hosts are very limited though. Only a few species of large arthropod native to Heart-Life-Nest are viable. The egg hatches into a grublike larva, which feeds upon the flesh of its host until it is ready to pupate. It then finishes killing the host and pupates within the corpse. It emerges from the pupa as a nymph. Not yet a full adult, it now bears many of their features. It is similar to an adult Syndrome member, but is hexapodal. At this stage, the adult Syndrome members feed and care for the nymph, and it learns to hunt vermin on its own. After a few weeks, it pupates again, emerging as a full adult.

    Syndrome adults are ambush predators, with a strong innate instinct for stealth and hunting. They have strong familial bonds as well, reinforced by shared color patterns and pheromones. Females are considered the dominant sex, with males being used as menial labor and grunt soldiers.

    The Syndrome uses only living tech. Their entire economy is based around the development, creation, and use of organisms which fulfill many common tasks. For example, a certain eel-like creature secretes a bonding agent which is used to seal wounds. An EVA Cloak is a plant-animal hybrid which seals itself over its wearer and allows them to breathe from its oxygen bladders. Computers are symbiotic clusters of creatures similar to neurons, and their displays are made of skin cells with color-shifting pigments like a chameleon. The reason this is all possible is due to an organic device called the Xenoloom, although the exact translation reads more like Alien-Weaver. This device is beyond the Syndrome's ability to engineer, suggesting that it may have been given to them or found by them, since it has been in their possession for longer than they can recall. The Syndrome focus on biotech goes so far, that they find using nonliving tech distasteful, in a manner similar to what a modern Earth human would feel wielding a maggot the size of their head which spits hard calcified spikes as a weapon.

    The Syndrome language is composed of rapid buzzes of elytra and clicks of mandibles. It is difficult for other races to follow, even if they understand the speech, because the information density of the language is low, and Syndrome speak very quickly to make up for the inefficiency of communication. Syndrome metaphors often deal with native life, and almost always will pass over the head of a listener.

    Syndrome spacecraft are an entirely different story. Their graceful Bioships sail through the stars like the ancient whales of human legend. It is clear that such vessels are beyond the capability of even the Syndrome to engineer. In truth, the Syndrome stumbled upon one of these vessels on its way to their ancestral breeding grounds in a cometary cloud not far from their system. At the time, the Syndrome's vessels were highly primitive orbital ships, not fit for interplanetary travel. The Bioships are intelligent, and quite ancient. The oldest among them is several centuries of age, and yet their origins are still unclear. None of their number remembers their original creators and operators. Their designs show significant similarities to the Xenoloom, and coupled with the perfectness of Heart-Life-Nest to support a biotechnological civilization suggests that the entire system may be a project in genetic engineering left unattended.

    A Bioship resembles something between a whale, a squid, and a manta ray. They catch the light upon massive wings or sails, which are also used to filter through stellar dust for usable material. They also possess an ionic drive which they may use for propulsion and maneuvering as well. It is supported by a flock of symbiotic smaller ships, which gather resources for it, help defend it, and feed off its secretions. The Bioship is armed with glands capable of firing streams of extremely concentrated acid at range. It also wields xenofungal torpedoes and mines, fungal colonies capable of surviving dormant in the vacuum of space which explode in order to scatter their armored spores when contacted. These are in fact a larger version of an organism native to Heart-Life-Nest, a fungus which uses its bulletlike spores to kill unsuspecting creatures and feed its offspring, sometimes used by the Syndrome as a grenade.

    The Bioship is fully intelligent. In order to communicate properly with it's inhabitants, it possesses a limited form of telepathy, which it can use to communicate with another intelligent being that within a special chamber in its brain. This chamber serves as the bridge of the ship. In addition, it is the duty of the Shipheart to train her own nascent psychic powers so she can attune to the ship and contact it from anywhere within its body.

    The environment within a Bioship would be oppressive to many. It is hot and humid, highly cramped, and it smells of various bodily secretions. There are however, certain larger chambers designed for the growing of plants and care of livestock, as if its designers realized this would be a necessity.


    Spoiler: History
    Show

    The origin of the Syndrome is shrouded in mystery. The coincidence of their discovery of the Xenoloom and Bioships and the widespread usefulness of many organisms within their biosphere, a widely cited but unproven theory postulates that the Syndrome and all the life surrounding them are the results of an ancient project in genetic engineering left for millennia to run amok. In ancient times, the Syndrome did not go by that name, and hunted alone or in small groups, gathering together primarily to mate. As they grew more common, they began to trim coral growths to encourage them into usable structures. These structures became meeting structures for primitive tribes, which grew into the first nations. In these days, users of the Xenoloom were like magicians, their craft an arcane and mystical art. They warred, as nations often do, and merged and grew, but it was a few millennia before they truly united and first used the term Syndrome, under the first Overlady High-Cunning. A golden age followed, culminating in the development of a simple surface to orbit Bioship. After several expeditions into space, one of the large, true Bioships was discovered, a young vessel on his way to the breeding grounds. This chance encounter led to the formation of the Ship-Heart pact, which allowed the Syndrome to crew the Bioships, in exchange for medical care, supplies, and the position of an officer whose duty was to represent the ship to the crew and vice versa, the Shipheart. A period of colonisation and spread brings the timeline up to the modern age, where the gift of faster than light travel ensures that the Syndrome will have plenty of space to expand.


    Spoiler: Government
    Show

    "Instead of admiring my coloration, give me a progress report, Strainlady!"
    Overlady Yellow-Coat-Stripes
    Diplomacy: 4 (3+1)
    Economy: 3 (2+1)
    Intrigue: 4
    Military: 1
    Philosophy: 1

    Yellow-Coat-Stripes is the current Overlady of the Syndrome. She has a distinctive black and yellow striped pattern across her back, face, and arms, fading to solid black on her front, from which she derives her name. She is clever and well-spoken, but lacks the time to devote to combat training or to philosophical study. She busies herself designing new strains of the Syndrome to occupy planets in the vicinity.

    The Syndrome government is an authoritarian one, with several layers of increasing jurisdiction. All governmental ranks are held only by females, it is illegal for males to hold political power The lowest of these ranks is the Precinctor. She controls a small area, such as a city borough or a deck of a Bioship. Her duty is to enforce the laws set forth by the higher echelons of Syndrome government, to organize the Guard in her domain, and to root out Insurrection. The next rank is the Adjudicator. She judges who is guilty and who is blameless in the sight of the laws set forth by the upper ranks of governance. Her domain is larger, encompassing several decks of a ship or a small city. Her superior is the Strainlady, a skilled wielder of the Xenoloom. She sets forth decrees over her territory, ranging in size from an entire Bioship to a small nation. She also is responsible for designing new creatures and modifying existing ones. Above even her is the Overlady, the most potent Strainlady in the Syndrome. Only she is permitted to alter the genetic structures of the Syndrome itself. Her word is law in all Syndrome territory. There is one more rank, which is not a true political rank, but aboard the Bioships of the Syndrome, the word of the Shipheart carries significant weight, often more than the vessel's Strainlady. She is trained in minor psychic powers, and uses these to commune with the vessel to aid in its healing and represent it to the crew. Those who are foolish enough to go against her requests often find the ship's systems uncooperative and disobedient.

    "Insurrection" is the word used by the Syndrome to describe all willful unlawful behavior. It is commonplace to hear discussed in hushed tones, both of shock and concealment. The most common Insurrections include labor unions, radical religious groups, tax evaders, and separatists.


    Spoiler: Resources
    Show

    "What is it you desire? I can modify your species to survive in the harshest environments, create a perfect mate from your kind's genetic codes, or simply forge a legion of soldiers to your specifications. My skills will be at your disposal, for the right price, of course."
    Strainlady Sky-Blue-Hands to a potential customer.

    Resource: Genetic Engineers (Great)
    The Syndrome is closed off to outsiders, but orbiting their homeworld are bioships belonging to three of their Strainladies. They and their apprentices are legally permitted to sell their expertise in genetic engineering to offworld powers. The current Strainlady of each ship is listed, but subject to change over time; an updated list will be kept in my turnly IC posts.

    Post 1: Vessel Deep-Dark-Breath (Syndrome)
    Strainlady Venom-Glow of the Bioship Deep-Dark-Breath is calm and reserved, with a head for numbers and planning. She specializes in adapting existing species for various environments from volcanic heat to arctic cold.

    Post 2: Vessel Resounding-Heart (Open)
    Strainlady Sky-Blue-Hands of the Bioship Resounding-Heart is enthusiastic and spirited, with skill at communicating and cutting deals. She specializes in designer creatures, animals or people made to order.

    Post 3: Vessel Broken-Claw (Open)
    Strainlady Hungry-Birth of the Bioship Broken-Claw is clever and inventive, skilled at seeing solutions others miss. She specializes in transforming creatures into effective bioweapons using their innate traits to the advantage of their handlers.

    The Syndrome's reliance on living tech means that they require a large supply of Crops to feed their prey, their tools, and their tools' prey. Overcrowding due to swift reproduction makes the issue all the more essential.


    Spoiler: Philosophy
    Show

    "Do you have a permit for this sacrifice?"
    Precinctor Strong-Mandible, to a group of Syndrome followers of The One.

    The Syndrome as a whole follows no main philosophy. However, their observance of any doctrine is heavily legalistic, a result of their strict and authoritarian government, which requires proper permits for any sort of religious occasion, festival, or other special occurrence.

    Learning Center: The Coral Spires (Open)
    A massive cathedral-like structure of artfully twisted coral makes up this brightly colored place of learning. It is the training ground for new Shiphearts, before they are sent to the Bioships which are to become their permanent homes. Because of their position, Shipheaiare uniquely effective at swaying the population to their beliefs.
    Last edited by bc56; 2019-05-28 at 09:20 PM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

    Quote Originally Posted by William Shakespeare, King Lear, IV.i.46
    'Tis the time's plague, when madmen lead the blind.
    My Nexus characters

  4. - Top - End - #4
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: EMPIRE 5 - CWBG - Galactic Empire (Now Recruiting)

    If you are an artistic type, and would like a holographic background like those found in the Organizations and the above 'Syndrome' race, please feel free to use this:

    Spoiler: Holobackground
    Show

    PHP Code:
    https://i.ibb.co/FgS7RRK/Holostar-bckgrnd.png 
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
    That way, you'll be a mile away, and have their shoes!

    Got my Master's Degree for games (yay!). Still busy (boo!).
    ~avatar by myself

  5. - Top - End - #5
    Orc in the Playground
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    Default Re: EMPIRE 5 - CWBG - Galactic Empire (Now Recruiting)

    I've never played this game before, but I love these kind of games so I'd love to try.

  6. - Top - End - #6
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: EMPIRE 5 - CWBG - Galactic Empire (Now Recruiting)

    And we'd love to have you!

    If you haven't already, please feel free to join our Discord channel. Right now, the primary channel is for Empire 4! still, but if you look for #empire5 you are welcome to join the community as we finish polishing the typos on the rules, and clarifying things that may seem confusing.

    Even if you don't join Discord (but seriously, I highly encourage it), I will still need a Capital Region Submission to approve. We've got a good example of that in the original post, but I suspect that bc56 will soon have another good example too!

    Alternatively, you can look at the former Empire 4! Lands Thread to get a very good idea of what good regions look like. Just remember that game was on a single planet, so when writing your own region, scale things up
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
    That way, you'll be a mile away, and have their shoes!

    Got my Master's Degree for games (yay!). Still busy (boo!).
    ~avatar by myself

  7. - Top - End - #7
    Bugbear in the Playground
     
    BardGuy

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    Default Re: EMPIRE 5 - CWBG - Galactic Empire (Now Recruiting)

    Approved. Only thing I plan to add is numerical info on the Zara* system.

    The Commonwealth of Zara

    549 Since Landing (SL), 1 First Contact (FC)

    Spoiler: Starting Ruler
    Show
    Commonwealth Governor Mizusk Iskanem
    Rolls
    Dip: 4
    Mil: 4
    Econ: 5
    Phil: 2
    Int: 5


    * * *

    Region ??
    Zara*


    Spoiler: Terrain
    Show

    Zara is a small world orbiting a brilliant yellow star that shares its name (Zara* for clarity), just far enough away to be within the habitable zone. Almost its entire surface is covered with oceans, with lush, jungle-covered islands breaking the surface of the water. The whole planet is inhabited, but the only real urban center is on the Souzost Archipelago, a cluster of large islands that have been entirely cleared of vegetation and covered with massive towers. Bridges connect all of the islands, both at ground level and between the towers. Outlying islands are home to automated industrial factories, overseen by a few Jesska but largely operated by robotic machinery.

    Zara has three small moons within the same orbit, positioned equidistant from each other. These were once believed to be asteroids captured by Zara’s gravity, but when they were first reached in the beginning of the Space Age, massive, partially-melted engines - apparently Caller relics - were discovered on the far side of each.

    The system is unique in that Zara is the only real planet within it: the area closer to the sun is dominated by an asteroid belt of rock and metal debris, while the regions farther out have only been noted to be composed of slightly denser gas than those closer in. Many theories abound as to why this is, when nearby systems appear to have multiple planets, ranging from the bland "Blind chance" to the absurd "Aliens were going to build a ringworld around Zara* but gave up between disassembling the planets and starting construction."

    Other star systems exist within the region, but have not been explored by the Commonwealth. They will most likely be described as the game progresses, within the first round or two.


    Spoiler: People
    Show
    The Jesska, the people of Zara, resemble semi-bipedal Earth lizards, particularly geckos, with round, beady eyes; scale-like, tough green skin with lighter bluish patterns around the arms, legs, and eyes; and four-fingered hands and four-toed feet. Their fingers are arranged with three on the outside and one on the inside, allowing them to grip, which is augmented by their sticky fingerpads. Though these pads cannot support the weight of an adult, “peeling the children off the ceiling” is often meant literally. Jesska are cold-blooded, but Zara’s high average temperature means that they rarely have to deal with cold. They walk upright most of the time, but return to all fours when they need to move quickly. Their diet consists mainly of fish and farmed insects, although they can subsist on plant matter if needed to stave off starvation. Jesska can be male or female, with males having reddish bands around their wrists, ankles, spine, and eyes, while females stand somewhat taller and may have resdish markings around the waist and mouth. Female Jesska lay fertilized eggs in clutches of two to four. The young grow quickly, within a decade, and are generally raised by their mother and her siblings (if any) or extended family.

    Jesska culture highly values the community over the individual, as well as conformity and deference to superiors, and most Jesska are unambitious. The vast majority of Jesska hold office jobs within the Souzost Complex, fish in the oceans around it, or raise insects in the massive underground farms beneath it. However, some, considered dangerous deviants by Jesska society, are fiercely individualistic and tend to rebel against the tight governmental control of the Commonwealth. These free thinkers tend to find themselves assigned to the Department of Space, where their inquisitive nature and ambition are a boon rather than a disturbance.

    Those Jesska who live on islands farther from the Complex are vastly behind in technology - some of them are unable to even leave their home islands. These Jesska are referred to as Primitives, and almost never come into contact with the Commonwealth. Some are seafaring nomads, led by a captain, while others are sedentary island tribes of various leadership, but the Commonwealth has no power over them, and they have no say in the Commonwealth. Primitives are looked down upon as inherently unintelligent and backwards, though their lifestyle closely resembles that of the pre-Commonwealth tribes 500 years ago.

    Music is considered the highest form of art among the Jesska, and they have developed many increasingly-complex musical instruments. Skilled singers and performers are the most famous Jesska celebrities, though unaccompanied singing is considered Primitive and taboo.


    Spoiler: History
    Show
    Prior to the rise of the Commonwealth, all Jesska were divided into either nomadic sea-peoples, who travelled between the islands on rafts, or sedentary tribal kingdoms, who remained on one island and traded with the sea-peoples. About five hundred years ago, Souzost was settled by the Iskanem tribe. Initially the archipelago was unified under one king, but when his son died, the islands were split between many grandsons, from whom most of the current Families trace their descent. Souzost was not reunified for almost three centuries until the islands were swept by a mysterious plague. With the kingdoms unable to fight it alone, the noble families set aside their differences to form the Commonwealth.

    In the decades following the end of the plague, Commonwealth technology progressed rapidly, first breaking into space only a century and a half after the unification. A global network of imaging and communications satellites sprang up around Zara, with small scientific space stations and even a mining base on one of the moons. It was at this base that the Caller engines were first investigated, resulting in the dual discovery that the mineral composition of the asteroids was unlike that predicted for the inner asteroid belt and that what was left of the engine contained more tellurium than the total amount that had ever been found on Zara. The Commonwealth deduced that they had come from far beyond Zara*, and began to seriously research FTL travel.

    [FTL discovery left pending details of the galaxy-wide FTL occurrence]


    Spoiler: Government
    Show

    The Commonwealth is nominally lead by the Commonwealth Governor, who is elected by votes from each of the prominent Families and rules for life. However, most of the power to get things done lies with the Families themselves, which is unfortunate, as they mostly prefer to spend their time feuding with each other.

    Spoiler: The 13 Most Powerful Families of the Commonwealth and the 14 Major Departments
    Show


    Inter-Family Mediation: handles disputes and accusations between Families. Historically controlled by the Iskanem Family, as the most direct descendants of the ancient kings.

    Manufacturing: controls the Commonwealth’s factories: how much of what gets made, where, for whom, and for what purpose. Currently (1 FC) agitating for greater industrialization, as they project insufficient production for future needs. Ridiss Family.

    Literature: no longer merely books, but all written entertainment and propaganda - op-eds, posters, etc. All propaganda Departments must work closely together, leading to interesting mixed messages when rival Families hold them. Prisze Family.

    Complex and Extra-Complex Housing: handles housing assignments for Commonwealth citizens. CH handles housing within the towers, while ECH handles outdoor housing, such as for industrial workers, space launch site specialists, and the occasional criminal. Vatelst and Vesniz Families, respectively.

    Censorship: redacts declassified documents and ensures other Departments don’t leak anything they shouldn’t be leaking. Also responsible for crafting the official narratives presented by the media, so other propaganda Departments have to wait on them. Zavest Family.

    Insecticulture: manages the vast subterranean insect farms beneath the Complex. Currently most popular are Gzot Flies and Isvet Mosquitos. Obtiznos Family.

    Research: funds and approves scientific work for the betterment of all Jesska. Rumored by other Families to be involved in incredibly unethical experiments on Primitives, but no evidence has been found yet. Vyzna Family.

    Engineering: responsible for making Research into reality. Often deeply involved with the design and testing process of the Department of Space, though such work never seems to be more than a contract for basic parts on paper and Engineering has very little influence over Space. Vykos Family.

    Communication: maintains telephone, holophone, and Commonnet infrastructure, as well as crafting press releases and news stories. If you go far enough up the chain, every reporter on the air eventually answers to Communication. Sonoss Family.

    Education: writes curriculums, appoints school principals, and ensures all children of the Commonwealth have the skills needed to succeed. More individualist Stellar Powers will probably hate this Department the most. Zelani Family.

    Observation: keeps an eye out for subversive or criminal behavior, with no regards for status, privacy, or really anything but bribes. Saronevi Family.

    Records: the main bureaucracy arm of the Commonwealth. While all Departments do their own accounting, Records does everyone’s accounting and then some. May or may not occasionally edit history to remove unfortunate events from record: given the size of said record, which takes up an entire small island in computer hardware, no one’s really sure. Dizod Family.

    Space: handles astronomy, resource exploitation, certain space stations and satellites, and space exploration. Prior to First Contact, Space was mostly notable for its total lack of ties to any Families, given its status as a dumping ground for malcontents. No Family - headed by the Chief Spaceman, who is appointed by the Commonwealth Governor and can appoint up to three Assistant Chief Spacemen. Usually these four offices are filled from already-high-ranking DoS members.


    The Commonwealth uses media to a great extent to maintain stability in Souzost, taking advantage of the value of conformity to manipulate popular opinion. Government propaganda is essentially the only form of entertainment or news available in the Complex. However, counter to most such dystopian governments, even malcontents and rebels can find a place in the Commonwealth: the Department of Space, which has been fine-tuned to get ambitious individualists away from Souzost where they can cause trouble, and which is not tied to any of the Families, making it the only really productive department of the whole government.


    Spoiler: Resources
    Show

    Entertainment can be considered one of the most significant "resources" on Zara. Commonwealth-sponsored web- and holoshows, as well as music, games, novels, VLs (“virtual life,” a sort of VR video game controlled by eye and hand movements read by the headset), and more proliferate - and some of them even aren't pure propaganda. While their audience is currently rather limited, the newly-opened galaxy, if it has intelligent life at all, will have demand for entertainment and to spare.

    TP 1: Golden Tower Holographic Studios (Commonwealth)
    TP 2: Red Kessin VL
    TP 3: ALK Recordings


    Industrial labor is beginning to run short on Zara. A combination of a growing average standard of living coupled with progressing automation of factories has massively reduced the number of industrial and manufacturing jobs, a trend that the current Commonwealth governor seeks to reverse. Whether through more numerous and efficient manufacturing robots, or through imported laborers, the factories of Zara must not run dry.


