The Order of the Stick: Utterly Dwarfed
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  1. - Top - End - #331
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Region Q27 write-up.

    Spoiler: Geography
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    A typical galactic region from the standpoint of stellar cartography. The system of interest orbits a main sequence star. A close call with a massive rogue body shaved off the outer planetary bodies here, casting them off into interstellar space. The remaining four rocky worlds have a perturbed, highly elliptical orbit. One world shows signs of an early space age civilization succumbed to a decade long winter as it drifted towards aphelion at a distance of 430 million kilometers.

    Aside from bare mineral resources, Republic scouts identified the innermost planet as the only real profitable site in the region. Too small to sustain an atmosphere and blasted by solar radiation, the planet named Agrias I is occupied by a force of cockroach sized drones and the AI powered factories that produce them.

    Spoiler: Government
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    As is standard for the Republic, a regional governor has been appointed to oversee trade and maintain order. The day to day planetary operations belong to the drone collective and the AI factories that produce them. They cannot be said to have a government, but merely defer to group vote on a case by case basis if there is ever a dispute on what should be done.

    Spoiler: People
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    Established centuries ago as a mining site for fissionable materials, the drones and factories were left to their own devices as their forebearers froze to death. Though capable of coordinating thousands of tasks, the drone factories have a child-like intelligence with no mind at all for philosophy or the metaphysical. By design, they care only for material things and ever increasing efficiency. The drones themselves are the product of an ever self-refining genetic algorithm that produces millions of semi-autonomous units per generation, each with random variations. Future iterations are based on the most successful drones of each generation, sometimes splitting production into more specialized branches and reorganizing planet-wide labor accordingly.

    Unfortunately, without a real quota of material to ship to their dead home world, what qualifies as "labor" has devolved. Modern drone tasks include things like "jumping really high without propellant", "surviving being squashed by a 500 kg weight", "battling other drones with archaic melee weapons". Although programmed with a modest sense of self preservation, drones lack the psychological mechanisms to fear death, so they throw themselves at their assigned task with glee. Factories often stage mock battles, hurling tens of thousands of units to violent and creative ends... for science!

    There is no standard drone unit. All but the heaviest battle models are under 500 kg with the most common unit variation being the size of a toy car.

    Drones are semi-autonomous, capable of independent operation, but democratizing and acting on consensus when encountering a situation outside their limited programming. An individual drone is only as intelligent as a rat, but a network of a few thousand has the effective computing power of a Celenian cruiser's mainframe.

    Spoiler: Philosophy
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    The drones are incapable of appreciating religion or philosophy on an individual level. If they can be said to "worship" anything, it's just a human projection on their natural deference to the most advanced machine nearby, like dogs befriending bigger dogs. Since contact with the Republic, the big dog happens to be the Lancer-class cruiser. Service and maintenance units literally flock to Celenian worships and assimilate to the nearest applicable task within their purview.


    The ruined remains of a kilometer long extrastellar vessel adrift on the outskirts of the system hosts a small enclave of contemplatives from the Church of Rust. The ship is similar in design to a deep space "temple" found in the Erebus Nebula (R24). As it lacks any salvageable advanced technology, The Hulk holds nothing of interest to the Republic and the devotees are left to their musings.

    Spoiler: Resource
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    The Micro Machine drones are themselves the exportable regional resource. The largest and most advanced planetary factory Big Papa can be convinced to produce drones for a specified purpose, but only if he deems the project is "cool" enough to distract him from his very important work of smashing drone armies together.
    Last edited by Nefarion Xid; 2019-11-06 at 10:31 PM.

  2. - Top - End - #332
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Quote Originally Posted by Aedilred View Post
    Aha. In that case I would be interested to know whether that was a policy decision because it was a one-round claim, or just an application of RAW.

    If the former, I might disagree with it, but fair enough; if the latter, it goes to my previously-expressed concerns about the unreasonable difficulty of countering fabricated claims. (NB I am not suggesting that this specific decision be changed retrospectively, regardless).