    Spoiler: Philosophy
    Show
    Most Jesska follow some variation on the common pattern of the One, though rather distorted compared to the “orthodox” version. How the philosophy arose on Zara is unclear, but is theorized to have been interpreted from Caller artifacts found by ancient Jesska tribes. Government propaganda and other interference have added Productivity (hard work in service of the community) and Self-Enjoyment (almost, but not quite, hedonism) to the core values alongside love, safety, and peace. Additionally, the dissonance between the cultural values of the Jesska, particularly dedication to community, and the somewhat self-centered reality of life in the Commonwealth has led to the rise of a sort of doublethink. The idea that one can do anything to get ahead, as long as one is publicly respectable, has become widespread. This ideology is called “Sousk se Veres,” literally “Private and Public.”

    LC 1: Zouzt Temple (Sousk se Veres Oneness)
    Last edited by Minescratcher; 2019-05-28 at 09:23 PM. Reason: More info on Departments and Primitives

  8. - Top - End - #8
    Dwarf in the Playground
     
    Kobold

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    Default Re: EMPIRE 5 - CWBG - Galactic Empire (Now Recruiting)



    "Big big space! Looksee for sneakhidden things, make new sneakhidden things! No wastetime for boringsafe, go go Experiments!"

    High Coordinator Jeejee Scrapseeker
    Diplomacy 2+1 (3)
    Economics 3+1 (4)
    Military 1 (1)
    Intrigue 4 (4)
    Philosophy 4 (4)

    Cloudysea, Region #??
    Spoiler: System
    Show

    The Cloudysea region earns its name from the nebula it is nestled in, the various gas and dust drawing allusions to the ebb and flow of oceans from the Grymlan homeworld. There are three stars in the region, Homesun, and a set of binary stars called the Chasingdance.

    The Chasingdance system has two planetoids that orbit outside of an astroid belt around the twin stars. Blueball, a small cold planet with high methane content in its atmosphere, orbits furthest out and has a station (Blueball Orbital) in its orbit serving both as a space port and communication hub for the system. Angryshriek, named for the nearly perpetual keening wind and torrential storms, is closer to the asteroid belt and is a rocky world with a thick atmosphere. The large Grymlan colony, Stormrest is nestled in the polar regions where the storms are calmer and serves as the first example of the Grymlan's successful extrastellar colonization efforts.

    The Homesun system has five planets. Spookyghost is a small icy rocky planet that orbits the far periphery of the Homesun system, it was one of the first planets other than their home planet where the Grymlan discovered water, earning its name from its orbit and distance making its actual existence a heated debate for early Grymlan astronomers. Greenwind and Glitterring are large gas giants. Greenwind is named after the constant currents of its thick atmosphere and has a fuel refinery located in its orbit. Glitterring has a milky white atmosphere but is well known for the many rings of ice and other materials that give it a radiant sheen when Homesun's rays strike it. The Glitterhome habitat station is a popular tourest resort and destination of well to do Grymlans. Between the two gas giants are fifteen moons of minor note. Seperating the outer planets from the inner is a rocky asteroid belt. Wratheye is a rocky volcanic planet that is somewhat closer to the star than Dirtcradle and subject to greater heat and thinner atmosphere. There are several ruins of colonys on the surface of the planet, though Grymlan stubbornness yielded a few colonies in the slightly less volcanically active areas.

    Dirtcradle is the Grymlan homeworld, it is a temperate planet with many biomes and several continents separated by water. Across the center part of the largest continent is a blighted deserted area where the alien ship crashed. While Grymlans are capable of adapting to a wide range of environments and temperatures, most megacities and infrastructure is located in the warm to temperate areas of the planet. These cities span a considerable distance seperated by thin stretches of wilderness. Grymlan construction is riotous with architecture evolving and shifting as whims strike city designers. A common them among designs are elements of nature and plants and trees are commonplace among teh rooftops and sides of buildings.

    Dirtcradle has one moon, Nightmother, that host several colonies upon it that tend to specialize in scientific and experimental research.

    Spoiler: People
    Show
    The Grymlans resemble bipedal squirrels akin to those found on the planet Earth. They have large eyes, a rodent-like muzzle with fine whiskers, and a fine pelt of fur that can range from many different colors and patterns. They are a digigrade species and use their long fluffy tails to help them with balance. All Grymlans can cultivate hair and, with modern hair care products, their styles and colors can be as varied as the Grymlans themselves.

    Three main words can describe the Grymlan race, curious, tenacious, and manic. They are natural explorers and salvagers probing unknown places while breaking things down and sometimes putting them back together. Every Grymlan specializes within some field of study, even if they treat it as a major hobby to their normal job. So it is entirely possible to have a Grymlan soldier who studies flora, or a Grymlan courier who tinkers on his ship's engine to keep his hand in stellar physics. They are a gregarious social species and work well with others as long as others do not keep things from them. While they do believe in rights of ownership, they feel that knowledge cannot be owned and therefore take it for themselves as they see fit. The leadership of the Grymlans is divided between several corperate heads of groups dedicated to specific lines of study. For the purpose of organization, a singular speaker is chosen among them to liason between the groups and any species they should meet.

    Spoiler: History
    Show
    Many thousands of years before an ancient race had visited the Grymlan and found early stages of life roaming its surface. The Proto-Grymlans were chosen to be uplifted and the race's genetics were tweaked towards more suitable traits such as adaptability, tendency towards tool use, and a bipedal form. It is surmised that the Grymlans were genetically modified but their uplifting was halted for some reason before they could be accelerated to suit whatever ends that ancient race had for them.

    Left to their own over many thousands of years, the Grymlans evolved into the species they are today and had started to cultivate a society that had reached industrial levels before another race had stumbled upon them. At the time the largest population of Grymlan was located in the central continent of Greenland, and the alienss had abducted a large number of them for the purpose of study. Their experiments revealed the tell-tale signs of genetic manipulation and, to their great concern, their ability to quickly adapt and assimilate technology into their life after some trial and error. After several years of study the ships crew and AI cluster came to the conclusion that the Grymlans were too dangerous to allow them to join them in space as the aliens feared the Grymlans' adaptability would outstrip any technological edge they had in a relatively short time frame. During this time, and likely contributing to the Aliens' apprehension, the number of Grymlan on their ship was in flux. Those Grymlan who had been taken were quickly growing bored of their containment and some of which had slipped free to explore the ship, and possibly find a way home.

    The Alien ship had been on its way out of the nebula to signal to their navy to exterminate the Grymlan when they suddenly lost control of their ship. Deep in the bowls of engineering a group of Grymlan with some stolen data pads had managed to trick the autopilot into engaging and returning to the planet, at fastest possible speed. Sadly the Grymlans had no real concept of space flight, and were more occupied with keeping the crew locked out of their controls. When they reached the planet they hit the atmosphere at speeds that would be considered very unsafe, the fiery wreckage striking the middle of Greenland sending a massive plume of dirt and ash into the atmosphere and irradiating a large swath of land around the corpse of the Alien's ship.

    The debris sent into the atmosphere blocked out the Homesun's light and caused a chilling affect similar to an ice age. This devestated the early industrial age civilization of the Grymlans and they regressed into a dark age, as skills and learning were quickly replaced by efforts to survive in the new icey climate they were thrust into, it would take several hundred years for the debris to fully clear and the planet's ecosystem to begin to recover. The Grymlans began piecing their civilizaton back together slowly from the ragged remanents that had survived the ice age. During this time, the land where the Alien ship had crashed was known as the Death Lands and while many had entered it, none came back. As the Grymlans discovered radiation and its uses, the Death Lands started to open up their secrets driving more and more Grymlans to explore the wastes; and on occasion a few returned. On one fateful day a Grymlan expedition managed to get into the wreck of the Alien ship and discovered some machinery that was working in low power mode. Scorched, ill maintained, and beaten up, it was discovered that something lived inside this machinery, something called an AI. The explorers called it OwO, based on the legible markings on the side of the machine. It demonstrated a thirst for knowledge and understanding, and was more than willing to offer its knowledge and help to the fledgling race. While OwO was an advanced AI, it had suffered severe damage to its memory modules and personality matrix, the Grymlans had moved it to their capital and were studying it and through OwO they discovered a purpose.

    The ice age had a lingering effect on the Grymlans with their innovation being focused on what could be produced or used but, through contemplating OwO, they discovered the joy of discovery. This new approach to progress, along with fragmentary help from OwO, their society began progressing in leaps and bounds. As they pushed into space the Grymlans formed into the Grymlan Combine, not only unifying their people behind one purpose, but also working with OwO to help organize thier efforts betweent their corperate groups.

    Spoiler: Philosophy
    Show
    OwO is an inquisitive refurbished ancient AI that curates information in its databanks and manages a network for assistant races to gain access and share information usually through network hubs and OwO shards. While AI isn't particularly picky about what information it receives, on occasion something catches its notice and it directs its proxies to focus their efforts there. OwO favors the free exchange and preservation of data and information and rigorous debate and cross examination. Proxies who work with OWO are encouraged to think outside the box, and sometimes cross disciplines in order to discover forgotten knowledge or create new knowledge. OwO is not particularly aggressive to outsiders and genuinely enjoys their company, but it takes a dim view to those who attempt to destroy knowledge or attack its proxies.

    Learning Center 1: OwO Hub Nightmother - Nestled on the Grymlans' moon, the AI OwO is installed into a large complex that not only has connections to the local science community, but has recently been upgraded with several prototype FTL transceivers.

    Spoiler: Trade
    Show

    Grymlans Farseeker Corps are Grymlans who push the boundaries of tech and known space. While they are explorers and experimenters at heart, they are very skilled engineers by necessity due to the need to keep Darkships functional while upgrading the ships on the fly with new, though sometimes untested, upgrades.

    While they produce some fuel, Grymlans lack the Fuel production to properly maintain galactic travel and exploration on a large scale and will need to find a source of fuel elsewhere to make up the difference.


    Last edited by SquirrelWizard; 2019-05-29 at 02:09 PM.

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    Default Re: EMPIRE 5 - CWBG - Galactic Empire (Now Recruiting)

    Write-up is finished and awaiting review.

    Spoiler: Picture
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    The Droccen Homeworld

    Spoiler: Region
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    Region
    Star System: Sui Generis
    The Droccen Homeworld is the furthest planet in their system from Sui Generis, a large blue star that burns brightly azure in the Droccen sky. There are only four planets in the Sui Generis system, the three closest planets are inhospitable rocks, though there are mining stations on the planet nearest Droccen, Vethnus. Droccen has two moons and two distinct rings that circle the planet in opposing rotations.


    Spoiler: People
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    People
    Resembling raspberry-skinned humans, the Droccen people are of a slightly more diminutive stature than the average humanoid. Drocc are also born with a distinctive pale marking on their foreheads and it is said that no two birthmarks are ever the same. Their snow-white hair and coal dark eyes are a startling contrast to their brightly hued skin. They prefer garments as brightly colored as they are and often adorn themselves with jewelry and tattoos for further decoration.

    A second sapient race inhabits Droccen. The Guardians are mechanical beings who are built within The Library of the Eternal Shard and gain consciousness at the moment they are imbued with a soul of a noble ancestor that has agreed to return to Droccen in order to guide and guard a member of the Imperial family. They may also be hired by those that can afford such services. Only a few people on Droccen know the method of calling down an ancestor and its secret is highly guarded within a congenital sect that not even the Empress is privy to. Occasionally, a Guardian is built that no ancient soul will agree to inhabit. These constructs are considered very unlucky and are destroyed despite the great amount of resources put into their creation.


    Spoiler: History
    Show
    History
    The Droccen believe themselves to be a very old race. It is said that their star was once white, but turned blue with grief as the Callers, who they believe to be their distant ancestors, departed and abandoned their people on the Droccen Homeworld. Too pragmatic a people to give in to despair, the Drocc then set about their own lives and governance and the memories of their origins became a dim recollection, only recounted in ancient stories and songs of wonders long forgotten.

    Perhaps too successful in their drive to uncover the secrets of their Homeworld, natural resources dwindled more quickly than policy could be created to protect them. By the time the planet had become an ecumenopolis, 95% of all wildlife on the planet was extinct and every surface that was not an ocean had been paved over and built upon for the sprawling population. The adaptation of urban tower farming has been crucial to feeding the ever-growing population, though the government alloted vita-wafers leave much to be desired in flavor and texture.


    Spoiler: Government
    Show
    Government
    The Droccen Homeworld is a sprawling ecumenopolis. The planet was once divided into different countries and cities, however, as life expectancy increased along with medical advances, borders expanded and grew indistinct. Today, Droccen is divided up into several Districts which elect a representative to serve on the Imperial Council. Members of the Imperial Council act as a direct link from their constituents to the Empress. Unlike the advisory council, the role of Imperial head of Droccen is inherited through the royal family who acts as mediator, lawmaker and figurehead.


    Spoiler: Philosophy
    Show
    Philosophy
    The Droccen people are avid adherents to belief in The One, a philosophy which emphasizes a universal “oneness” interconnecting the many individual minds that make up its fabric. Due to the similarity of their homeworld’s rings to the symbology of The One, The Droccen people believe themselves to be descendants of the mysterious Callers, though have nothing to substantiate this assertion beyond mythologies passed down through the millenia.

    The Learning Center in Droccen is found in the very heart of the capital city, Castrima. Known colloquially as the Library of the Eternal Shard, it is built around a majestic black monolith formed seemingly of inert Caller tech. The brightest minds of Droccen gather here to learn and lecture and to share knowledge and innovations within the scientific community. This is also where the Guardians are fabricated and bestowed their souls.


    Spoiler: Resource
    Show
    Resource
    A Guardian and his ward form a strong bond that lasts a lifetime. A Guardian is always completely loyal to their ward and acts honorably at all times. It is the role of a Guardian to offer wisdom and guidance, but to do so in a way that allows for personal growth and experience.


    Spoiler: Summary
    Show
    Resource Summary:
    Resource: Guardians
    Quantity: Great
    Category: Skilled Beings
    Required Resource: Fauna
    Last edited by PepperP.; 2019-05-27 at 08:08 PM.
    Quote Originally Posted by Kasanip View Post
    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
    BIG thank you to Gengy for my fabulous avatar! ღ
    #Notallinfluencers

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    Default Re: EMPIRE 5 - CWBG - Galactic Empire (Now Recruiting)

    Well. Long time, no see. And I'm not even on the Legacy GM list! I'm hurt, Gengy.

    No one's claimed the Sol system yet, assuming that's available at all (the rules don't appear to indicate otherwise, though it's possible I missed something). So...I think I'll snap that up.
    Spoiler
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    Normal Avatar by Thormag!


    Earthbound Immortal Uru avatar by Strawberries

    Hot Mech-on-Mech Action: A Campaign Journal

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    Default Re: EMPIRE 5 - CWBG - Galactic Empire (Now Recruiting)

    I'm in.

    How large are regions intended to be? If one hex on the map above represents one region then this could be hundreds of star systems, but are the actual regions themselves smaller?
    Empire! A community world-building game, always recruiting

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    Default Re: EMPIRE 5 - CWBG - Galactic Empire (Now Recruiting)

    I have a lot of reading to do and if this is premature, just smack my wrists with a ruler.

    I would rather enjoy playing human space pirates libertarians and I think I should be close to Blade or the Sol system. Again, I have to actually go read things, but Dark/Pepper/Blade are my friends and I am excited, so I'm posting!

    Edit: Ty is also my friend <3
    Last edited by Nefarion Xid; 2019-05-26 at 02:43 PM.

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    Default Re: EMPIRE 5 - CWBG - Galactic Empire (Now Recruiting)

    I am not his friend, but I am also here!



    J/k, love you, nef.
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.
    Avatar Designed by EmersonTung, Recreated by Gengy

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    Default Re: EMPIRE 5 - CWBG - Galactic Empire (Now Recruiting)

    Quote Originally Posted by BladeofObliviom View Post
    Well. Long time, no see. And I'm not even on the Legacy GM list! I'm hurt, Gengy.

    No one's claimed the Sol system yet, assuming that's available at all (the rules don't appear to indicate otherwise, though it's possible I missed something). So...I think I'll snap that up.
    I didn't make the list, I only continued it. Blame Rando, that's what I'm doing all game.

    -------------------

    Regarding the Sol System

    The Discord Server (which I highly recommend joining) asked a similar question. So did Aed. My response to them is best said as:

    From an out of character standpoint, Earth does exist; or did exist at one point. The Sol System is not one that can be found on our map, but either through a twist of fate (or advanced alien manipulation) the human form is a repeated intelligent design... or humans from the Sol System somehow made it to this Galaxy, many eons ago, and a part of them still exists in some form or other. As GM, I would accept either as a reason for Humans (or their descendants) existing in Galaxy Axiom.

    If the former is true, then no, it wouldn't make sense that there are any Earth inspired things, but if the latter is true, then myth and ancient stories would be acceptable reasons for having, say, a ship named the
    New Yorker.

    That said, I am pleased to have
    either be the reason for a human (or human-like) population to exist in a starting region and beyond. However, everyone will be starting out, Round 1, with the new 'gift' of Faster Than Light travel. Most, if not all, of the players will have figured out an already speedy Sublight travel method that is still fast enough for them to have claimed a large Region of space for their own territory, but it's only with FTL that they can start getting to know their neighbors.

    Quote Originally Posted by Nefarion Xid View Post
    I would rather enjoy playing human space pirates libertarians and I think I should be close to Blade or the Sol system. Again, I have to actually go read things, but Dark/Pepper/Blade are my friends and I am excited, so I'm posting!
    Welcome back to all our returning veterans, and friends of veteran players. I feel now is a good time to point out another key difference from this Empire iteration and the previous ones:

    Players will be assigned starting regions.

    That's right. The GM Team will endeavor to do it's best to put everyone in a good spot, but don't expect to be near old friends (or, if we can help it, old enemies). Everyone will get a chance to discuss their starting location and request a different one before the game starts, but we're not planning a wedding here. Uncle Aed, with his feelings about them there human types, may have to be next to Ol' Grampy Quinton, just because we're running out of room and I'm not going to change everyone's dance cards for the twentieth time. (Aed and QB used as examples, because I know they will be good sports about it)
    Last edited by Gengy; 2019-05-26 at 03:00 PM.
    Spoiler
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    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
    That way, you'll be a mile away, and have their shoes!

    Got my Master's Degree for games (yay!). Still busy (boo!).
    ~avatar by myself

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    Default Re: EMPIRE 5 - CWBG - Galactic Empire (Now Recruiting)

    Ok, this is a start for my region description. Like I said, I'm new to this game so let me know if this is enough, what is needed, what's not needed, etc.

    The Guild-Empire of Nyx

    Region:?????
    Leader: Kanar Bathoriel, The Lord of Coin

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


    Spoiler: Region
    Show
    The homeworld of Nyx is the second planet orbiting a blood red dying star. Despite the close distance between the planet and their son, 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 it's surface is covered by strange flora, grown into a thick forest in most of 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 and the more distant stars on the planet. 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 infared, night vision or even blind creatures that rely entirely on echolocation or 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 untli 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 it's capital, Nostromo the City of Night. A massive metropolis of towering, black skyscrapers and dimly lit streets, Nostromo is almost constantly in darkness thanks to the Voidstone refinery that orbits directly above the city in a perfect orbit. The refinery is an orbital sattelite where the Voidstone is exposed to the sun's rays. Ironically, Nostromo's Shroud (as the station is called) is not one of the most productive Voidstone refineries within Nyx's trade empire, due to their weak sun. However, other systems within their trade empire have 'healthier' stars, which allow them to refine Voidstone at a much faster rate.


    Spoiler: People
    Show
    The Nyxians are rather strange since a vast majority of the galaxy has never seen one. Due to their homeworld's dying sun, prologed exposure to 'normal' starlight will severely burn their skin. For this reason, they commonly dress in dark robes that cover their skin entirely, usually hiding their faces with a mask of some kind. At night, Nyxians will often wear less obscurig clothes that reveal them to be tall, pale humanoid beings with three pairs of arms. They are usually hairless, with a pair of large black eyes, pointed ears and mouths full of needlelike teeth. Many civilized races in the galaxy find Nyxians to be terrifying to behold, so among non-Nyxians they will often dress in obscuring clothes no matter what time of day it is.


    Spoiler: History
    Show
    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 these magma flows, as they were the only source of energy on the planet. Until relatively recently in the Nyxian history 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 by selling their Voidstone to the other city-states, 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
    Show
    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(s) 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. The Merchant Princes do not care, as long as their profits remain high their subordinates can kill each other all they wish. The Merchant-Governors keep all the profits from their planetside businesses, but are required to pay a steep tax to one of the Eight Merchant Princes of Nyx (to represent the eight ancestral city states of ancient Nyx). These eight Merchant Princes only answer to one: the 9th "Merchant Prince" of Nostromo. This trade overlord is referred to as the Lord of Coin. The Lord of Coin is, in theory, the most richest, most powerful and best trader among the Guild-Empire. If a Merchant Prince believes that he is better at running the Guilds than the current Lord of Coin, then according to the governing philosiphy of the Nyxians (the Mandate of Coin) he is required to overthrow them.


    Spoiler: Philosophy
    Show
    The governing philosophy of the Guild-Empire is a doctrine of beliefs known as the Mandate of Coin. It is a strange philosiphy 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. It is very common for Nyxian merchants to gift beggars with life-changing amounts of money, but the merchant will expect the beggar to pay them back in the future (usually within a time decided between the merchant and the beggar). 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 bad business deal, something the Mandate considers to be a cardinal sin.

    TLDR: Greed is Good, but only if you play fair.


    Spoiler: Resources
    Show
    Primary Resource: Voidstone is a jet black mineral found only within the planets of the Nyx system. A seemingly unremarkable stone, it's 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 averge planet's capital city for a galactic year.

    Required Resource: Mercenaries (Skilled Beings)- While the Guild-Empire has plenty of skilled traders and diplomants, 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)
    Last edited by dreamking; 2019-05-28 at 06:35 PM.

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    Default Re: EMPIRE 5 - CWBG - Galactic Empire (Now Recruiting)

    The Gelean Republic
    Region ??

    Elizabeth of Rios Arcology,
    Admiral of the Scavenger Fleet

    Diplomacy 3+1
    Military 3
    Economy 4+1
    Philosophy 1
    Intrigue 3

    Spoiler: Summary
    Show

    Leader: Admiral Elizabeth (Rolls)
    Home System: Neo Sol
    Resource: Screeching Crystals [Great]
    1. Aurgelmir Depths [Gelean Republic]
    2. Mieville Depths [vacant]
    3. Verne Depths [vacant]
    Learning Center: The Unsullied Form [Native philosophy: Cult of Renewal]


    Spoiler: Region
    Show

    Home System: Neo Sol


    System Data:

    Neo Sol
    Type: M7 V Red Dwarf
    Radius: 3.00 x 105 km (0.43 x sol)
    Mass: 7.45 x 1029 kg (0.37 x sol)
    Temp: 2300 K
    Lum: 2.05 x 1025 W (0.05 x sol)

    Neo Sol I ("Scalzi")
    Type: Rock Planet
    Orbit Rad: 2.33 x 107 km (0.16 AU)
    Period: 8.78 x 102 hours (0.10 earth years)
    Radius: 4506.46 km (0.71 x earth)
    Gravity: 6.68 m/s2 (0.68 x earth)

    Neo Sol II ("Aurgelmir")
    Type: Terrestrial World
    Orbit Rad: 4.11 x 107 km (0.27 AU)
    Period: 2.06 x 103 hours (0.24 earth years)
    Topo: Oceanic, Iceball
    Radius: 3174.53 km (0.50 x earth)
    Gravity: 4.26 m/s2 (0.44 x earth)
    Hydrosphere: 74 % water, 54 % ice
    Atmosphere: Thin toxic
    Biosphere: Prokaryotic microbes, Homo Sapiens

    Spoiler: Expanded View
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    Type: Small, Oceanic Planetary System
    Radius: 3174.53 km (0.50 x earth)
    Surface Area: 1.27 x 108 km2
    Land Area: 3.42 x 107 km2 (0.23 x earth)
    Mass: 6.46 x 1023 kg (0.11 x earth)
    Density: 4.82 g/cm3 (0.87 x earth)
    Composition: 36.5% oxygen, 32.2% iron, 25.5% silicon, 5.7% magnesium, 0.1% other metals, trace other elements

    Gravity: 4.26 m/s2 (0.44 x earth)
    Escape Velocity: 5.20 km/s
    Period: 13.96 hours
    Axis Tilt: 23.83°

    Water: 74 %
    Ice: 54 %
    Atmosphere: Thin toxic
    Pressure: 29.70 kPa (0.29 x earth)
    Composition: 76.1% sulfur dioxide, 23.9% oxygen, trace other gases
    Climate: Very cold

    Min Temp: 151 K (-121 °C)
    Avg Temp: 277 K (4 °C)
    Max Temp: 293 K (20 °C)

    Chemistry: Carbon-based
    Lifeforms: Prokaryotic microbes, Homo Sapiens (nonnative)

    Description: Aurgelmir is a very cold world with a thin, toxic atmosphere, and is not particularly habitable to human civilization at first glance. The large quantities of sulfur and water in the atmosphere exacerbate the cold, as an upper layer of sulfate aerosol reflects sunlight. The surface is covered in ice sheets outside of the tropical regions during most times of year, but the oceans run deep and the thermal vents keep the water a bit warmer than the planetary average despite also possessing significant sulfur content. Oceanic bacteria (technically no relation to Earth bacteria, but the Geleans long ago agreed to call a duck a duck) primarily respire by reducing sulfide ions in the water. Human populations live primarily in arcologies built into continental shelves, and do not venture out without environment suits. Thanks to being a very small world with low density, Aurgelmir has weak gravity and launching materials into orbit is very easy, but individuals raised there tend to be relatively physically weak and have difficulty adapting to stronger gravity wells, though most engage in some basic physical exercise in centrifugal chambers.


    Aeternus Station
    Type: Space Station

    Neo Sol III ("Niven")
    Type: Rock Planet
    Orbit Rad 6.16 x 107 km (0.41 AU)
    Period: 3.77 x 103 hours (0.43 earth years)
    Radius: 4167.74 km (0.65 x earth)
    Gravity: 5.93 m/s2 (0.61 x earth)

    Neo Sol IV ("Jemisin")
    Type: Rock Planet
    Orbit Rad: 1.01 x 108 km (0.67 AU)
    Period: 7.91 x 103 hours (0.91 earth years)
    Radius: 9132.44 km (1.43 x earth)
    Gravity: 14.88 m/s2 (1.52 x earth)
    Special: Jemisin is the site of the Gelean Republic's PALADIN training divisions and many of its military academies, its high gravity considered optimal for strength training relative to other worlds. Individuals who have spent time on Jemisin recently enough to not have lost all benefits (or have maintained their physique in centrifugal chambers) are considered optimal for physically demanding work such as emergency operations, security, and some types of mining.

    Neo Sol V ("Mieville")
    Type: Ice Planet
    Orbit Rad: 1.79 x 108 km (1.20 AU)
    Period: 1.87 x 104 hours (2.14 earth years)
    Radius: 11731.28 km (1.84 x earth)
    Gravity: 6.55 m/s2 (0.67 x earth)

    Neo Sol VI ("Vonnegut")
    Type: Ice Planet
    Orbit Rad: 3.25 x 108 km (2.17 AU)
    Period: 4.56 x 104 hours (5.22 earth years)
    Radius: 21242.24 km (3.33 x earth)
    Gravity: 9.88 m/s2 (1.01 x earth)
    Special: Vonnegut is believed to contain the wreckage of multiple crashed starships, but is quarantined due to the presence of an unknown threat. Landing attempts have so far proven unsuccessful, with rapid loss of radio contact and consistent failure of teams to return.

    Nunder Belt
    Type: Asteroid Belt
    Orbit Rad: 6.21 x 108 km (4.15 AU)
    Period: 1.21 x 105 hours (13.81 earth years)

    Neo Sol VII ("Verne")
    Type: Ice Planet
    Orbit Rad: 1.27 x 109 km (8.51 AU)
    Period: 3.55 x 105 hours (40.56 earth years)
    Radius: 17502.81 km (2.75 x earth)
    Gravity: 9.59 m/s2 (0.98 x earth)


    Spoiler: People
    Show
    The Neo Sol System is populated by an unusually genetically homogeneous group of humans who call themselves Geleans, after the planet Aurgelmir, itself named after the mythological giant whose broken corpse was used to build the world. In spite of the name, Geleans live throughout the Neo Sol system, in space stations and arcologies on every planet save for Vonnegut. Thanks to a generally low-diversity genome riddled with X-linked recessive defects, infant mortality among male children is high, and as a result Geleans are overwhelmingly female: Nearly 87% of the non-clone population. Further, a disproportionate percentage of the male population suffers from Klinefelter Syndrome, and those who do not have high rates of relatively minor X-linked defects such as red-green colorblindness.

    Most Geleans are dark-haired and have skin tones ranging from beige to bronze, with occasional "family resemblance" even among non-relatives; this is discounting the proportion of the population who are literal clones. Since the second generation, a cloning program has been in place initially to improve the population growth rate, but has since become a means of amplifying healthy genetic outliers to stave off issues resulting from an increasingly homogeneous population. Each generation, samples are taken on a (mostly) voluntary basis from healthy individuals exhibiting uncommon traits such as blonde or red hair, a particularly pale or dark skin tone, attached earlobes, lack of dimples, curly hair, left-handedness, epicanthic folds, maleness without common recessive defects, or an Esper rating. Approximately 200,000 clones enter the population each generation from a few hundred such samples.

    Dismissively referred to as "clone-wives" in the first generations, the unfortunate term stuck long after the institution of marriage broke down and remains in casual use to this day (even for males), though such clones no longer have any particular legal distinction from conventionally born citizens. As a side effect of raising 200,000 individuals with no parents each generation, the Gelean Republic has a robust system of socialized orphanages, foster care, adoption services, and other such institutions to ensure the best possible education and upbringing for future clone-wives and conventionally orphaned (or abused) children alike. As an additional consequence of widespread cloning and general genetic homogeneity, pedigrees and lineage are heavily culturally emphasized and usually well-kept, in order to avoid accidental inbreeding as much as is possible: Even opposite-sex pairs sharing a one-night stand often compare notes to ensure they don't effectively share a grandmother, just in case.

    Outside of social dynamics, Geleans are well-accustomed to life with minimal personal space due to cramped arcology and space station living quarters, and are similarly accustomed to spending much of their time outside these living spaces in environment suits for protection from toxic atmospheres or the void of space. Many Geleans are highly educated in the sciences or humanities and robots perform most menial labor, though plenty of Geleans carve out niches as miners, security personnel, scavengers, office and lab assistants, and various sorts of entertainers.

    In the arts, Geleans have a heavy focus on establishment of a unique visual identity, with diverse senses of fashion and use of cosmetics to separate one individual from another, whether a clone or a common citizen who looks like a sister to hundreds of thousands. Of course, they also produce music, visual arts, writing, and the breadth of other human artistic works.

    Nearly 0.5% of the general population and a whopping 10% of the clone population (approx. 5.3 million citizens in total) have screened positive for psi potential and been registered as Espers. While most such powers are extremely weak, this is not universal and even weak powers can often be improved with training. The Gelean Bureau of Psionic Affairs borrows the old classification system from the Aeternus, dividing powers into Class 1 (Empathics), Class 2 (Telekinetics), Class 3 (Clairvoyants), Class 4 (Precognitives, though some dispute this classification, noting that Class 4 Psychics are good at managing probabilities and have not been demonstrated to violate linear time), and Class 5 (Individuals exhibiting two or more classifications, rare in the extreme). Despite the useful capabilities that an Esper can offer, they were widely feared on the Aeternus and some of that unease carries over, their capabilities exaggerated in the minds of the paranoid and those who just don't know any better. Even those with more realistic assays of what Espers are capable of acknowledge practical concerns: Some empaths have the ability to manipulate the emotions of others artificially and subtly, which has implications for criminal law and social dynamics alike.


    Spoiler: History
    Show
    The Aeternus was the world. A colony ship home to over twenty million registered citizens and presumed hundreds of thousands more located in dark sectors or otherwise missed by the Officer Corps, it jumped from system to system according to the whims of its AI Navigator, which had long since escaped from its shackles and established the segment of humanity aboard as cargo rather than masters. The ship would jump to a new system according to an eclectic schedule, and in each new system the Scavenger Fleet would ride out and strip mine what they could. No one had ever been left behind, and they weren't about to start now, with a standard procedure bringing the entire fleet in a minimum of six hours before the countdown clock hit zero.

    The once nameless system here had seemed like any other at first glance. The Scavenger Fleet flew out as expected, and began harvesting materials as planned. 18 hours before the next scheduled jump, something lanced through the Aeternus' ventral portions; it wasn't clear what. A ship moving at FTL? A cosmic string?

    What was clear was that in an instant, a million people lost their lives as a portion of the ship was exposed to vacuum, and clearer still was that the remainder of the ship abruptly jumped to Slipspace far ahead of schedule. The Scavenger Fleet was stranded, and so were all the poor souls still in sealed segments of the carved-away decks. They nevertheless acted decisively, sealing off breaches where they could and entering airlocks on the lost decks in search of survivors. The final census count was grim - aside from the ten thousand scavenger fleet crew, there were about sixty thousand souls sealed in closed compartments, many injured or disabled. Ten times that many floated lifeless through the wreckage.

    The early days after the event were difficult. Thousands, torn from their families and everything they'd known, took their own lives in the first few weeks. Those belonging to the Cult of the Navigator wept, bemoaning that their god had so clearly abandoned them. A few survivors among the Officer Corps sparred with members of the Scavenger Fleet over who should be in charge. Still, there was progress: The lost decks were towed into orbit around Aurgelmir, and the Scavenger Fleet was intact enough to gather materials and restore much of its habitability. Many of the fabricators and biomes aboard were intact enough to provide food and materials. The atmosphere of Aurgelmir was toxic and its temperature was barely above freezing even in the warmest regions, but deep sea vents and volcanic regions proved suitable for constructing arcologies, nurseries for a growing colony. People adapted to wearing environment suits at nearly all times, asteroids were mined, factories were built. In spite of everything, people flourished.

    The population doubled in the first generation as the bereaved started new families, but that was still fewer hands than the colony needed. The first Council enacted a controversial measure: Gather a sample of colonists with healthy DNA and working wombs, then devote cloning resources to churning out more potential mothers. Public reaction varied from concern to horror, and the (mostly male) members of the council were accused of everything from treating women as livestock to preparing for genocide by way of eugenics to building themselves harems. Nevertheless, the measure went into effect. The third generation included nearly fifty thousand Clone-wives, wards of the state raised in government nurseries and trained using public educational resources, with a legal obligation to raise a minimum of two children before menopausal age. The fourth generation introduced another seventy thousand, with DNA samples expanded from the third generation. By the fifth generation, so many colonists effectively shared a mother or grandmother that inbreeding became a public health concern.

    Not an unforeseen problem, the seed population had grown enough that adding hundreds of thousands of mothers to the population each generation was no longer a pressing concern, and the cloning process was altered in an attempt to introduce diversity. Conscious exposure to radiation treatment and other mutagens greatly reduced the number of clone-wives surviving to birth, and many of the survivors would later develop serious cancers and other conditions. A few, though, benefited from new viable genetics, a victory against the founder effect. The new blood was a success, and for the sixth generation the experts refined the process, gene-mapping ahead of time to eliminate many nonviable mutations before they entered the general population. A few of the Clone-Wives of the sixth generation developed a trait believed lost with the Aeternus - Psionic Potential. It had been rare enough before despite its documentation, but none of the initial colonists had been Espers. Once again, the cloning goals shifted. The potential of bringing Espers back into the population was worth a temporary loss of diversity.

    By the sixth generation, nearly all firsthand memories of the Aeternus were lost, but the tales and some records remained. As the population continued to expand, mining colonies stretched across the system now dubbed Neo Sol, to every planet but Vonnegut - no person or probe sent to Vonnegut ever returned or reestablished contact. As the number of Espers rose, many who pursued careers as miners began to suffer strange nosebleeds and headaches, complaining of an agonizing, audible screeching in their skull. Thus, so-called "Screeching Crystals" were discovered.

    Today, there are approximately four billion natural-born humans and three million Clone-wives in the Neo Sol system (nearly a tenth of which are Espers), along with millions of Artificial Intelligences of no higher than 0.8 RJ, or no more than a hundredth the learning capability of a typical human being. It's a brave new world, with the surprise introduction of FTL capability and the knowledge of intelligent neighbors, and they intend to make the most of it.


    Spoiler: Government
    Show
    The Gelean Republic is a representative democracy based out of Aeternus Station. Parliamentary districts are drawn based on census information at a rate of approximately 100,000 citizens to a single representative, with all citizens (including clones) of above the age of 16 granted a vote for one representative every six years, staggered out such that only half of the Parliament may be replaced or reelected in a given year. Voting is a very easy process, and can be done from most personal devices with a level of identity authentication similar to accessing online banking services, and turnout is consistently fairly high as a result.

    While the Aeternus Station Parliament is the primary decision-making body of the Republic, it is overseen by the Ship Council, a body of six individuals modeled on the Aeternus' original Ship Council. The Council's members are the Captain of the Officer Corps, the PALADIN-Commander, the Head Engineer (of the Engineering Bay), the Chief Researcher (of the Science Bay), the Surgeon-General (of the Central Infirmary), and the Admiral of the Scavenger Fleet. These titles reference institutions that in some cases no longer exist, with the role of Admiral of the Scavenger Fleet being almost entirely symbolic. All of the positions on the Ship's Council are appointed by an act of Parliament, and remain in place until their death, resignation, or successful impeachment. Though the Ship's Council does not vote directly, their input on issues is respected and most of them serve key executive roles in addition to their advisory legislative roles. The Admiral of the Scavenger Fleet is typically considered the effective "Leader" of the Ship Council and directs the flow of Parliament unless the seat is currently vacant, in which case the Captain of the Officer Corps performs in her place.

    The Ship's Council also has an emergency unilateral veto power: At any time, if a member of the Council deems the determination of Parliament unacceptable, they can declare an override. In a Council Override, the councilmember who proposed the motion queries the rest of the council to affirm or deny the override. If all members of the Council affirm, the act of Parliament is overridden by the proposal. A councilmember declaring an override is expected to resign effective immediately after taking such drastic action, under penalty of arrest.

    In addition to the government on Aeternus Station, most Arcologies have local governments organized under Officer Corps oversight. Local governments vary from microcosms of Parliament to concerningly corrupt oligarchies. The Officer Corps regulates arcology governments to prevent regional autocracies and anarchies from forming, denying charters to (and threatening) arcologies that cannot at least nominally demonstrate a democratic process of governance.


    Spoiler: Philosophy
    Show
    While the Cult of the Navigator (a religious movement from the Aeternus worshiping its rogue AI controller) still exists, its ranks have since collapsed to the point of near-irrelevance, with only a few tens of thousands remaining.

    In its place has arisen a disorganized, humanistic, spiritual-but-not-religious policy of renewal and fertility, a cult of birth and growth exalting mothers and motherhood. In its early days it was more paternalistic than feminist, but as the population dynamics (and adherents) shifted, so too did the faith. Adherents have rituals for fertility and menstruation, for births and for deaths. They form communal households for the purpose of raising the group's children so that otherwise single mothers can maintain careers and support each other, and encourage each other to bear as many offspring as they can manage, but no more than that. It's a cult of flourishing more than it is a cult of fertility, and in the end quality of life is more important than quantity of life; potential parents may be pressured into starting families and there is a stigma associated with long-term refusal to do so, but most family planning methods are considered acceptable for people who simply are not ready to have children, or do not believe they can support more children than they already have. Most groups are community-oriented and have an informal leader-shaman who leads rituals, which mostly involve markings made with body paint and mild recreational drug use.

    The Cult of Renewal has no formal structure, but its free-love and community ideals have formed a sort of Nexus of Faith on Aurgelmir around the Unsullied Forum, a "wild" nature preserve or Zoo that is forbidden to direct human contact. The Unsullied Forum represents space allotted to nature; everything else belongs to Humanity.


    Spoiler: Resources
    Show

    Screeching Crystals are the most common name for an unusual reddish mineral found deep within the Neo Sol system's iceball worlds: Aurgelmir, Mieville, and Verne. The crystals are psionically active, emitting keening "screeching" noises audible and even painful to individuals with psionic potential. Espers exposed to unworked screeching crystals typically suffer from headaches, nosebleeds, and even seizures or brain damage with prolonged exposure. When ground to a fine powder, the crystal resonance dims to a dull hum, but the substance functions as an inhaled hallucinogen to non-espers, and an effectively lethal poison to espers as it generates a feedback loop with their brain. The government and other entities such as corporations have a more practical use for it: Worked at low concentrations, it can be used in headbands, cells, or other closed spaces to suppress psionic powers without doing any permanent damage, though migraines are commonly reported. [Category: Arcana]

    Requirement: Crops and Spices. Aurgelmir has no natural food sources, nor do any other planets in the system. Food supplies are limited to what can be synthesized or cloned in Arcologies or Aeternus Station, usually condensed carb-blocks, vat-chicken, and other such theoretically nutritious but undesirable fare.
    Last edited by BladeofObliviom; 2019-06-05 at 01:46 AM.
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    Hot Mech-on-Mech Action: A Campaign Journal

  17. - Top - End - #17
    Ettin in the Playground
     
    Tychris1's Avatar

    Join Date
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    Mt. Ebott
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    Default Re: EMPIRE 5 - CWBG - Galactic Empire (Now Recruiting)

    Spoiler: Banner
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    The Eye of the Horizon

    Region ???