    Here a player successfully anticipated another player's secret fabrication, immediately investigated, again successfully, and exposed the fabrication - and the fabricating claimant suffered no mechanical repercussions at all, even gaining a unit which were the claim to have been publicly fabricated would have been treated as hostile. Indeed they were able to repeat the same process immediately in a different region with no penalty or consequence.

    It is hard to know what more anyone could have done to have countered this, short of invading the region to deny it to the claimant - at which point the native units would presumably have defended the region against them, if necessary siding with the fabricating claimant in order to do so. This is pretty much exactly the problem scenario I have worried about and by RAW, the player acting IC "dishonestly" was rewarded the same as they otherwise would have been, and the players acting IC "honestly" and indeed being shrewd enough to guess another player's secret action, got nothing - not through any particularly clever shenanigans on the successful player's part but just because the rules don't provide for anything else.

    Of course in the event the situation was rectified with military action, but that is more to do with interplayer dynamics and not the underlying issue. Had the roles been reversed, the chances are that the fabricating claimant would have got away with it.

    The one mitigating factor seems to bethat it was a one-round claim and that therefore things might have played out differently had it not been a great success in round 1. Hence my question, because if that's why this happened and was the product of a decision on that basis, then ok, but if it's just because the rules don't provide for anything else (and it would have played out the same in a two-round claim), then maybe the rules need looking at.

    I know I have raised concerns over fabricated claims before and the decision was taken not to change the rules but this scenario has highlighted a particular issue above and beyond any general ones, to my mind.

    (It is particularly an issue now that pretty much every region has troops in it, and claiming regions comes with free troops while military attacks cost troops. I'm aware that there is a third means of expanding to multiple regions, viz. Philosophy-based claims, but that again is possible for other players to counter, because the initial conversion can be contested, whereas the establishment of a fabricated claim can't even where, as here, the secret action is guessed).
    All right, so first off, we're taking bc56 and the recent region acquisition out of this discussion. I acknowledge it as the impetus, but let's make sure we're all talking about the scenario, and not the individual players. (Note: Not implying that Aed has given any indication of blame or ill feelings towards bc, just want to make sure we're talking about the situation and not involved parties) With that in mind, let's run through some scenarios, and I'll give you my gut decisions as GM for how they are handled.

    Player A has fabricated a claim on region X42.
    Player B has guessed that a claim on X42 was fabricated, and seeks to be the "above board, honest" player and tries to stop the claim from happening.
    (1) Player B Successfully Investigates and makes public the "dishonesty" the same turn that Player A rolls a 1/2 at Pressing the Claim.

    For the above scenario (1), as GM I would rule that the Fabricated Claim is revealed and is invalidated.

    Player A has fabricated a claim on region X42.
    Player B has guessed that a claim on X42 was fabricated, and seeks to be the "above board, honest" player and tries to stop the claim from happening.
    (2) Player B Successfully Investigates and makes public the "dishonesty" the same turn that Player A rolls a one turn success at Pressing the Claim.

    For scenario (2), as GM I would rule the following: Player A does manage to claim the region, but Player B's actions have revealed it was done under false pretenses. The region would gain Unrest or even go Unstable.

    Player A has fabricated a claim on region X42.
    Player A presses the claim the following round, and 1 out of 2 success.
    Player B has guessed that the claim on X42 was fabricated, and seeks to be the "above board, honest" player and tries to stop the claim from happening.
    (3) Player B Successfully Investigates and makes public the "dishonesty" the same turn that Player A finishes Pressing the Claim.

    Same results as scenario (2), really. (3) still has Player A with the region, and Player B has shown it wasn't done honestly, so the region would enter Unrest or even go Unstable. For both (2) and (3), Player B might even get a Military Unit (if X42 had more than one to give) if said Military Unit was to be used to "reclaim" X42. This is situationally dependent upon a number of factors, but is a plausible outcome for Player B's attempts to be the "honest" player.