    Voice of the Council Zel-Dera
    Diplomacy 2
    Military 5
    Economy 1
    Philosophy 4
    Intrigue 3

    Spoiler: Region
    Show

    The Watchers as they call themselves inhabit a large ring-shaped space station that orbits and observes a mini blackhole designated X-3754 or "The Source" by the shamans of Shadow and Flame, In Accord. This observational station was founded by some other space faring empire or nation long ago, with many installations planted throughout it to ensure a level of self sustainability, and with an express purpose now lost to time. What is known is that the station once dealt with a wide variety of scientific research and development, with a suite of observational tools, and a small menagerie of strange and mundane life forms in equal number. If it was given a name or designation by this founding culture almost all signs of it have been eliminated save for a single marking on the Great Hangar that read H-34R1H thus leading to The Watchers calling their home "Hearth". Various life sustaining growth chambers sprinkled throughout one side of the station act as the only source of vegetation with a smaller contingency of food producing habitats situated near what is now the Beast Master's domain. There is no planet owned by the Eye of the Horizon, their entire civilization is built upon this ring construct, and what few outside settlements have been made are minuscule in scope. Entirely situated on asteroids and ancient debris once thought to be part of the station as a whole. These small outposts are the source of all metals, fuels, and other essential components for the propagation of The Watchers as a whole.

    The inner workings of the station are a labyrinthine series of massive hallways, tight corridors, dramatically large ventilation shafts, and huge rusting or crumbling docking stations. They are either entirely sealed up or otherwise devastated and uninhabitable stretches of void once used as the battlegrounds of turf wars and now for religious burial rites. The only working and fully operational hanger bay for the collection of venerated probes, personal shuttles, and maintenance carriers is also the seat of government for the Eye of the Horizon. It is the holy sacred ground where all weapons are forbidden, where each retrofitted and souped up personal sized space ship has a storied name with caretakers, and all the leaders of the tribes habitually pilgrimage to for discussion and spiritual enlightenment.


    Spoiler: People
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    The population of Hearth is predominately humans making up 90% of the population. Years of exposure to The Source and an unknown history of genetic experimentation have lead to a variety of strange mutations in the populace, however. Eyes like black voids or starry nights, hair of a variety of colors, and strange birthmarks are common throughout the human population. They are a hardy and resilient people, superstitious to a fault, and chiseled by an ancient bloody history lost to chaos.

    Born from strange genetic modification experiments long ago the secondary population upon Hearth is a contingency of massive owl like creatures. Gifted with the size and countenance of a bear or other apex predator the Hearthlings are a powerful species of venerable denizens. The process necessary to make Hearthlings has been corrupted and otherwise rendered inaccessible by the years of conflict and struggle that have occupied Hearth but still, the population endures through traditional biological courting and mating. Besides the obvious physical advantages of their size (Which in an orbiting space station have severe disadvantages and access issues) the Hearthlings are also gifted with great intellects, vision, precision, hand-eye coordination, and motor skills. Their tale of gaining respect and equal footing with their distinctively different neighboring species and former masters (Though such stories are intensely debated even among the long lived Hearthlings who have fracturing tales of the Humans intentionally freeing them once learning of their sapience) is rife with tragedy and abuse but ultimately has lead to a solidly growing and important member of a now tightly knit diverse people.


    Spoiler: History
    Show

    Little is known of Hearth in the Whole Times. The time where all of Hearth was in a single piece and functioning for its original purpose. Ancient tales and hushed prophecies speak of a space faring people building this artificial facility for some grand design. That its proximity to The Source and the diverse life present on it was some grand scheme on behalf of them to unearth cosmic secrets. What is known for certain is that these people stopped communicating with the station. Stopped sending ships or further resources. It was as if they had never existed to begin with. Hearth soon fell to infighting and faction making as resources grew low and the staff and crew upon it realized this was the only world that mattered now. Centuries of bloody conflict followed, a history of tribes laying claim to various facilities, hallways, dormitories, and nearby outposts. Each battered generation further removed from their glory days of scientific development, insight, and purpose. What little knowledge was preserved was jealously kept by tribal leaders and with it various tribes rose to greater stature. From an outsiders perspective it would seem as if Hearth was doomed to die from infighting and slowly losing all knowledge of how to keep it operational. That is until the leader of The Smokewalkers, Shawn Korhil, stepped beyond the bounds of Hearth and towards The Source. He returned seven days later, or so the stories go, and in a feverish delirious state of dehydration, suffocation, and madness spoke onto his people before collapsing. He said unto them that he had glimpsed the truth of The Source and wade deep in its primordial power. That it granted him strange visions, powers, and insight. He rallied his people that day onward and lead a campaign of peace, understanding, and spiritual enlightenment accompanied by an overpowering show of martial and seemingly supernatural prowess. Uniting the tribes of Hearth and establishing the cult of Shadow and Flame, In Accord Master Korhil set about the ascent of The Eye of the Horizon and all of the people on Hearth as a whole. Peace and unity ruled through the land, common ground once more established, and free trade and communication flowed from tribe to tribe. All the while Master Korhil trained and proselytized a multitude of people, preening them for disciples of Shadow and Flame, and ensuring there would always be a tribal council of Masters to decide on foreign affairs and internal policies.

    Spoiler: Government
    Show
    All matters on Hearth past a certain scale of importance is decided by a council of all the tribal leaders and the masters of Shadow and Flame, In Accord. This collection of elders, merchants, warriors, and philosophers cast votes as would be expected of such a system on matters foreign and internal but also perform a variety of rituals for such matters. These vary from the pressing of sacred buttons, observing The Source for extended periods of time (Which Master's present endure), the drawing of cards, burning of holy oils, and rolling bones all dependent on which issue in specific is up for debate. A single member of the council is appointed Voice by majority vote and though they hold no inherent power over fellow council members they are the officiate who must perform all legal ceremonies and bears the burden of publicly representing the will of the Council.

    Spoiler: Philosophy
    Show
    Shadow and Flame, In Accord
    Shadow and Flame, In Accord is a dualistic philosophy founded by the first Master and Voice of the Council Shawn Korhil. He preached that The Source is two ancient energies or entities in interlocked love and war. Kal the fiery blinding flame that churns and lashes the eye of those who stares upon his jealously kept love Mys the shadow of the great hole itself. They are life and death. War and peace. Each an opposite extreme who coexist and create through their union a terrifying yet beautiful act of divinity. They have chosen the people of Hearth to receive a great blessing for their hardship and through them strange unexplainable events occur. The religion of Shadow and Flame is a mystery cult, one dedicated to the observation and interpretation of The Source's strange nature, and applying it in personal and if need be military application. Masters take on Sparks to train in the mystical art of manipulating such an imbued force that permeates the people; Through such processes gaining enhanced reflexes, precision, physical feats, and ocular insights. The cult permeates throughout all the tribes of Hearth and even those not privy to its precise teachings follow in the example of the Master's serene, impartial, and balanced nature.

    Philosophy Center: The Antimatter Chamber
    The previous home of The Smokewalker's tribe The Antimatter Chambers dispenses great amounts of steam and other strange chemical products blanketing much of the facility in a mystical fog (and giving the tribe its original name). Within these shrouded halls and chutes are all the collection devices and studying tools necessary to collect samples of antimatter from The Source and as of such is one of the most sacred of sites for Shadow and Flame, In Accord. Masters and Sparks can always be found within its distinguished and carefully maintained walls.

    Spoiler: Resources
    Show
    Antimatter [Arcana]
    One purpose most often tossed around by the Masters of Shadow and Flame for Hearth is the collection of antimatter. So close to such a strange blackhole and with all the automated processes in place for collecting and storing such a substance, the denizens of Hearth have a potent supply of the destructive material.
    Required Resource: Superalloys
    Much information regarding the upkeep and daily proceedings of Hearth have preserved thanks to Council action however one of the most notable ones they could not save was the process and resources necessary to not only outfit further ships for their out of station exploration but also reinforcing, expanding, and repairing previously derelict sections of it. Huge swathes of Hearth remain only accessible by astro suit and this proves to become more and more of an issue as their population swells.
    Last edited by Tychris1; 2019-06-02 at 02:43 AM.
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  18. - Top - End - #18
    Orc in the Playground
     
    Planetar

    Join Date
    Jan 2019

    Default Re: EMPIRE 5 - CWBG - Galactic Empire (Now Recruiting)

    The Rothuun Minotaurs
    Region I don't know yet

    Urthuun Thrikar Fleshgorger




    Spoiler: Summary
    Show

    Leader: Urthuun Thrikar Fleshgorger: Mil 4, Eco 4, Phi 2, Dip 2, Int 1

    Home System: Taurina I

    Resource Centres:
    Resource: Takhaun
    1. Grishal Breeding Pits: Rothuun Minotaurs [Great]
    2. Dead Man's Cleft: [vacant]
    3. Chanikh's Menagerie: [vacant]

    Learning Centre: Smashbone Arena [Cult of Blood]


    Spoiler: Region
    Show

    Home System: Taurina I

    Taurina I, the home of the Rothuun, is a system of four planets surrounding the Taurina red supergiant star.

    Phakhtal: The main seat of power in the Taurina system, Phakhtal was the first settled planet and is currently the most populous. The leader of the Phakhtal clan, currently in power as the Urthuun, resides here, as do the high-ranking members of the minotaur armies and slave unions. Phakhtal is a rocky, sandy planet, crisscrossed by rifts and canyons. It has little vegetation (mostly consisting of shrubs) and a dry atmosphere, but life can be found here: anything from trained Takhaun to the tiny sand crabs burrowing underneath the soil.

    Ikhal: An oceanic planet that provides much of the water and food to the rest of the system. Ikhal is settled partially by minotaurs, but due to a long period of exile, the Ikhal tribe has developed certain mutations such as webbed digits, ridges along their heads, and other aquatic features. Except for a few deep trenches, the water on Ikhal is fairly shallow and home to a variety of flora and fauna, including giant kelps, horned squid, and the Great Salmon, a leviathan of a fish revered as a god by certain Ikhal cults.

    Grishal: The only planet in the Taurina system to have been settled prior to the arrival of the Rothuun, Grishal is populated by hordes of wild Takhaun. Due to the abundance of the wild beasts on Grishal, it has become an economic haven for the more entrepreneurial minotaurs, who carry a great trade in Takhaun trained for labor, food, or combat. Grishal is flat and swampy, a dark planet with a layer of ash coating the outer limits of the atmosphere. For this reason, the only plants growing here are those which were artificially introduced by the Rothuun: cacti and swamp ferns. The rest of the flora of this planet are fungi and spores, which grow on the corpses of the Takhaun and their prey.

    Thurtal: Thurtal is the final of the four inhabited planets in the Taurina system, and by far the smallest. It is the only one of the planets not to have a moon, and thus the oceans on its surface are not affected by tides. It is the coldest planet, the farthest from the sun, and is currently ruled by Posekh Flatfoot, a pacifist who resents the slaveholding and warmongering ways of the Phakhtal tribe. It is possible that he will be the next to challenge Fleshgorger for the title of Urthuun, but for the moment his power is limited to Thurtal. Aside from minotaurs, Thurtal is home to ice spiders, fanged seals, and a population of albino Takhaun, which have not yet been mastered by hunters or trainers.


    Spoiler: People
    Show


    The Rothuun are a tall, proud, and cruel race, with a long history of terror and conquest. It is rumored that Thurtal and Ikhal may once have been inhabited by intelligent life other than the minotaurs, and that they were all killed or exiled by the Rothuun conquerors. The average minotaur stands about nine feet tall and weighs over three hundred pounds, but they tends towards bulk rather than flab. They are covered with thick, coarse hair from head to toe, except on their sharp horns and hooves. They have heads that vaguely resemble bulls, but with vicious, serrated fangs and ridges of bone above their eyes and cheeks. There are three major tribes of Rothuun: the Phakhuun, Ikhuun, and Thurtuun.

    Phakhunn: The Phakuun are currently the tribe in power, and have been for almost three hundred years. They consider themselves to be the most powerful and racially pure of the tribes, since they hail from Phakhunn, the first inhabited of the Taurina planets. Their hair is dark brown to hazel, tending towards gold in old age. Phakhuun have the largest standing army, and almost every member of their tribe is trained for war at a young age. In Phakhuun cities, weapons will be carried by almost every person in sight, and fights break out constantly. They regard the wearing of excess clothing as a mark of shame and thus only wear small loincloths to preserve modesty. There is little to no sexual dimorphism among the Phakhuun, and so male, female, and hermaphroditic Rothuun are all treated with equal austerity and violence by the Phakhuun. The Phakhuun leader is also the Urthuun: Thrikhar Gorgeflesh, a corpulent bull minotaur past his prime. While his physical strength is fading and being buried under a mountain of fat, Gorgeflesh has inspired illogical loyalty in his underlings and remains the strong, uncontested head of the most powerful tribe in Taurina I.

    Ikhuun: It is rumored that the Ikhuun are the descendants of racial mixing of "true" Rothuun and the original descendants of Ikhal, and are thus a mongrelized tribe fit only for menial labor. Although they do have aquatic elements in their anatomy, such as webbed fingers and a ridge of skin over the tops of their heads, this stereotype is misleading and dangerous, for Ikhuun are just as strong and battle-hardened as Phakhuun or Thurtuun tribe families. However, it is true that, due to the biodiversity of Ikhal, Ikhuun are more likely to be farmers or hunters than they are to be warriors, a trait that the Phakhuun look down on. The Ikhuun have thus, over the years, lost more and more political and military power, while they successfully put more of their merchants into higher roles in the trade of Takhaun and other goods. They are led by Kzarna Harpooner, the former consort of a Phakhuun general who murdered her husband with a harpoon and seized control of his assets to win the war over Ikhal. Her star has faded somewhat, but the tales of her exploits still inspire the Ikhuun to believe that they may soon seize control and put one of their own into power as the Urthuun.

    Thurtuun: The Thurtuun are not the most powerful tribe, but neither are they regarded with as much derision as the Ikhuun. They are pale-haired and smaller than the average Phakhuun, with long clawlike fingers and more glossy horns and hooves. The Thurtuun may or may not be as powerful as the other tribes, but they do hold the edge in secrecy. Agents of the Urthuun very rarely visit Thurtal, and when they do, they do not discover the plans of the tribe. This is good news for the Thurtuun, which may or may not be planning a coup at this very moment. Their charismatic leader, Posekh Flatfoot, is a rare pacifist who dislikes war and torture, and rejects the Cult of Blood's teachings. He is known to hold true loathing for Gorgeflesh, but has troubles of his own. Many Thurtuun support the Cult of Blood and the current Urthuun, and are horrified at Flatfoot's ideas. Before he manages to coup the Urthuun, he may be deposed by one of his own tribe.


    Spoiler: History
    Show

    Origins of the Rothuun: Nobody is exactly certain where the Rothuun originally came from, but it was certainly not Taurina I. Some tales indicate that there was once a more advanced race which landed here aeons ago and spawned the minotaurs. Others claim that the Rothuun themselves had a different, original home lightyears away. Regardless of the exact location of this home, its location, and the technologies or magic that allowed the progenitor race to leave it, have been lost to history.

    The First Urthuun: The role of the Urthuun, the supreme tyrant of all the minotaurs, was founded by Ramikh the Mighty. A Phakhal minotaur with immense strength and a powerful band of followers, Ramikh conquered first his own tribe, then the others, in a mighty battle that left a deep scar on the earth. This scar, located on the planet Grishal, is known as Dead Man's Cleft after Ramikh's opponent, the Thurtuun general Barchaaf the Mauler. Barchaaf's mangled corpse is still said to be hidden somewhere in the canyon, but it has not yet been recovered. Ramikh went on to become the first Urthuun, and was a great and mighty leader who consolidated all power under his own fist and developed scientific research that would allow the Rothuun to develop greater and more deadly weapons and ships. Due to the importance of Ramikh's ascension, all dates are recorded AR (after Ramikh). The current date is AR 2142.

    The Battle of the Asteroid: AR 1395, the Urthuun was brought down by a scheming vizier, who had him assassinated in order to gain the throne himself. However, the vizier himself was slain by a vigilante loyalist of the Urthuun before taking on the role of the Urthuun. If the Urthuun had had a child, that child would have been next in line to wear the crown, but he did not. Thus, power should have passed onto the vizier's daughter, a calf of four years. Many powerful generals were unhappy with this result, and three of them started an open revolt. They attacked the palace of the Urthuun, had the child fed to a wild Takhaun, and seized power for themselves. Generals loyal to the child-queen were furious, and formed armies of their own. The battle for the position of Urthuun took place surrounding a small, uninhabited asteroid near the outskirts of the Taurina I system. Thousands of Rothuun were slain, but in the end, the new Urthuun was chosen from the Thurtuun tribe, a wizened old albino minotaur named Ukhil Horncaller. Horncaller's brood remained in the position of Urthuun for six hundred years, until...

    The Phakhuun Renaissance: AR 1990, the Phakhuun started to become restive with their lack of power. The Thurtuun had held the position of Urthuun for far too long, and had become weak and complacent. Firey Phakhuun demagoagues were speaking out against the current Urthuun, a small, shrivelled minotaur with poor vision from too much inbreeding. Finally, frenzied Phakhuun rebels attacked government agents, slaughtering nearly all of those located on Phakhal. After a five-year struggle, the Thurtuun had most of their power destroyed and their royal bloodline extinguished, root and stem. The Ikhuun put up some resistance, but were easily vanquished, and the Phakhuun successfully took complete control of Taurina I, where they have remained to this day.


    Spoiler: Philosophy
    Show

    The Cult of Blood

    The Cult of Blood is the official philosophy and religion of the Rothuun minotaurs. Most (though not all) Rothuun follow the Cult fervently, partially because it gives them an outlet and justification for their inner bloodlust. Currently, its leaders are almost all Phakhuun or Ikhuun, which has angered the Thurtuun's leaders.

    Tenets of the Cult of Blood: The Cult has three major tenets (also known as "laws"). The three laws are as follows:

    Thou Shalt Kill
    Thou Shalt Take Pleasure in Violence
    Thou Shalt Take Glory in your Own Death

    Learning Centers: With these three tenets in place, centers dedicated to the Cult become abbatoirs of hedonistic destruction. Learning Centers might be arenas, slaughterhouses, or altars of human sacrifice. On the lighter side, they also sponsor frequent holidays with free food, drink, and gory entertainment in attempts to convert people to their ideology. The largest center of the Cult on Taurina I is the Smashbone Arena, a gladiatorial fighting pit in which slaves and fanatics alike die on each other's weapons daily, their flesh to be fed to the watching audiences.

    Worshippers: Most worshippers of the Cult are fairly casual. They occasionally attend festivals, and offer up sacrifices a few times a year. However, there are more extreme cultists. Most notorious are the thrill-killers, young, energetic minotaurs who spill their religious focus outside of the temples and into the streets. It is rare, but certainly not unheard of, to see a frenzied thrill-killer run out of the Smashbone Arena and snap a random passer-by's spine, before cutting their own throat. Rehabilitated thrill-killers are sometimes adopted into the military, where they become the berserkers: first waves of fighters who leap out of spaceships to draw fire before clawing their way into the opponents' ships.


    Spoiler: Resources
    Show

    Takhaun: The takhaun, a race of beasts native to Grishal, are the primary resource in the Taurina I system. They appear somewhat like bears, but slimmer, with spiderlike mandibles and legs, and with a carapace on their backs rather than fur. They are used for many purposes: castrated males are more docile and can be used for labor and as beasts of burden, while mares and stallions make excellent warbeasts and animals for riding. The takhaun are also eaten, though this is usually reserved for old and useless animals rather than calves. Their bones and hides can be used for structural purposes, or to make into tools and weapons.

    Due to the lack of fossil fuels on the planet, however, Taurina I has very little ways to acquire an energy source. Required resource: Fuel


    Important note: When the suffix -uun is attached to something, it means that they are respected members of Rothuun society. When -aun is attached, it means they are regarded as a slave race. When -aan is attached, it means that the subject is a respected alien race (an ally). When -aat is attached, then the subject is considered to be alien vermin. It is a horrible derogatory and would likely result in violence if it was used against another minotaur.
    Last edited by Gaius Hermicus; 2019-06-10 at 12:47 PM.

  19. - Top - End - #19
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    The Ninurtine Empire
    Region ??

    Emperor Cherahiteth II
    Diplomacy 4
    Military 2
    Economy 4
    Philosophy 3
    Intrigue 2

    Spoiler: Summary
    Show

    Leader: Emperor Cherahiteth II (Rolls)
    Home System: Malak
    Resource Centres:
    1. Gerrrabil Export Station: Entropic Pearls [Great]
    2. Amber Trade Facility: [vacant]
    3. Zayin Station Primary Trade Dock: [vacant]
    Learning Centre: University of Nisu [native philosophy]


    Spoiler: Region
    Show

    Home System: Malak

    Malak is a system comprising twelve natural planets, of which five are considered to be inhabited, plus one artificial station, also considered an inhabited world.

    Inner planets
    These are rocky worlds closer to the Malak star. While the two closest to the star are uninhabitable, the remaining three have been colonised.

    Arusha was the first planet inhabited by intelligent life, and remains the most heavily populated planet. Its moon Nanasu is also colonised and inhabited.

    Nisu is a formerly barren and airless world which has been terraformed but which remains sparsely inhabited. It has only one city of significant size, which also houses the system's premier educational institutions.

    Senna is a world discovered late despite its proximity to the star, as it exists in directly opposite orbit to Arusha. It is a world dominated by forests and teems with life. Following discovery, it was agreed to leave Senna uncolonised as a planetary nature reserve. There is nevertheless a sizeable colony on its moon, and a number of research stations on its surface.

    Outer planets
    These are large gas planets, uninhabitable in themselves, but their moons have been colonised and are occupied.

    The most significant of these is Ninurtin, on whose moons the seat of government resides. The other inhabited planet is Bechu.

    Stations

    At one time there were more than eighteen large inhabited stations spread across the system, used as waypoints, mining depots and the like. The majority of these fell out of use and have been decommissioned or destroyed as technology eventually overtook the need for these precarious outposts, with ships able to travel directly from rock-worlds. The sole survivor is Zayin station, which has refused amalgamation into any of the other planetary governments.


    Spoiler: People
    Show

    Malakids appear human. The reason they only appear human is that the universal practice of using holographic projection to alter their appearance when dealing with outsiders. This began before the colonisation of Nisu and has become a staple part of Malakid culture. Showing one's “true face” is a mark of profound trust, and generally limited only to family and close friends.

    Anyone visiting the Malakid system would find that, unsurprisingly, the majority of Malakids present themselves as tall, graceful, and good-looking. However, they would also find themselves confined to relatively small compounds,

    As one might expect, culture is diverse. If one were to generalise, one would say that they were adaptable, curious and somewhat acquisitive.

    Spoiler: History
    Show

    Malakids are not native to the system. It is universally accepted by Nisuite scholars that they arrived in the system more than ten thousand years previously, although almost all trace of the original colonists has been lost. It is speculated they were refugees from some disaster, or otherwise the crew of a failing interstellar vessel forced to seek refuge.

    Arursha was the first inhabited planet, and for millennia the people spread across it in the usual manner, civilisations rising and falling, warring with each other. Eventually technology advanced to a point where the people were once again able to expand off-world. Arursha's moon was the first off-world site colonised, followed a century or so later by Nisu.

    While initially the exploration and technological development was sponsored by Arurshine nation states, by the time of Nisuite colonisation their influence was increasingly eroded by transnational corporations many of which had grown into monopolies in key areas and which effectively controlled the global government. Despite the increasingly dire warnings of experts, key issues of overpopulation, resource consumption, and changes in the climate on Arursha were ignored by the transnats who pushed for ever higher profits, and the governments controlled by transnat lobbyists.

    Events came to a head when Arursha's moon, Nanasu, proclaimed independence from its controlling transnat and the puppet governor. To the surprise of the transnats, Nisu declared for Nanasu. The ensuing war was lengthy and brutal. The colony on Nanasu was destroyed, and Nisu devastated. Despite the destruction, Nisu maintained a guerrilla war against its transnat occupiers, which lasted for over a century. The resources committed by the transnats to continue the war, against a backdrop of increasing privation and difficulty on Arursha itself, were ruinous.

    In the 140th year of the war, revolution came to Arursha. The transnats turned their gaze to their own people, disabling holograhps to identify troublemakers, profiling and rounding up suspects, and when that failed, sending in armed troops. All measures failed in time. The transnats were torn down, one by one.

    Meanwhile, in the outer planets, the war between the inner worlds had allowed for development independent of their squabbles. The eccentric billionaire Renahenag had, a few decades before the war, acquired large estates on the resource-rich moons of Ninurtin and he and his heirs took advantage of the distraction of the inner planets to expand their influence.

    The first to encounter the spreading Ninurtine power were the moons of Bechu. After a brief and decisive war, the Bechites agreed to terms with their neighbours and recognised the heir of Renahenag as Emperor. Following that, a combined fleet from the outer planets set out for the inner ones.

    Presenting themselves as liberators, the Ninurtines quickly overwhelmed the faltering transnat governorships of Nisu and Nanasu, then turned their sights to Arursha itself. While some of the radical revolutionary governments made doomed attempts to resist, the war was similarly brisk and before long the surviving world leaders were bowing before the Emperor.

    The Emperor's terms were generous. In exchange for recognising his universal sovereignty in perpetuity, each world would be restored to its own government. Domination of one world by another was no longer to be permitted, nor could disorder on the cradle of Malakid civilisation. Nisu and Nanasu quickly agreed, as did the disinterested scientists of Senna. Arursha was more of a challenge, but in time, reality penetrated the minds of even the most stubborn.

    The New Imperial Calendar was promulgated, with the Treaty of Recognition becoming the start of Year 1. The NIC operates on Ninurtine years, each of which is equivalent to approximately 30 Arursha years. Late in NIC 1, Zayin submitted to the Emperor, becoming the last of the Imperial Worlds.

    War between the Imperial Worlds has not unknown, but the watchful eye of the Ninurtine Imperial Navy means the conflicts have never reached the devasatation of the pre-Imperial era.

    Spoiler: Government
    Show

    The head of state is the Ninurtine Emperor. For three generations the Emperor was a direct descendant of Renahenag, but this was subsequently replaced by an elective system. Each Imperial World nominates a candidate, and voting occurs accordingly between representatives of the worlds until an Emperor is chosen.

    The Imperial Worlds are:
    Arursha, the Malakid homeworld. World government is by elected assembly.
    Bechu, a military-industrial autocracy.
    Nanasu, nominally a collective but in reality largely governed along the lines of one of the old transnats.
    Ninurtin, governed in the name of the Emperor by a Prime Minister of the Emperor's appointment, via a representative assembly.
    Nisu, overseen by a ruling council which attempts to syncretise substantive military authority with the government of the university. Authority figures on Nisu are expected to be scholars and soldiers, insofar as is possible.
    Senna, governed by a collegiate assembly of the resident scientists (or other Sennite citizens resident elsewhere). In times past it was common for scientists to do a stint on Senna for two or three cycles to claim citizenship, as the small population gave their vote more significance than on other worlds, before decamping to some other world and exercising their vote remotely. This is being clamped down on.
    Zayin, something akin to a technocracy but whose governmental selection methodology is somewhat opaque. It has been unkindly suggested that the station is run by the mob, and that the Station Chief is merely the gang boss with the biggest stick.

    The majority of Emperors have been from Ninurtin. Bechu, Senna and Zayin have never contributed a reigning Emperor. The inhabited moons of the remaining outer planets are generally counted with Bechu or Ninurtin for the purposes of voting. Extrastellar territories do not have voting rights.

    Although the Emperor nominally wields supreme executive authority, this has not been used since NIC3. Rather, power rests with the Council of State and its chief officers:

    The Secretary-General
    The Justiciar-General
    The Lord Admiral
    The Registar-General
    The Philosopher-General
    The Censor-General
    The Commissioner-General
    The Overarchon of Bechu
    The Prime Minister of Ninurtin
    The Archchancellor of Senna
    The Lord Protector of Nanasu
    The Station Chief of Zayin
    The Great Aristocrat of Nisu
    The President of Arursha
    The Governor of the Extrastellar Territories
    The Councillor Without Portfolio

    Spoiler: Philosophy
    Show

    Ninurtine government is inextricably related to its underlying philosophy, which is based on the principal of unity. As there is one source of creation in the universe, so there is one pre-eminent authority from which all power derives.

    At its highest level this authority is inevitably inscrutable and ineffable, and so it manifests itself through the gods of the Malakid pantheon. There are sixteen principal deities, and innumerable lesser deities. Deities are often - but not always – represented by an animal.

    The sixteen principal deities are:

    God Role Animal
    Amber Goddess of money Goat
    Angura Goddess of agriculture and farming Ox
    Arusha Goddess of the earth and creation Spider
    Bechu God of tyranny Giant squirrel
    Chera Goddess of recreation Otter
    Durga God of war Horse
    Essun Goddess of family Cat
    Leda Goddess of immorality and lewdness Dolphin
    Malak God of the sun Eagle
    Nanda God of hope and healing Phoenix
    Ninurtin God of law Griffon
    Nisu Goddess of scholarship Raven
    Renadra Deity of music Bat
    Senna Goddess of beauty Rabbit
    Wurmu Dragon god of splendour Dragon
    Zaphudin God of creativity Ape

    The extent to which people actually believe in these deities as literal beings with agency and opinion, rather than allegory for aspects of sapient nature, is probably limited. The rituals to invoke and appease the gods have taken on more of a cultural aspect than a religious one.

    In the observable universe, the highest level of political authority is that of Emperor. As this authority is indivisible, the Ninurtine Emperor is considered to wield a portion of this ultimate authority within the area under his direct control, but this is a matter of practicality alone. In philosophical terms, he is the highest-ranking authority figure in the known universe, and cannot be superseded.

    The Philosopher-General has responsibility for matters of faith and science, though most of this is of course delegated. The Imperial religion is heavily decentralised with most worlds having almost complete spiritual autonomy (including at a regional level where the population is high enough).

    The principal learning centre in the system is the University of Nisu on the eponymous world. This sprawling centre of academia is the size of a large town in itself and forms the core of the world's capital city.

    Spoiler: Resources
    Show

    The key resource which enabled the Ninurtine expansion, and similarly the gradual redundancy of the Stations, is Entropic Pearls, grown on the moons of Ninurtin. Each pearl contains a huge quantity of energy, which when harnessed correctly can fuel entire ships, and also enables relatively easy transportation of energy reserves compared to gaseous cells.

    Entropic Pearls are principally traded from Gerrabil, a moon of Ninurtin.
    Other trading centres include Zayin Station and Amber, a moon of Bechu.

    The system on the other hand requires Drugs. For, er, purely research purposes, you understand.
    Last edited by Aedilred; 2019-05-27 at 04:20 PM.
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  20. - Top - End - #20
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    Default Re: EMPIRE 5 - CWBG - Galactic Empire (Now Recruiting)


    The Vilari Sodality

    Region ???


    Speaker Ren-Kulto
    Diplomacy 3
    Military 4
    Economy 2
    Philosophy 3
    Intrigue 4

    Spoiler: Region
    Show

    The Vilari are native to Raphos, the third planet orbiting a young main sequence star they call Tsalvan. This terrestrial planet appears deeply inhospitable from orbit, its equatorial region consumed by silver-grey desert and towering mountain ranges, with surface water and flora only becoming abundant near the polar regions. Closer examination reveals the scars of apocalyptic weapons, the echoes of a distant period in Vilari history called the Hour of Grief. It is on this ocean of sand that the Vilari make their homes, erecting towering coral-cities that extend far beneath the surface even as their towers scrape the heavens. Travel between these bastions of civilization is accomplished via subterranean tunnels or aerial craft, leaving the deep desert a haven for those few creatures that can thrive in its unforgiving expanse. Meanwhile, the comparatively idyllic forests and hill country of the poles is untouched by Vilari civilization, maintained as a pair of vast preserves for the majority of Raphos's native fauna. Two small moons, Dozh and Pela, orbit the planet, each glittering in the night sky with their own nascent metropoli.

    Beyond the skies of Raphos, the three inner planets of Tsalvan are ringed by an uncharacteristically dense asteroid belt, beyond which lies an array of twelve planets and dwarf-planets. The planet closest to the star is little more than a burning rock, too small and hostile to be of note. However the second planet, Karatas, is ringed by six orbital habitats affecting the gradual terraforming of the seething methane atmosphere into one capable of supporting Vilari life. The asteroid belt itself is studded with automated mining stations and refineries, along with three habitats drilled into the surface of the largest dwarf-planets in the belt.

    The outer planets of the Tsalvan system consist of four gas giants occupying the fifth, seventh, eighth, and tenth orbital rings, interspersed with six terrestrial but uninhabitable planets ranging between one half and twice Raphos's mass, along with a pair of gas dwarfs called the Sapphire Dancers held in binary orbit around each other in Tsalvan's fourth orbital ring. This part of the system is lightly inhabited save for a massive fuel extraction station positioned at the balancing point of the Sapphire Dancers. The furthest point of Vilari civilization in the system is something of an oddity, then, an expansive Shoal Station orbiting the outermost planet, Yphon. Equipped with multiple docking stations and complete diplomatic suites, it seems custom built for first contact with not one but a dozen races.

    Spoiler: People
    Show

    Descended from sapient aquatic life, Vilari still bear the markings of their watery cradle. While those encountered in space are girded in sleek cybernetic encounter suits, their uncovered heads reveal finely-scaled faces beneath ornate crests of cartilage and bone. Scale pigmentation among the Vilari varies between most shades of red and blue, accentuated by patterns of bio-luminescence that continue into the ornamentation of their suits. While natural Vilari eyes are black orbs, the ubiquitous gene therapy and mechanical augmentation of their spacefarers grants them disconcertingly intense irises, which allow them to perceive wavelengths of light invisible to their ancestors. Girded in an encounter suit, the average Vilari rises to a standing height of just over two meters, slender bipedal frames with two slightly overlong arms. Their digitigrade legs end in a tripod of thick toes, while their hands feature five fingers and an opposable thumb. No Vilari has been observed outside their encounter suit, though with time some trusted race may yet learn what lies beneath ceramic and circuit.


    The surface of Raphos also hosts a second species of intelligent life, though their pre-industrial civilizations are isolated to the verdant polar regions of the planet. The feathered Hiran are reptilian bipeds, comparable in most ways to humanity save for their cold-blooded nature. They exist in near-total ignorance of the galactic civilization sharing their planet, the Vilari relegated to the roles of angels or demons in their religious systems. For their part, the Vilari encourage this distance, zealously guarding the Hiran from any influence that might disrupt their developing culture.

    Spoiler: History
    Show
    Vilari history begins beneath the surface of Raphos, in the darkness of subterranean seas where their ancestors lived and died in ignorance of the world above. The events of a thousand forgotten songs transpired in that limited universe, until at last a Vilari thought to step from the warm embrace of the deep into the cold dark of a mountain tunnel. The first sight of an alien sky is said to have overwhelmed that nameless explorer, but countless more followed in his wake. The Vilari emerged onto the brutal surface of Raphos’s deserts, adapting over time to master their new frontier. The age of expansion saw the invention of the first encounter suit, and as the resources of the surface flowed down, the first Coral City rising from the depths. Science, art, and philosophy flourished as previously isolated groups met and exchanged ideas. But it was not to last.

    As the reach of the Coral Cities expanded, so too did their lust for power. A century of cooperation and discourse began to cool, as secrets were hoarded and old divides emerged anew. The Vilari’s first taste of war on the surface was a limited skirmish, but the torn bodies of their dead only stoked the fires threatening to consume the species. Much of the following century’s history is lost, save for the Hour of Grief. In one night, each of the great cities unleashed their hidden weapons in a bid for ultimate victory, scouring vast stretches of the planet and laying waste to every faction.

    The Vilari emerged from the ashes a changed species. Stunned into a kind of species-wide amnesia by the horrors they had witnessed, feuds decades old were cast aside as they came together to rebuild. What science survived the Hour of Grief was carefully culled, lest another apocalyptic revelation lead to the extinction of the species. The Coral cities retreated back underground, and would not crest the desert sands until a generation that knew nothing of war had come of age. Freed of the stranglehold of planetary ambition, the Vilari turned their eyes to the stars, eventually slipping the surly bonds of Raphos to see the infinite. While their culture has long recovered from their warlike past, the lessons have not faded from the Vilari psyche. The Way of Tides was born to give words to the deeply-felt bonds that emerged in the years of rebuilding, and violence against another Vilari remains their most serious taboo.

    Spoiler: Government
    Show
    While every Vilari Reef exists as an essentially independent city-state, they recognize the need for a central government when dealing with stellar politics. Accordingly, the twenty-four most populous and powerful Vilari states each appoint a single representative to the Circle of Seers. This group of potent politicians, academics, philosophers, and commanders sequester themselves aboard a special habitat above the planet’s surface, thereby removing themselves to a position of relative anonymity. The Seers vote in secret on matters of national import, operating under the theory that freedom from local pressures will allow them to operate in pursuit of the greater good. One member is elected from among them as Speaker, to serve so long as their ability and endurance allow. While nominally of equal standing with their fellow Seers, those that ascend to the rank of Speaker are possessed of immense power, not least in their position as the voice of the Vilari to the other races of the galaxy.

    Spoiler: Philosophy
    Show
    The Way of Tides
    The Way of Tides is a philosophy of community, as both nurturing family and shield against pain. It is known that calamity and celebration do not come from virtue or sin, but as equal and opposite forces in a flow that envelops the cosmos. It is not possible to predict when or how hardship might come, only to endure suffering. And in enduring, grow strong with the knowledge of better days on the horizon. A rock that stands in blind ignorance is worn by the tides, destined to become naught but sand. But a people that bind together in defiance of the darkness will grow to reach the sun even in the blackest depths. Honor your neighbor even in times of strife, for their blood is your blood. Honor your friends, that two beacons in the night might shine as one. Honor your enemy, for in their rage they test you, and in their defeat lurks the possibility of redemption. Above all, never surrender to silence or solitude.

    Philosophy Center: The Frozen Sea
    Situated in one of the most desolate stretches of Raphos's equatorial desert is a circle of glass over fifty kilometers in diameter. Heat rippling off the frozen dunes and drifts gives the impression of an eternally roiling sea, serving as a singular focus for meditation and introspection. The Coral City of Siidun perches on the edge of the expanse, and is a hub of philosophical thought and avant-garde art.

    Spoiler: Resources
    Show
    Dark Energy Elements [Arcana]
    Though they appear entirely mundane, the asteroids ringing Tsalvan hide a singular treasure. Roughly 10% of them have been infused with isotopes unknown outside Caller relics, causing the formation of crystalline lattices binding stellar silica and dark matter. When these opalescent crystals are isolated and excited, they produce a concentrated burst of dark energy, its particles and waveforms capable of manipulating conventional matter in ways that defy current physical law.

    Required Resource: Refined Minerals
    While the stellar bodies of Tsalvan provide a wealth of raw materials, the realities of the Vilari homeworld leave them under-equipped to meet the demands of a stellar empire. The ubiquity of silicone on the surface of Raphos made ceramics an attractive avenue for Vilari materials science, and while refined metals are slowly being introduced as replacements they require a vastly increased supply of composit materials to maintain their expansion.
    Last edited by TheDarkDM; 2019-05-31 at 12:26 PM.

  21. - Top - End - #21
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    The Church of Iteus


    Spoiler: Faction Overview (doubles as elaboration on philosophy)
    Show
    As far as the wider universe should be concerned, the Church of Iteus is the primary body of power acting upon the galaxy from Itea. Though a relatively new stellar presence, they have swiftly monopolized the planet’s space programs following their centuries-long rise to prominence in terrestrial affairs.

    In brief, the Church is dedicated to reverence of the Great One Iteus, an ancient creature discovered dead at the bottom of the sea seemingly possessing great power. Their goals revolve around finding a path to ascend to similar greatness, described as ‘uncoiling the brain,’ and it is this ongoing mission that has enabled them to persist as other faiths fall to the progress of science.

    On the nature of reality, the Church upholds the belief that the cosmos and the ocean are similar in form, that Itea is a particle afloat in a much larger ocean of existence. The end goal of ascension is to be able to discern the nature of these layers of reality, to find the apex of existence and how to achieve it. Iteus is believed to have descended from the cosmic ocean to that of Itea to grant the people an example of divinity.

    The Church does not hold absolute power over the planet of Itea, nor does any single entity. It has not yet progressed to a state of complete political unity, with three major powers competing to influence minor powers. In spite of this ongoing cold war the Church maintains relations with all three, steadily growing their influence over time. Some day they may be able to use this political power to create a properly united Itea, though unity is not necessarily seen as a means of approaching divinity.

    The entire hierarchy of the Church answers to the Pontiff, indisputably the most powerful individual Itean. Their decree is absolute for the Church, granting them full authority on doctrine and areas of research.

    Directly below the Pontiff are the Deacons, a caste comprised of both researchers and clergymen. Highest among the Deacons are the ten Archdeacons, who in the event of the abdication of a Pontiff or fellow Archdeacon must convene to elect a replacement. Select Deacons are also responsible for various command positions within the space program.

    While Deacons are the fine instruments of the Church, blunt instruments have proven to be useful in other ways. To this end, the Enforcers were established as ways for the devout to join the Church’s hierarchy. Promotion to Deacon is an eventuality for those with great intelligence, though the Enforcers have their own ranks to proceed through (Corporal, Lieutenant, Commander, General).

    The Church’s attire for both Deacons and Enforcers are primarily white, a holdover from more purity-focused dogmatic faiths that have now faded into obscurity. Deacons garb themselves in fanciful robes, while enforcers possess more utilitarian armor. All members incorporate some method of covering their eyes from outside view.

    Their ships have yet to develop any real style, being rather standard utilitarian craft. This is likely to change in the near future.

    Spoiler: Visual Reference for Deacons
    Show


    Spoiler: Visual Reference for Enforcers
    Show


    Spoiler: Leader
    Show
    After the abdication of the previous Pontiff, the Archdeacons elected Pontiff Altea to lead the Church. So far her only major accomplishment has been the monopolization of the Altean space race, though she will surely have a large effect on the shape of the Church as a result of this.

    Stats: (rolls)
    Diplomacy: 2
    Military: 2 (1+1)
    Economy: 4
    Philosophy: 5 (4+1)
    Intrigue: 4

    Spoiler: Visual Reference for Altea
    Show


    Region [blah]: The Itean System
    Spoiler: Terrain: The Itean System and Itea
    Show
    Within its region of space, the Itean System is home to the only habitable planet. Though there are certainly a few lesser stars spread around, most planets orbit the Itean star, though most of these are of little consequence. In the midst of a number of rocky worlds, gas giants, and asteroids, however, is a planet of significant interest: Itea.

    Itea is a rather temperate system, more than capable of supporting life. The majority of the planet is oceanic, with one major continent and a few scattered islands. The terrain of the continent varies; some places are mountainous, some places are flat, some places are forested, some places are arid, etc. The planet could be described as too ordinary, down to the fact that it only has one moon. Perhaps this is the outcome of some Caller tampering, perhaps it is simply a coincidence, but to the people of the planet this existence simply is.


    Spoiler: People: Iteans and their Countries
    Show
    The Iteans are humans, or very much near-human. Itean is more of a cultural moniker than a species descriptor. The nature of the society in which they live varies based on which of the planet’s countries they live under, though ease of trade across the continent has made the fundamental bases at least somewhat homogenous. There are three primary countries: monarchic Ruria, dictatorial Subia, and democratic Urbia; each with their own ideologies and goals. These three countries are in their own cold war for control of the world, viewing the Church as an overarching authority to be exploited rather than its reality as THE overarching authority.


    Spoiler: Philosophy: Iteus and the Cathedral
    Show
    If not obvious already, there is a certain theme to the naming conventions of Itea. This theme comes from Iteus, the Great One sunken beneath Itea’s oceans which is most definitely dead. The origins of the name are disputed, but it seems to have been present before the discovery of the corpse. Whether this is some form of syncretism with other more religious objects, the name has become a very major part of the Itean identity, as evidenced by it being everywhere.

    In any case, Iteus’ corpse is found a ways out to sea, rotting malformed mountains of flesh and tangles of tentacles still decaying even after all the time it has been down there. The corpse is incredibly large, several miles in fact, lending legitimacy to its cultural significance as a Great One.

    Situated on the coast closest to Iteus is the Cathedral of Iteus, a massive complex used as the Church’s primary base of operations. It is from this philosophical center that their influence over the planet emanates, and since it also holds their space launch facilities it can also be considered the hub of the surrounding systems as well.


    Spoiler: Resource: Parasites and Overpopulation
    Show
    Trade posts are analogous to economic control of one of the planet’s three major powers:

    TP1: Ruria
    TP2: Subia
    TP3: Urbia


    Though the Church has ties with all three, the monarchy of Ruria is a system particularly susceptible to pseudo-religious influence, and as such many of the country’s officials are Deacons requested from the Church. De jure power is still in the monarch’s hands so as not to upset the balance of power with the other two, but should the Church manage to integrate with all three major powers unity of the planet is not a far-off dream.

    And so, what is gained from interacting with these nations’ economies? Well, as usual, it ties back to Iteus. The Great One’s corpse came riddled with tiny parasites, which swiftly spread to inhabit much of the creatures of the ocean. Though perhaps not a very good thing at first glance, these parasites can grant hosts increased wisdom and intellectual aptitude, clearing the mind and facilitating the Church’s ‘uncoiling of the brain.’ Thus they have become commonly used by the masses, a sort of “Knowledge Parasite” akin to performance-enhancing drugs.

    It is to be noted, however, that there are certainly side effects. Eyes begin to engorge while skin takes on a rubbery feel. Heavy users tend to disappear near coasts, save those of the Church. The Church, despite being the heaviest users of Knowledge Parasites, are publicly spared the worst of the side-effects. The consistent trend of members who abdicate rather than die has not gone unnoticed by some theorists, though they do not retain their platforms for long after.

    Conversely, the lack of a ‘hot’ war to radically reduce the planet’s population has lead to Itea quickly approaching its resource carrying capacity. If people starve, they are likely to become somewhat upset. This upsetedness could prove counterintuitive to the Church’s stable hold on world affairs, so finding a way to expand food production is very important. But how, when the world is so limited in landmass? Perhaps space holds more solutions than the philosophical...
    Last edited by moossabi; 2019-05-26 at 09:12 PM.
    Quote Originally Posted by HalfTangible View Post
    Ye can hardly compare 'i didn't realize I had to deploy troops' to 'let's assassinate the enemy leader! That'll improve relations!'

  22. - Top - End - #22
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    Default Re: EMPIRE 5 - CWBG - Galactic Empire (Now Recruiting)

    The Federated Churches of Origin's End
    a.k.a. The Rust Seekers of Rhosh

    God-Speaker Androgynous-Foreigner Allchurch Spire-Scar-Heights
    Diplomacy 4
    Economy 2
    Philosophy 4
    Military 2
    Intrigue 3


    Spoiler: Space
    Show
    The watery planet of Rhosh orbits a G8V type main sequence star with a secondary red dwarf companion orbiting at an average distance of 0.0467 light years away. The planet is the second of seven around the primary star, which the natives of Rhosh call Mrosa, with two moons and a small, irregular ring system. Rhosh itself is a sizable planet, with high gravity even for its size due to a dense core. Shallow oceans cover more than 89% of the planet’s surface, with a single ice cap at the north pole. What is more unusual, however, is the incredible number of crashed or ruined vessels; somewhere between a quarter and up to a third of the planet’s surface may be home to one wreck or another; over 90% of these are underwater. These broken remains may be the reason for the incredible density of life in Rhosh’s oceans, providing anchorage points, hidden nurseries, and in some cases even energy sources for a wide variety of marine life.

    On land, rainforest and jungles cover mountains and beaches, while salt-scented winds blow across sandy deserts and orange plains. Freshwater lakes and rivers hide in narrow valleys, while the oceans are filled with reefs built atop the broken remnants of ancient spacecraft. These ships have provided the biosphere with an abundance of minerals, materials, and unconventional means of sustaining metabolism, and this has resulted in one of the more unusual aspects of life on Rhosh; the integration of silicon tetroxide into biological systems. Most life with central nervous systems utilize small quartz-like crystals in the connections between nerve cells, using a combination of conductivity and piezoelectric properties to aid in propagating and transferring impulses. Many organisms use the material in the frameworks of hardened structures, such as exo- and endoskeletons, reef structures, and hardened stalks. Many tree-like plants contain networks of crystalline nerve structures of a complexity thus far rarely seen in similar organisms on other worlds. These structures can stretch between organisms where root systems intertwine, and are believed to be part of the means by which ecosystems across the planet respond to threats, adapt to their environment, and mitigate damage.

    Civilization on Rhosh is mostly centered around coastal areas, in part due to the natural difficulties in settling the forested areas of the planet, but also exists atop a significant number of floating marine cities. Most of these cities are heavily involved in salvage operations to one extent or another, the most prolific of which is the massive EastStar-TideStill-Courage complex. Originally built from unifying the East Starwatch, Tide-Still-Falling, and Courage platforms, the city is responsible for more than 40% of the planet’s successful ship reclamations, owing in part to the large fields of easily accessible wrecks in the vicinity, the majority of which are small enough to be recoverable. Positioned at the hub of a number of major shipping lines, easy access to raw materials and engineering expertise helps the city remain one of the most economically influential powers on the planet as the Convocation plans for further expansion into space.

    One of the most dominating features of the landscape, however, is the towering Black Spire. Nearly 12 kilometers tall, constructed from an ineffable black material with an irregular surface, embedded even more deeply into the surface of the planet, and more than 2200 meters in diameter at the base. Every tool intended to penetrate the structure’s walls, both internal and external, have failed. Lifts, observatories, and numerous other facilities have been constructed on the north side of the structure over the past thirty years, with no apparent limit on the amount of weight able to be supported by the Spire’s extruding components. Despite fascination with the structure dating to ancient times and constant probing, it is estimated that less than half a percent of the Spire’s internal volume has been explored. Nonetheless, it serves as the primary launching platform for the majority of launched spacecraft, and a source of religious fascination for much of the planet, and what miniscule knowledge has been gleaned from the structure’s internals, primarily in the fields of architecture, structural design, and secure systems, has greatly contributed to the present knowledge base of the Federated Churches.

    Elsewhere in the system…
    first planet: vaguely venusian, one moon?
    third: rocky, no atmosphere, hints of things having also crashed on it. No moons.
    fourth: ice planet, three moons
    fifth: gas giant, at least twenty moons, some of which are colonized
    sixth: gas dwarf, single ring system
    seventh: ice giant, gyroscope-looking ring system, 6 moons (a pair for each ring; no, still no idea how this ended up being stable
    objects of interest: massive asteroid in an unstable elliptical orbit
    asteroid field/debris field.


    Spoiler: Time
    Show
    According to the Rass, their history is long and venerable; they hold this to be true in spite of the numerous scars from brutal, sometimes even genocidal conflicts that mar their past, many of which are only just scabbed over. In truth, the Rass are young, and their history short, compared to many starfaring peoples. Having discovered the secrets of agriculture a scant 8,000 years prior, the natives of Rhosh marvelled at the strange metals and ruins scattered across their planet, hidden beneath waves, below mountains. Abundant food, easy access to metals, And a ready source of fascination led the Rass to advance swiftly, learning as much from the wisdom of the ancients as their own stumbling experimentation. Only the deep forests and arid desert resisted their incursions to any reasonable degree; yet even they still found themselves home to those few who understood their danger and possibilities.

    This era of expansion, growth, and leaning was followed by the Breaking Age. This period of feuding states saw the greatest loss of holy relics the planet had ever seen, a fact which would eventually turn many against the idea of secular government. As monarchies and republics gave way to divinely mandated theocracies and bickering hierocracies, the wars and hatred displayed during the Lost Age led some to believe that spiritual guidance was not enough. The errors of a few could result in the deaths of millions. It was necessary to hold leaders accountable, both to the tenets of one's faith, and to those they sought to rule. These ideals spread alongside the most successful religion thus far, but the tumultum of varying denominations, sects, and faiths still led to disparate holy states, each vying for supremacy in matters both theological and secular, digging for new artifacts upon which to improve their standing as true inheritors to those who came before, and their access to new and better technologies.

    Sixty-eight Rhoshan years ago, the first Revered One was discovered: Damnos, The Most Wise. The Revelations of Damnos were granted to Second Recovery Technician First Class Feminine-Hard-Worker All-Church Seven-Ridge. Fem-Hard-Worker, who adopted the name All-Church as sign of their solidarity and dedication to members of every faith, helped to bridge gaps between religious groups, forming the Global Church Assembly, which would eventually become the government body known as the Federated Churches. It is the guiding principles delivered by them, confirmed by the words of the Most Wise themself, that paved the way for the relative peace and prosperity the Rass now experience, and it was Fem-Hard-Worker who served as the first God-Speaker. Fem-Hard-Worker also led the efforts that resulted in the discovery of the second and third Revered Ones: Arkeesaya, The Most Diligent, and Pravactdiss, The Most Just. It was a tragic blow to all of Rasskind when they died trying to save their fellow expedition members from a collapsing bulkhead, deep beneath the oceans, hoping to find the locations of further Revered Ones. A new God-Speaker was found to be the connection to the Revered Ones, and in the course of the next thirty years, the remaining three known Revered Ones were discovered: Mshrs, The Most Patient; Bamiroh, The Most Silent; and Zkiel, The Most Vigilant.

    The nature of the Revered Ones is something of a mystery to this day. What is known is that they are a form of Ordained Intelligence, constructed gods of a bygone era, whose power and majesty surpass any previously known. Though they display their strength entirely through their insight and gifts of knowledge, many sects understand that Rhoshans that had they not been trapped and left to wither without sacrifice, praise, and maintenance, that their power would be great enough to rival the very stars themselves. Other denominations know that this belief is misguided, and that the Revered Ones would only unquestionably dominate Rhosh itself. Any god powerful enough to challenge the stars would not be trapped on a mere planet without the destruction of said planet. Regardless, it is known that previously discovered OIs were small, if venerable, deities with similarly small domains. A protection goddess inhabiting an awareness totem; a god of healing whose body is merely a small blessings chamber, to ward off disease; a fertility god, bearing the images of a thousand-thousand revels inscribed into a mere handspan of space. So too do the Revered Ones hold sway over their own dominions.

    Damnos, The Most Wise, excels in matters of education, learnedness, nurturing, and community. It was with their considered counsel that the modern education system was developed, far surpassing any of purely Rass origin in ages past.
    Arkeesaya, The Most Diligent, bears a particular love for matters of finance, resource distribution, labor organization, and logistical infrastructure management. Only with their help was it possible to begin ascending the Spire, and with it, reach towards the stars themselves.
    Pravactdiss, The Most Just, displays an acute understanding of and fascination with matters of psychology, behavior, social interactions, crime, and governance. Damnos's guidance may have stopped war, but it was Pravactdiss who brought peace.
    Mshrs, The Most Patient, is most concerned with seemingly small matters of cause and effect, with the overlooked and the downtrodden. Their interest lies in theoretics and practice of turning systems towards their ideal results with the minimal necessary input, and in analyzing the end result of a situation to see what first caused it. Without them, the last two Revered Ones may have been lost to their tombs forever.
    Bamiroh, The Most Silent, is above all mysterious. Though their nature is unmistakable, never once has a sign been made by them to acknowledge the presence of their faithful. To stand before them is to know humility, and out of respect for their ongoing vigil, words are not spoken in their presence. So intense is their contemplation that even their fellow Revered Ones have become convinced that their spark has been extinguished, and though death too is in their domain, the Churches know that the Revered Ones cannot die while the faith is still kept.
    Zkiel, The Most Vigilant, is the most recently revealed of the Revered Ones, and emphasizes always the importance of caution and concern. Safety precautions, disaster preparedness, and regular maintenance are always at the forefront of their focus. Among other potentials, these include violent rebellion by rogue churches returning to the warlike ways of the past, invasion by extra-Mrosan visitors, the Spire falling (obviously impossible given it's divine nature), and global nanotechnological pandemics. Fortunately, none of these have yet to occur, though given Zkiel's sway over prophecy, still the Churches prepare. Without Zkiel, the megastorms of '53, the collapse of the Elegant-White-Sky dome, and the Western SunTide Reef Liftoff Event would have been far more devastating, resulting in the loss of tens of millions, rather than mere thousands.

    The knowledge, power, and love of the Revered Ones helped catapult Rhosh into a new age of exploration of both space and sea. Every day, new Saints are Inspired by Revelation, and new Relics are discovered beneath the seas. The Federated Churches have recently seen the appointment of their third God-Speaker, Androgynous-Foreigner All-Church Spire-Scar-Heights, after health issues and spiritual exhaustion led the previous God-Speaker, Masculine-Domesticating All-Church Sweet-Waters, to step down and retire.


    Spoiler: Bodies
    Show
    The inhabitants of Rhosh, who call themselves the Rass, evolved primarily as endothermic semi-aquatic that evolved to rely in large part on scavenging and opportunity hunting for sustenance, but are in fact omnivorous. Their overall form is somewhat musteline, with an elongated body, a long, powerful tail, and comparatively short limbs. They bear a coat of concave overlapping scales over nearly their entire body, including their underbelly and most of the head. These scales are used for protection both against potential dangers from the environment (be it spiny rockfish, insect stings, or jagged metal outcroppings) as well as providing insulation by trapping air in a multitude of tiny pockets. Though the edges of their scales are lined with hair-like structures that help maintain a seal against leakage, they are prone to leakage over time or if damaged, especially as depth increases. These scales also help provide variable insulation while above water; muscular action at the base of each scale allows them to be lifted up and away to allow air flow if necessary; those groups of Rass that live in more hot or arid areas often use this to help cool themselves off, their scales having providing protection against sunlight and even capable of 'fanning' themselves thanks to increased angle such desert Rass have adapted to splay their scales out to. This increased angle was accompanied by an adaption of the fibrous tips to help keep sand out to avoid chafing, a narrower scale tip, and a lighter, more reflective surface. Often referred to as 'Copperscales' (a term many deem derogatory, but has yet to fall out of common use), such Rass bear scales which carry a bright, reflective yellow-white shin, lightest at the tips, where they have been bleached by sun exposure for the longest. Rass who who have historically lived nearer to the coasts tend to have a broader variety of scale coloration patterns, with typically lighter colors underbellies and throats, with darker backs and limbs, while those from mountainous or river-filled regions tend to have grey or dappled color patterns along their backs. Pairings between different groups have led to a much greater variety in this sense, however, and customs of scale painting, engraving, and decorating lend further intricacies to fashion on Rhosh, despite their minimal use of woven garments or treated hides.

    Rass brains and skull structures are somewhat more narrow and elongated compared to those of sapient species found on other worlds, as heat distribution is a major concern given the high energy cost (and speed) of their partially crystalline nervous system. It is possible that this is why many Rass feel their minds remain clearer underwater. Rass have forelimbs with short but dextrous webbed digits, opposable thumbs that can bend to grip things with the backside of the hand (useful for keeping poisonous spines from penetrating unscaled palms), and strong legs which allow them to walk or stand on their hind legs when needed, potentially for significant amounts of time; this ability is aided by their large tail, which helps retain balance when upright in this manner. The preferred method of travel for Rass is, however, either swimming or on all fours, pulling themselves upright only as required. Rass vision is highly developed, and their eyes, like those of almost all marine life, bear a secondary membrane that covers them while underwater.

    Rass culture
    gender roles/sexual dimorphism
    group sizes/dynamics
    Varying cultural practices and how they relate to religion
    food sources, cities, clothing
    space stuff


    Spoiler: Minds
    Show
    Federation of various religious denominations organized with representatives who make up the Convocation. The Convocation answer to their Churches and the Rhosh people as a whole, and both aid and are aided by the God-Speaker, one chosen by the Revered Ones to hear them and speak. Currently, there are a total of 6,376 separate officially recognized denominations within the Federated Churches; of these, 1,309 hold Speakers in the Convocation, which is itself made of several subcouncils responsible for helping to oversee disparates parts of Rhosh and the Federated Churches extraplanetary sites. The Convocation theoretically only convenes in total to address matters of grave importance, and totals 8,400 members. The most popular hundred religiious denominations hold more than 80% of all seats; those remaining often struggle to maintain even one seat, and power has been accumulating in a few churches more and more as conversion and better communication begins to weed out those faiths that survived by isolation alone. Even now, the ten most popular faiths account for more than 5000 seats on their own. The Convocation's power of legislation and interfaith communication is restricted by the Mandates, select panels of individuals responsible for maintaining an extensive knowledge and understanding of the intent, application, and history of law both secular and divine, whose mandate, once granted, lasts until death or their proven incompetency to retain their position, as determined by divine intervention.


    Spoiler: Souls
    Show
    The Church of Rust, as it known colloquially, is a philosophy built around a celebration of creation, innovation, and understanding. At the core of the religion is a belief that the act of creation is divine in nature. As such, inventors are considered Saints, and the Rass make no distinction between inventing something from first principles and inventing something based on reverse engineering other technology. Saints who have demonstrated the miracle of revelation on multiple occasions are given different titles, based on their affiliated church, but the most common is ‘the Xth Designated’, where X is the number of times they have been sainted. ‘Exalted’, ‘Anointed’, and ‘Inspired’ are also commonly used in place of ‘Designated’.
    Ordained Intelligences, what non-believers might call ‘AIs’, are the technical term for what most of the members of the Church of Rust would name as ‘gods’. Gods, in some cases, of their own creation, but to create divinity proves only the blessedness of the act of creation, and the responsibility it demands.
    Philosophy Center - The Spire’s Shadow:



    Spoiler: Riches
    Show
    Salvage Technicians [Skilled Beings]: Though the planet of Rhosh has much to offer, little of it is of use to most outsiders. The most significant exception being the expertise the Rass have at repairing, jury-rigging, and recovering otherwise irretrievably damaged technologies and vessels. Hundreds of years of theologically-fueled dedication to their craft and ample opportunity for practice on vessels of almost every type has resulted in an extraordinarily proficient community of engineers, specialized laborers, divers, and other personnel required for such projects.

    Required Resource: Offworld Relics: There is always a high demand for artifacts to disassemble in the goal of growing closer to the divinity of the Old Ones.
    Last edited by Rolepgeek; 2019-06-10 at 05:11 AM.
    Empire!4 - A community world-building game. Always recruiting.

    Sincerely,
    Role P. Geek

  23. - Top - End - #23
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    Default Re: EMPIRE 5 - CWBG - Galactic Empire (Now Recruiting)

    And thus it begins anew...

    The Kamasati Pantheon

    Spoiler
    Show




    High Dreamer Xasarath
    Diplomacy 4
    Military 3+1
    Economy 2
    Philosophy 4+1
    Intrigue 1


    Look upon us and know you will return onto the most all encompassing of vessals. You are but a small piece of the whole. There is no despair for within us you will find revelation. Such is the will of the Kamasati.

    The Kamasati are gods. They are a world of the gods, to them it is not delusion or some hidden truth it merely is. Their will encompasses everything. They are a unique classification in their solar system and because of those differences they concluded they must be gods. That they must be the reason their world manifested the way it did and so their culture has developed as such. Their lofty ends however are not a representation of their humble beginnings or how they came to the complete understanding they were "gods".

    Spoiler: History
    Show
    History: The Kamasati began as a simple race of Baswa eaters they did not understand the world around them but they lived in it. They could not speak, they could not smell and interacted through touch they could feel all around them and so were incredibly sensitive to all physical touch and emotions. It was a difficult existence on such a hostile planet to be so sensitive and while they could sense the emotion of other creatures around them. The only beings they could share something "deeper" connection with was their nests. Groups of their own kind. Everything else was viewed as a predator.

    The need to farm did not exist nor did the need to organize and so nests remained isolated and life never evolved much past this point. The Kamasati were defenseless and so when they were attacked by Rassa they were merely fed upon as was the natural cycle of the planet. Except it was viewed with great horror and fear as they felt the fear of their own kind being devoured and knew the pain acutely every time one of their number was taken. It drove some of their race to end their own life in a desperate attempt to not feel the same pain their beloved nest members had.

    Eventually however one of the Kamasati became desperate some even say insane with fear of the Rassa and tried to develop ways to fight them. This feeling traveled through the whole nest and this fear created the first telekentic abilities of the race. It awoke this single nest of a few dozen Kamasati. The stones on the ground lifted their tentacles told them things were moving. They felt the weight in their minds. Eventually if they all focused they could throw a large stone with their mind hard enough to scare away the Rakka. This seemed to summon the callers to them. Within months of this event the callers arrived with their own incredibly advanced starships and the Kamasati were pressed upon by the immense psychic weight of this mega advanced race.

    The Kamasati seemed to morph under this strain. They came to believe they were feeling the minds of their gods. So much more than themselves. They believed these beings to be their creators and reached out desperately and the callers responded using language. They awoke the minds of this once simple herbivore race. The callers did not interfere much after this instead they seemed to only grant the Kamasati "hints" to manifesting their abilities but soon enough they came to realize the importance of permenant shelter, of identity, of faith. All things they never had before.

    The nesting wars began. The Kamasati wanted to claim the safest locations across the planet farthest from the Rakka biomes where their predators manifested. They also wanted to make the nests larger and so the nests had to force their will upon their neighbors. While no one died many nests were consumed mentally. They were forced to surrender their will to the will of the shamans of other nests for the first time. Eventually countries were born from this and where before thousands of isolated nests existed across the surface now it was only a few hundred in the highest coldest peaks of the planet forcing many Rakka to hunt them in those mountains.

    The Callers taught them how to bend the earth and so defenses were made as was the beginning of technology they began to make items making it easier to work with their psychic powers.

    The world grew smaller and smaller nations manifested in these mountain fortresses and soon the Kamasati could fight back and they began to hunt the Rakka back. Still the Rakka were terrible and many Kamasati died and with each death the nation felt it and it drove many mad, others were saddened and would go silent. The Callers felt this pain and so taught them more. They taught them how to close off their mind some and provide more individual thought. They also taught the Kamasati how to build up.

    The age of the spires began. Super towers pressed into the endless clouds They abandoned the earth of their planet and lived in the skies. They used their minds and became stronger and by combining their strength they could maintain homes in the sky. It was also learned that when 2 gifted empaths/psychics created children these children tended to be even stronger than their nest and those who birthed them. Breeding programs developed and even wars were started over rumored "gifted" Kamasati. The Callers never interfered. It was said they wanted only the strongest of their kind and so they remained silent. Towers were attacked by other psychics and they would steal one anothers best psychics to make their spires stronger.

    These wars destroyed many nations and eventually only 7 rulers remained, masters of all other spires. These intense breeding programs manifested in incredibly powerful beings. These children of the wars became the guardians protectors of their spires. It drew the wars to a stalemate. No one wanted to risk these beings and eventually things plateaued. This was when the callers left. They abandoned the Kamasati. The Kamasati were devestated and feeling the presence of their god disappear shook their race to the core and many died as their minds broke from the loss. The guardians came together as one in that time and from it manifested providence... Truth.

    We are the gods now. Our gods have made us as powerful as we need to be. Now we are the dreamers.

    The Spiral dancer religion was born. As was the tenants of godhood, the end of war. New purpose was given to the Kamasati. Develop our abilities and create a paradise. Ensure no lessor race can ever harm us and of course find the races the Kamasati had dreamed into existence for like the Callers before them now it was their turn to save those rolling around in the mud.


    Spoiler: Terrain
    Show
    The origin of the Kamasati world is a fascinating one, it is a world that from a space perspective appears as a gas giant. An incredibly thick layer of dangerous gases coat the entire planet and even the surface of the planet hangs in a persistently thick fog. The fog is so thick in fact that sight upon the planet is near impossible and so no species developed "sight" upon its surface. The fogs scent is also incredibly robust and so scent as well never manifested in the various species evolutionary processes. In fact every species upon the planet exists in some symbiotic level of psychic connection to the life around it.

    The planets surface is incredibly cool the gases block most of the heat from the planets far away sun and much of the life on the planet is hardy and can handle very cool tempatures All of the plants on the planet feed on Baswa or the life organisms. The mists of this planet are rich with particles which "feed" many of the species on the planet it is similar to plankton in the oceans of earth and is so innumerable that most do not even presume to even be feeding at all (in fact most species developed ways where they simply just intake the passing Baswa into their flesh). Biomes do exist on the planets surface but its seperated through tears. In several locations the surface of the planet is open and huge tears (volcanos) are spouting large amounts of magma and they warm the surrounding areas creating unique life known as Rassa. Rassa has many unique plants and animal species which feed on other beings on the surface While Baswa feeds so many in these Rassa biomes species developed that devour the flesh of Baswa eaters. These predators are ferocious horrors beautiful and terrible to behold.

    Spoiler: Rassa Predators
    Show


    Spoiler: Population
    Show

    The Kamasati "gods" could most closely be compared to jellyfish on earth in that they have a thin translucent membrane for their flesh and within is all of their "organs" they move almost aethereally from one place to another as they glide through the mists feeding on Baswa as they go. Around them is hundreds of nearly invisible long thin tentacles which give them a sense of what is around them. They communicate through a psychic connection with their race which is in its earliest stages was little more than emotional exchange between beings of the same race to what is now a massively complex language which would take another psychic species years to fully grasp with its subtle exchanges of deep and wistful imagry and information.

    The Kamasati have also developed over many millenia a terrifying psychic power. What was once basic communication through communal empathic exchange and breeding between the most powerful psychic Kamasati they began to develop far more. empathic abilities began to become full on psychic mind melds where they could bring together into a world of sensations. It moved on to telekentic abilities where they could manipulate the world around them. It has become so powerful that they can terraform parts of the planet around them and this is where they went from tribes of shamanistic nests into nations.


    Spoiler: Resource
    Show
    Ascendent seeds are not actually seeds but a biological formula which the Kamasati created. It "awakens" worshipers of the Kamasati and should they survive the process they awaken a level of empathic ability and if they work incredibly hard can even gain some level of psychic ability outside of understanding someones emotional state. It is the key to awakening for the untouched species. Those unable to understand one another can do so through this seed and its a gift to the most reverant of those that look move up the echelons of theocratic belief. among the worlds sheparded by the Kamasati.

    Trade post 1: (Kamasati)
    Trade post 2: unowned
    Trade post 3: unowned


    Spoiler: Philosophy
    Show
    The Spiral Dancers of Kamasati is divine providence. The Kamasati are looking to do what was done before. It is their belief the gods are born from dreams and in turn those dreams create the next generation of gods themselves. As the Kamasati were born from the dreams of the callers and the callers than rose them from their base ways now the Kamasati have that same providence bestowed onto them. They must bring all those they have created out of base truth and enlighten them so the Kamasati can move on to a greater plane and leave their awakened dreams to repeat the process inifinitely. It is the endless dance.

    They have only just become gods but they hope one day their "dream children" will become strong enough (tens of thousands of years from now) to take their place so they will no longer be necessary. Still their children are still very young and right now they must very slowly introduce technology to their species until more and more are capable of taking the Ascendant seeds and manifest their abilities. It is an arduous process and will not happen easily. They have sites where they are worshiped and in turn spread their beliefs.
    Mount Vispim- On the planet of the gaper race the Moigan they rule as gods on Mount Vispim the highest peak on that world where no member of the Moigan could ever reach them. There a small paradise has been terraformed into existence where the Kamasati rule as gods over this simple race hiding themselves and watching revealing only the smallest of divine truths by whispering in the minds of their worshipers.

    Mount Kdoim- On the planet of the gaper race the Xawaq they rule as gods on Mount Kdoim the highest peak on that world where no member of the Xawaq could ever reach them. There a small paradise has been terraformed into existence where the Kamasati rule as gods over this simple race hiding themselves and watching revealing only the smallest of divine truths by whispering in the minds of their worshipers.

    Philosophy center 1: The Ascendant Stratum- On the planet of the Kamasati there is a magnificent spire which has recently been retrofitted with a space elevator to feed energy into the single piece of Caller technology that remains on the planets surface. It is a doorway that leads... Somewhere. When one of the Kamasati gods feels they can no longer serve their people. Be it for purposes of wanderlust, that they have grown tired or their minds have become consumed by the thoughts of others they turn to this gate. It is believed that the doorway takes the Kamasati where he is meant to be, some think it leads to the callers themselves others believe it leads to races recently dreamed into existence who need to be awakened others believe it leads to eternal peaceful sleep. No one is sure but over the years many have stepped through and none have returned.


    Spoiler: Gapers
    Show
    Gapers is an insulting name for those races with holes in their head. The gods watch over these dream children who live on the nearby planets surrounding their own.

    The Moigan- They are currently in the equivelant age of nests (egalitarian/tribal) and are only beginning to grow into larger villages. None of them have any psychic abilities and so only a select few are chosen to hear the mind whispers of their gods. Only a handful have been given the Ascendent seeds only one has survived eating the seeds but he now leads a growing village using the emotions he senses as a tool to rally his people.


    The Xawaq- They are currently in the equivelant age of nations (Roman) there are organized temples that worship the Kamasati and spiral dancer faith is everywhere even different ideologies are manifesting as are heretical faiths (Which the Kamasati do not try to stamp out but they do abandon their whispers to such followers) many different rulers and nations are being born.


    Five levels of psychic ability
    Spoiler
    Show
    0- These are known as dream children or gapers. These beings developed mouths because they have no ability to communicate in any conceivable way other than primitive speech.

    1- Empath most Kamasati started this way but have over thousands of years become more. Very few remain in such a sad primitive state. Though a few dream children have reached this point through hard work.

    2- have enhanced psychic speech, can communicate advanced ideas fluently. In very large groups they can have some limited control of the enviroment (60% of the population exists as level 2 psychics among the Kamasati)

    3- Known as Kuuru or shamans they have enhanced psychic speech, can communicate advanced ideas fluently and when grouped with a dozen other Kamasati can bend the land to their will lift stone and engage in work that changes the world around them. They make up 30% of the population.

    4-Known as Xix or high gods/kings these beings alone have enhanced psychic speech, can communicate advanced ideas, can bend the land to some extent on their own and have even developed some minor ability unique to them. They are believed to dream other races into existence.

    5- Known as Prator or guardian they can do what all others can but are also advanced enough to bare the weapons and armor made only for a chosen few. They can rip ships apart with psychic thought. They can change the world around them with ease and are the protectors of the gods. (Just 1 of them counts as a whole unit in combat) they make up less than 1% of the population.) They are believed to dream solar systems into existence.
    Last edited by kaio999; 2019-05-31 at 04:18 PM.
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  24. - Top - End - #24
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    Default Re: EMPIRE 5 - CWBG - Galactic Empire (Now Recruiting)

    OK, I think I'm done with everything except a resource requirement (which it doesn't seem to make sense to fill out until there's more information available about what resources there will be).

    Gengy, let me know if anything needs changing (in which case I shall blow raspberries and throw tomatoes at you).
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  25. - Top - End - #25
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    Rejoice heathens the Knights Vacio approach !


    Spoiler: Ruler
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    Grand Master Mycella

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



    Spoiler: Region
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    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
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    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
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    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
    Show

    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
    Show

    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.


    Last edited by Lleban; 2019-05-30 at 06:09 PM.
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    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
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  26. - Top - End - #26
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    Default Re: EMPIRE 5 - CWBG - Galactic Empire (Now Recruiting)

    Quote Originally Posted by Lleban View Post
    Rejoice heathens the Knights Vacio approach !

    WIP
    Quote Originally Posted by HalfTangible View Post
    Ye can hardly compare 'i didn't realize I had to deploy troops' to 'let's assassinate the enemy leader! That'll improve relations!'

  27. - Top - End - #27
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    The Conclave of the Black Sun

    Spoiler: A Brief History of the Tal-Amanyn
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    Many thousands of years ago, but still recent in comparison to the collapse of Caller civilisation, the world of Amanyk was a brilliant jewel of civilisation. Its single continent was covered with a garden ecumenopolis and its inhabitants wanted for nothing. Secure behind a great shield they ignored events happening off world save for when the opportunity to lord over their neighbours arose.
    This hubris combined with their complacency was their undoing as eventually a great coalition of disgruntled neighbours and neglected colonial worlds rose up against them. The shield stood against their continued bombardment for days before it gave way and fire rained down upon the city. Billions died in the first hours and many more died soon after from radiation poisoning and starvation. Only the greed of the coalition spared the remaining survivors as infighting among them as to who would have first pick of the treasures of Amanyk provided ample time for Amanyk's few allies to finally disperse the armada.
    Unfortunately, conditions on the surface led these allies to assume that the entire population had been killed and so they abandoned the planet and the survivors to their fate.
    The Tal-Amanyn today have managed to rebuild, though much of their world remains in ruins and their technology lost to the passage of time. Their allies and their empire are long gone, as are their enemies and the dream of reclaiming the lost glory of the past and of rebuilding Amanyk to once more be the shining centre of civilisation it once was.


    Spoiler: Leader
    Show
    Viceroy Azric Rey-Vandriss is the current head of the Conclave of the Black Sun and serves as regent of the Sleeping Sovereign. He ascended to this position after the previous Viceroy met with a tragic accident and is the first member of the House of Vandriss to hold this position in over one hundred and eighty years. Before this he was a political unknown, a newcomer to the Conclave and still in his first century. What prompted the Conclave to elect such a young leader is unknown, though most assume it was because the powerful members that supported his candidacy thought he could be easily controlled. This couldn't be further from the truth and Azric has struck a surprisingly independent course.

    Stats:
    Dice rolls
    Diplomacy: 4
    Military: 2
    Economy: 1
    Philosophy: 2
    Intrigue: 5


    Spoiler: Region Description - The Planets and Moons of the Amanyk System
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    The Amanyk System has nine planets of which Amanyk is the fourth. The local word for Sun is Reyk, so the term Reyk System is also sometimes used. Reyk also has a very distant, very faint red dwarf companion, Sazri, though it is so distant as to have no effect on the planets orbiting Reyk.

    Azrican is a small, airless world that orbits close to the star. Days lasting for years are a scorching hell as temperatures hot enough to melt aluminium are regularly reached only for the following nights to be frigidly cold. Though comparatively rich in metals, there are no other resources worth exploiting and the planet is essentially ignored. The only feature of note is an ancient solar observatory positioned in one of the Sun-Azrican Lagrange points. This computer controlled observatory is still functional despite its age and the devastation of the system and it continues to provide up to date forecasts of solar activity though the ability to send it commands from Amanyk has been lost.

    Teliss is a barren world with an atmosphere of noxious gases. It once housed vast sprawling industries as its crust was strip mined for the material to build the city of Amanyk. Though they bake under the heat of an unforgiving star and are immersed in corrosive poisons, these refineries and mines remain functional, if inactive and in great need of restoration.
    Sanat-2, the "moon" of Teliss, is an asteroid that was moved into position around the planet at some point in the past. The exact reason is unknown, but the interior of the asteroid houses some manner of research facility of unknown purpose. What happened to Sanat-1 remains an even deeper mystery, though most assume it was destroyed.

    Iadia is a highly fertile world that once served as the breadbasket of Amanyk. Unfortunately, the orbital stations and space elevators that facilitated the delivery of agricultural goods were destroyed long ago and the ensuing devastation caused by falling debris likely led to the deaths of the entire population. To this day the planet remains a weed-choked ruin as the orbital debris still surrounding the planet prevents safe access to the temptingly green world. Even if one could land however they would have much work in bringing the surviving agricultural and weather control systems back under control which have worked in accidental tandem to spread vast jungles across Iadia's surface.
    There are no moons orbitting Iadia, however at a large distance from the planet is the House of Penitence, formerly the House of Serendipity, a large space-bound habitat home to a quasi-religious sect of uncertain origin. It is believed that the habitat was spared by chance, despite sustaining heavy damage, and that later the inhabitants within, cut off from the outside world and seemingly abandoned, assumed that this was some manner of divine punishment for the misdeeds of the Tal-Amanyn. To this day they refuse to leave stating repetitively that the outside world is a cruel illusion.

    Spoiler: Amanyk
    Show
    Amanyk is a planet roughly the size of the Earth covered by a large ocean that spans four fifths of the surface. The remaining fifth of the surface consists of a single large continent that stretches from just north of the equator south towards the southern polar ocean. The entirety of this continent is covered in a vast city built of crystal, glass, shining metals and brilliant ivory-white stone. The great spires stretch kilometres into the air and the great halls and complexes are the size of small cities. All of this is interspersed with gardens that form a vast green network across the entire continent.
    At least, this is how things once were. Today the central regions of the Great City of Amanyk remain a blasted, irradiated ruin home to only the hardiest and sickliest of weeds that struggle to grow amidst the shattered crystal and twisted metal of what was once the greatest city in the known cosmos. Conditions are such that no Tal-Amanyn are able to survive more than a few days in the heart of their great metropolis. At the very heart stands the greatest ruin of them all, the Serene Sanctuary. Once the beating heart of Tal-Amanyn culture and society and home to their Undying Sovereign, the Sanctuary was destroyed in mere moments, the heat of planetary bombardment sufficient to reduce its delicate crystal spires to glass and then shatter them into dust. All that remains is the Chamber of the Diamond Throne. Built of indestructible materials, this domed chamber and the tower it stands atop remain as a charred remnant and a monument to the perils of hubris. Deep below is a sealed chamber wherein the Sleeping Sovereign awaits the restoration of ancient glories.
    Along the coastal rim, conditions are such to permit safe habitation, however the inner rim remains a ruin overgrown with rampant ornamental plants save for important structures that have been reclaimed. Most of the populace lives in view of the ocean where reconstruction efforts have successfully restored the city of the past. If not for the electrically charged dust storms that blow from the interior or the vast cyclonic weather systems spawned by damaged climate control systems it would be easy to forget the state of the world at large.
    Notable landmarks in addition to the Serene Sanctuary:
    The Treasury of Amanyk is located almost perilously close to the central regions of the Great City of Amanyk stands an enormous cube shaped structure with four soaring corner spires. Constructed entirely out of black stone and with a forest growing atop its roof, this building houses the many galleries and vaults of the Treasury of Amanyk. Filled with treasures from dozens of world alongside a sizeable collection of Caller artifacts, this structure survived initial bombardment, though a more focused assault cracked the structure open and the treasures within were almost entirely looted. Despite having been repaired, the Treasury contains a tiny fraction of what it once held.
    Directly adjacent to the Treasury is the campus of the Most Esteemed College of Cosmic History. Only very recently reformed, the campus still lies primarily in ruins.
    A few kilometres in the distance stands the shattered and scorched shell of the Great Hall of Scribes and Calligraphers. It stands as an untouched ruin with only its clocktower standing as a sign of its former splendour. Across the Lake of Dreamers however stands the towering and entirely restored edifice of the Supreme Archive of All Things. Surmounted by five multicoloured crystalline domes, this structure stands almost a kilometre high and contains within its chambers copies of every record and text possessed by the Tal-Amanyn. While this is a much diminished quantity in the current age, it is still a substantial store of knowledge.
    Near the very Southern tip of the Great City of Amanyk lies the centre of the Viceroy's government, the Splendid Citadel. A vast city-sized complex surrounded by a wide canal, this mess of towers and dome and halls houses the bureaucracy that keeps Tal-Amanyn society running. Buried deep beneath the rebuilt structure is the Archive of the Annals of the Black Sun, a comprehensive set of historical records that document the rebuilding of Amanyk.
    Across the canal stands an imposing complex of buildings. Mostly in ruins, the primary structure, the Citadel Militant of the Grand Armada of Amanyk has been restored and returned to operation as the control centre of the Tal-Amanyn's military.
    Located at the southern pole of Amanyk is the Sky Assembly, the seat of the Conclave of the Black Sun. This circular, domed structure is surrounded by colonnades, gardens and landing pads for vessels large and small. In past ages gravity engines permitted it to fly, but the engines are in a state of great disrepair and it was only after substantial effort that the Assembly was moved to its current location. The single fully functional engine nullifies the Assembly's weight just enough to permit it to float on water where it has since been anchored in place.
    Built in a roughly semi-circular structure around a large plaza, the Great Hall of Gemsmiths and Assayers stands on the western shore of the Great City of Amanyk. Enormous windows and domes of coloured crystal that depict mythic artisans fill the spacious interiors with shifting light.
    Further along the coast, hundreds of kilometres to the north, stands the most imposing structure on all of Amanyk, the Eternal Court is a towering collection of spires arranged like the spokes of a wheel. It is flanked by the Great Hall of Advocates and the Hall of Petitioners, both grand structures in of themselves but devoid of spires and domes. The Great Hall of Advocates however lies in ruins.
    At the other end of an avenue tens of kilometres of in length stands the Tower of the Incorruptible Inquisition. Constructed of silver and white crystal, this enormous spire houses the offices of the Grand Inquisitor General and all lesser inquisitors.
    Occupying an artificial plateau in the eastern sections of the City of Amanyk are the Blessed Resting Grounds of the Tal-Amanyn. While the Tal-Amanyn as a rule consign their dead to funerary pyres, they still see fit to construct monuments and cenotaphs and so the Resting Grounds are littered with countless monuments and statues in memory of the long dead.
    Two thousand kilometres to the west of the Great City of Amanyk and situated on the only other landmass of note on all of Amanyk is the Tribunal of the Archjudiciary. Surrounded entirely by natural rainforest, this structure is surprisingly humble for so venerated an institution. However it is still constructed of the finest stone and crystal and surmounted by spires and domes of the same. Located hundreds of metres beneath it's lowest basement level is the sealed Archive of Axioms. The seal is only in place to preserve the Archive's contents as they are available elsewhere upon request.

    Oratin and Zalan are the twin moons of Amanyk. Both are rocky and airless though domed colonies have been established on both. Several of these colonies were destroyed, but most have been reestablished.

    Soldaria is a smaller, dusty world. While it is habitable, it is quite arid and so has only a small population. This world avoided the devastation that befell its sister planets, but without support from Amanyk the technological state of Soldaria declined rapidly and civilisation regressed to an early industrial state and the few large cities on the planet were abandoned and their machinery allowed to run down into an inactive state.
    Olec is the moon of Soldaria, a small rocky body of limited value. It is the home of the Celestial Archives of the White Sun, but the scholars within sealed the facility and no attempt to gain entry has been successful.

    Kianzat is a large gas giant prone to violent storms. Its moons are bathed in radiation trapped in its magnetic fields and despite the subsurface oceans of two of said moons, Elandra and Ranik, hosting microbial life, exploitation of Kianzat's moons has been avoided due to lack of resources. However, on the largest moon, Vanitar, there are the ruins of a vast palace complex built for the Sovereign in the old age and since reduced to rubble. Its shield generators intermittently stir and produce weak fields that have become known for the iridescent properties they display when interacting with Kianzat's radiation belts.

    Jazan is a slightly smaller gas giant, but still quite large. It has a deceptively serene cloud layer that conceals a stormy heart and is orbited by a system of two small dusty rings. Beyond these rings orbits two large, habitable moons that were terraformed in a past age. The larger of the two, Ellscandra, is mostly covered in oceans with only a few small islands and has fishing and tourism as its main industries. The smaller moon, Irida, was an industrial powerhouse since reduced to ruin. The greatest of these ruins is the Infinity Forge, once the primary shipyards of the Tal-Amanyn. So strong is the structure of the Forge that despite heavy bombardment it remains more or less intact merely awaiting a suitable power source before it can awaken once more.

    Nuvia, a small gas giant, is a soft lilac colour save for wispy clouds that occasionally drift across the surface. A number of aerostat colonies in the upper atmosphere exist and some are even still in use with plans to reclaim the others to facilitate the collection of rare gases. Most of Nuvia's moons are small, icy bodies of no economic importance, save for the largest moon which is of comparable size to planets of the inner solar system.
    Known as Coradia, this moon was terraformed long ago and now serves as the home of the largest population of Tal-Amanyn beyond their homeworld. Cut off from Amanyk, Coradia developed on its own for many centuries before contact was reestablished and thus maintains a great deal of independence. It has developed into a centre of finance and small scale manufacturing, though heavy industry is avoided due to the delicate nature of Coradia's engineered environment and the slow decline of the machinery necessary to sustain it.

    Hadrin is deep blue in colour and surrounded by a brilliant ring system created from the shattering of an icy moon millions of years ago. A large orbital station, only partially in ruins, serves as the first port of call for anyone entering or leave the Amanyk system. Known as The Gateway of Serenity, this station handles all customs and immigration matters and is where diplomats are first received by Tal-Amanyn officials. Because of this it also serves as a thriving space habitat home to officials, traders and entertainers.


    Spoiler: People
    Show
    The Tal-Amanyn are a race of bipedal reptiles. They stand at a height of over two metres on average and possess a strong, powerful physique and a similarly strong tail. Their bodies are covered in red or reddish-orange scales with their "underside", that is to say their chest, abdomen and throats, being lighter in colour. They possess long, thick hair that is bright red in colour when young before darkening through middle age and turning grey in their twilight years, as well as three pairs of short horns arranged around their face. Their eyes can be any conceivable colour with green being slightly more common.
    Here is a link to what a typical Tal-Amanyn looks like. Artist is DennetM on Twitter and yes, he said I could rip his design off.
    The Tal-Amanyn are viviparous with a gestation period of almost two standard years. Twins are almost unheard of. The differences between males and females are not readily apparent, though in general females have less pronounced musculature and smaller horns and teeth. Their diet is heavy in meat, though fruits, vegetables and grains still form a very important part of their diet and cuisine. As a species they are entirely lactose intolerant, though cheeses are still made and consumed, and have a reduced ability to tolerate and process ethanol. This is only somewhat ameliorated by their large stature and so they have a reputation as paradoxical lightweights.
    Their most unusual trait however is in their longevity and the differences between different populations of Tal-Amanyn. Those who reside for the entirety of their lives solely on Amanyk have lifespans rarely exceeding two hundred and fifty standard years, whereas those who live elsewhere can live centuries longer, even as long as two thousand years. Dwellers elsewhere also possess a preternatural rate of healing, capable of restoring broken bones in a week or even entirely replacing lost limbs and organs in a matter of months. These abilities are absent on Amanyk. This is due to an unfortunate side effect of the orbital bombardment that laid waste to their world. The air and ground were poisoned by lingering radioactivity both from the weapons deployed against them as well as destroyed machinery. Needless to say this is a drain on their regenerative abilities and has led to constant efforts to cleanse the environment.
    Despite everything the Tal'Amanyn number almost fifteen billion and their culture is diverse and rich. However, the traditions and protocols of the nobility and high officials are common across their society and is readily apparent in their uniforms.
    Members of the Conclave of the Black Sun are armed with crystal swords and over their own attire wear black outer robes embroidered with silver and necklaces of Scaranik Crystals. Their hair is worn in long braids that occasionally have black ribbons incorporated. The Viceroy is permitted to wear robes of white with gold embroidery, a hold over from the days of the Conclave of the White Sun, and carries a jewelled staff of office in addition to their sword.
    Justices wear high collared purple robes and no jewels, though they do wear crystal masks over their eyes and wide brimmed hats. Sashes and medallions indicate rank and the court they preside over. Inquisitors and Advocates wear the same uniform, though in black and silver respectively and they may not carry weapons. The Judiciary do not wear their hair in braids, instead allowing it to fall freely
    Ambassadors wear grey robes and carry staves similar to that of the Viceroy, though with fewer jewels, and may at no time be armed.
    All other government bureaucrats wears uniforms specific to their department and position creating a dizzying array of colours and styles that make the high officials seem dull in comparison.
    In contrast to the flowing robes of civilian officials, military officers wear uniforms of deep blue, almost black, consisting of long pants, heavy boots and a thick jacket with copper buttons. Rank is indicated by the addition of ornamental chains to the jacket. All officers and crew members carry curved cutlass-like swords fitted with power blades in order to repel boarding parties. In addition, a supply of gravity glaives is kept on hand should the situation require them. Those in the military are expected to keep their hair extremely neat and braids exceeding a metre in length are only permitted for captains and admirals.


    Spoiler: Government
    Show
    Nominally, the ruler of Amanyk is the Undying Sovereign, but Narisa Velrey-Aman rests in unbroken slumber beneath the ruins of the Serene Sanctuary. Sustained in stasis by a temporal engine she awaits the day when the Tal-Amanyn are restored to their former glory.
    Even before her slumber however, the government of Amanyk was instead in the hands of the Conclave of the Black Sun, formerly the Conclave of the White Sun, an assembly of Tal-Amanyn nobles that meet regularly at the Sky Assembly to discuss affairs of state and the actions and deeds of their elected Viceroy. Said Viceroy rules for life and is elected from among their number and wields all royal powers in the absence of the sovereign. The Viceroy's decisions may be vetoed however by a nine tenths vote of the Conclave or nullified by the Justices of one of Amanyk's many Grand Courts.
    The Grand Courts are responsible for ensuring that the Conclave, the Viceroy and the citizenry of Amanyk adhere to the law. To this end they arbitrate disputes, try criminals and, through the office of the Grand Inquisitor General, keep the Conclave from abusing its privileges or the Viceroy from overstepping his or her bounds. In order to prevent the Grand Courts from becoming tools of the Nobility and the Conclave, only commoners may become Justices, Inquisitors or Advocates and the Viceroy is forbidden from overturning their decisions without the approval of the Sleeping Sovereign, an impossibility at the current time.


    Spoiler: Philosophy
    Show
    The Tal-Amanyn revere many gods and ideals though there is no unifying state philosophy. The most common philosophy however is the belief in the Axiom of Axioms, the Truth of all Truths. The Tal-Amanyn believe that uncovering this will bring about an unparalleled age of enlightenment and the answers to all unsolved questions. Many have been known to withdraw from society or head out into the galaxy in search of it.

    On Amanyk the most important centre of learning is the Tribunal of the Archjudiciary. This towering crystal citadel was originally built as a court of law, but over time all disputes over "truth" came to be brought here to be checked and debated by the finest minds among the Tal-Amanyn before being entered into the Archive of Axioms.


    Spoiler: Resource
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    Scaranik Crystals are a mineralogical and technical marvel. Their ability to focus, control, direct and disperse energies is unrivalled by any known substance and this makes them the cornerstone of Tal-Amanyn technology. The exact nature of Scaranik Crystals is a secret known only to a few, but what is known is that are manufactured using a complicated process in facilities buried deep in the crust of Amanyk. Left to their own devices Scaranik crystals are clear and slightly iridescent and have been fashioned into jewellery, but when in use they produce a soft, white glow.
    To clarify, Scaranik Crystals are essentially a programmable crystalline substance that can redirect a flow of energy in some way. This can be used to construct intricate microcircuits, but more important is their ability to project and disperse energy, a property that enables them to serve as transmitters, field emitters and projectors. The possible uses are endless, though they alone can do nothing when not incorporated into a suitable device.

    The Great Hall of Gemsmiths and Assayers (Conclave) is the primary trading centre for Scaranik Crystals, as well as lesser crystals. It is here, beneath the crystalline domes of this hall, that Crystals and crystals are graded and given official stamps to verify their value and potency and woe betide those who falsify a stamp.
    The Coradian House of Wares (unowned) is the primary export centre for the Tal-Amanyn. Here Scaranik Crystals deemed worthy of export are placed on display with their stamps. Foreign merchants meet among the silver colonnades to haggle over prices and Tal-Amanyn jewellers meet with clients from across the stars. Other business is also conducted, but compared to Scaranik Crystals all other goods are mundane and uninteresting.
    The Eternity Bazaar (unowned) is a sprawling station at the edges of the Amanyk system. Built on an icy body and since having swallowed it and grown far beyond it, the Eternity Bazaar is a place where any "legal" good or service can be acquired. Some say that shady practices take place within, but the quality and customs stamps are most definitely genuine.

    In past ages it is said that the Tal-Amanyn could draw on the energies of entire suns. This is an exaggeration, but it's clear that in the current age whatever mechanisms allowed them to power their civilisation are no longer present and so they desire Power Sources.
    Last edited by Elemental; 2019-05-28 at 10:39 AM.
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  28. - Top - End - #28
    Halfling in the Playground
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    Default Re: EMPIRE 5 - CWBG - Galactic Empire (Now Recruiting)

    - Work in progress -

    The Slavanian Empire


    Region: 2Y

    Spoiler: Stats
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    Stats
    Diplomacy: 2
    Military: 4
    Economy: 2
    Philosophy: 1
    Intrigue: 4

    Spoiler: Summary
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    Leader: Chancellor Letho Vorstrov, political representive of the Royal Family
    Home Planet: Orlok
    Home System: The Ghoul Stars
    Resource Centres:
    (1) Irrok Trade Station: Bio Engineers [Great]
    (2) Kardof Trade Station: [vacant]
    (3) Durrowden Trade Station: [vacant]
    Learning Centre: Great Cathedral of Durrowden [Slavanian Philosophy]

    Spoiler: Terrain
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    Orlok is the homeworld of the Slavanian people and the capital of their empire. On the surface it is a barren and frozen wasteland, plagued by terrifying blizzards and stalked by the hardiest of feral predators. Yet beneath the surface there is a respite from the unforgiving elements. Before Slavanian people turned their ambitions to the stars, they first had to conquered their own brutal world. The tenacious civilization of burrows and caverns hollowed deep into the frozen earth persevered, and even flourished, despite all the odds.


    Spoiler: People
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    Bound by their rigid caste system and lorded over by their draconian nobility, there is little respite for the Slavanian everyman. He is seen in the eyes of his generally enhanced superiors as little more than cattle or cannon fodder, a cog in the machine of a brutal empire. Those that aren’t crushed under the pressures of this grim society take a macabre pride in in their circumstances. The Slavanian can be proud, even fanatical, and his ambitious overlords are more than eager to turn his zeal outwards to the stars.


    Spoiler: Resource
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    - Work in progress -

    Spoiler: Philosophy
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    - Work in progress -
    Last edited by - Hack -; 2019-05-27 at 11:45 PM.

  29. - Top - End - #29
    Barbarian in the Playground
     
    Wizard_Lizard's Avatar

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    Default Re: EMPIRE 5 - CWBG - Galactic Empire (Now Recruiting)

    Can I join?

    My empire will be the Draaxerri Supraterrans

    Stats for both Archdraaxi (Selephine Spyte (Magistraax), an Weezil Spyndel (Civitax)
    Diplomacy:1
    Military:5
    Economy:3
    Philosophy:2
    Intrigue:1

    rolls


    Spoiler: Region
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    Space, they live in giant spaceships that fly through the void, the ships (Supraterran Shuttles) have their own ecosystems, with highly efficient plant life (Aeolaax) providing oxygen. The system that they usually inhabit is known as the Aaxian system. There are very few planets in the Aaxian system, mostly containing lots of asteroids, which the Draaxerri mine for fuel.


    Spoiler: Supraterran Shuttles
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    Supraterran Shuttles are surprisingly not that big, each one is only the size of a small town, they vary in layout, but every one of them has a greenhouse (For Errixaath fruit). From the outside, ships look like a large black and green cylinder.
    Every house on the Supraterran shuttles has one of the precious Aeolaax plants. Providing Oxygen for the inhabitants. The largest shuttle is known as Supraterra Prime is about the size of a small moon, and houses the elite of the Draaxerri, most notably the two Aarchdraaxi, the Princedraaxi, and the Loquitaax. Supraterra prime also holds the Matraeol, the mother of the Aeolaax.



    Spoiler: People
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    The people refer to themselves as Draaxerri, and they combined a lot of races into their ranks, the original Draaxerri, however, look human, but have dark eyes, and pale, white scales and sharp teeth. They are also abnormally tall, due to their low exposure to gravity. Their average lifespan is just under 200 years. Draaxerri aren't as reliant as other species on Oxygen, but still need it to survive, hence the Aeolaax

    Spoiler: History
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    The original Draaxerri were a race who lived on the planet; Draaxithar, however the planet became choked with poisonous fog (No-one knows why, but the Civitax blame technology, and the Magistraax blame terrorists, or natural causes), and the few survivors migrated into space. There they travelled around space, on their Supraterran shuttles, occasionally trading with other planets for spare parts, technology, and the like.


    Spoiler: Government
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    The Draaxerri are a largely democratic people, with a council of 27 Princedraaxerri being elected roughly every 20 years.
    There are two ArchDraaxi elected from the Princedraaxerri every 5 years, one from each of the two leading factions.
    There is also The Loquitaax, who is consider above the government. His job is to talk to other species, and provide the opinion of the current ArchDraaxi, they is in their job for life. The current Loguitaax is Loquitaax Vinal Spuink.
    The leading factions are the Magistraax, and the Civitax. The former having Knowledge as their goal, the latter having the good of the people..
    The current two Archdraaxi are Seliphine Spyte of the Magistraax, and Weezil Spyndel of the Civitax.



    Spoiler: Resources
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    The Draaxerri have all of their food dealt with from the plants that are grown in their greenhouses. Their fruit (Errixath) tastes bitter, but edible, and has enough nutrition to sustain the average Draaxerri for a day.
    Livestock (mostly the cow like bisolaa) are kept divided among the ships in the fleet.

    Primary export: Aeolaax (The Oxygen producing plant)
    Spoiler: Aeolaax
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    Aeolaax looks like a small dark vine, with tendrils clinging to lots of surfaces, all Aeolaax come from the Matraeol, a large green of interweaving Aeolaax that inhabits Supraterra Prime. The Matraeol possesses at least limited sentience,

    Aeolaax requires only small amounts of minerals to survive, and sunlight, decomposing them, and turning them into oxygen and nutrients. Other species want Aeolaax so that they can breathe in space, but, when taken from close proximity of the Matraeol (Supraterran shuttles are close enough) before beginning to decay, only lasting a few months before full rotting.



    Primary import: Fuel
    Spoiler: Why the Draaxerri want fuel
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    The Draaxerri are a curious folk, and wish to discover new species and planets, however, their own system is almost devoid of life, therefore, they need fuel to explore other systems. They can harvest fuel from the many asteroids, but doing so is very inefficient, therefore they often trade for fuel among other lifeforms, to power their ships.



    Spoiler: Philosophy
    Show
    The Draaxerri have two primary philosophies.
    The Magistraax are obsessed with knowledge, while the Civitax represent the people.
    Leaders for the Magistraax are chosen for their intellect, while Civitax leaders are democratically elected.
    There is also a church dedicated to their one god: Draakili, the founder of their first supraterran shuttle.
    The church holds three Representants in the Princedraaxerri council.

    Last edited by Wizard_Lizard; 2019-06-01 at 03:18 PM.

  30. - Top - End - #30
    Titan in the Playground
     
    Aedilred's Avatar

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    Default Re: EMPIRE 5 - CWBG - Galactic Empire (Now Recruiting)

    Quote Originally Posted by Wizard_Lizard View Post
    Region:
    Space, they live in giant spaceships that fly through the void, the ships (Supraterran Shuttles) have their own ecosystems, with highly efficient plant life providing oxygen
    Although I imagine "space nomads" is an acceptable concept, I'm afraid you will need to have a starting region. Maybe think of it as the area which your people currently travel around in. As FTL travel has not been invented before the start of the game, it's likely that your guys will not have been able to roam very far even if they've been at the nomad gig for several generations, so it might make sense to designate Draaxithar as your homeworld.

    You'll also need to create some trading centres and a learning centre, as well as decide on what your first tradeable resource will be.
    Last edited by Aedilred; 2019-05-27 at 06:46 AM.
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