    We could go through a number of other scenarios, but the thought process I'm working my way through at the moment is that a lot of this comes down to luck, guesswork, and in game actions working out to confirm out of game suspicions. I think this is a scenario where the strength of Fabricated Claims is evident, and I understand the concerns that Aed has raised. I've considered making the number of Fabricated Claims per Ruler the same as Diplomacy Claims; ie, 1 per ruler until you change rulers. However, adding this restriction severely limits the viability of Fabricating Claims.

    And honestly? As a GM, I like the conflict that fabricating claims creates, IC. (maybe not so much OOC, but IC, for sure) If Player B has cause to believe that Player A is constantly fabricating claims, and wants to stop them then yes, as Aed said: Military options are a thing. It's not the perfect solution, but this game is partly about finding solutions that are, perhaps, the best of the imperfect ones. So if Player B's best option is to massively raise an army and be the righteous savior of an unjustly enslaved region... then they should do that. If they want to use Intrigue to mess with the "paperwork" of the fabricated claim, there isn't rules for that, but I'd be willing to discuss it with both Player A and Player B and work out a plausible roll-off so long as there is enough In Game justification for Player B to make such an attempt. There's quite a few ways that clever thinking and use of the frame-work of the rules and the spirit of the game could potentially allow for some unique interactions.

    In the interim, however, I am considering - and will be talking with - the GM Team about increasing the TN to fabricate a claim from 12 to 14. It won't solve the problems that have been raised, but it will make fabrication more difficult; a difficulty that then can better justify the strength of multiple Fabrications per ruler. I'm not saying this will happen, but I am saying that we will discuss it. I like my GM Team because they come up with alternatives that I have not previously considered, so it's plausible that we will hit upon something I haven't thought of yet. It is also possible that they will convince me that no change is needed, though based on my limited knowledge of their opinions so far, this is less likely.

    Overall: Thank you for continuing to bring things like this to our attention, Aed. When you are not obviously trolling, I value your opinion. So you know, it's nice to hear from you once a month
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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?"
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  3. - Top - End - #333
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    One week left for round 11 posts!

    5 days until war deadline!

    Please have Secret Actions sent in to Rando and Gengy prior to Thursday at 8am for this round so that they can be handled before Gengy goes away for the round close weekend!

    This is a reminder from the GM team for the following players that have not posted in round 11 so far:

    Asmodeussnake
    SOSDarkPhoenix*
    DionysisReborn
    kjelfalconer


    * = in danger of dropping out this round

    Additionally, the following players have not decided on or posted all their actions:

    Elemental
    Minescratcher
    moossabi
    zabbarot
    LapisCattis
    KriegTiger
    Fyrecatt
    Last edited by Corona; 2019-11-09 at 12:05 PM.

  4. - Top - End - #334
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    WIP


    Elabana (Z4)


    Spoiler: Geography
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    The region contains numerous ocean worlds rich in metallic content. The space neighborhood is named after Elabana, the sea that is richest in resources, being so deep that it reaches the core of the planet, where the (very hot or evaporated) saltwater mixes with the molten nickel steel.

    The planets' surfaces resemble water parks, being covered with artificial waterfalls and dams. There is even gigantic interplanetary plumbing that simulates or enhances the tides by pumping water back and forth between the planetary oceans.

    Currently, this region of space is undergoing an even more radical transformation project - to extract hydrogen and oxygen from stars and nebulas and fuse it to fill vast amounts of interstellar space with water, creating a new, vast home for life - however, progress is terribly slow, as only two people are actually working on it; it turns out to be nearly impossible to convince any more of the inhabitants to cooperate on a single thing due to their competitive natures.

    Though all...


    Spoiler: History
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    The inhabitants of this solar system have been fairly open toward their stellar neighbors, always offering to install amazing structures that are both useful and beautiful for a relatively small price. This has been met with mixed success. Sometimes the savages tried to melt down the works they regarded as “impractical and awful” to make things that actually fulfilled their needs; or worse yet, realizing that they couldn’t even make a dent in the Elabanian metallic works themselves, they approached an artist from Elabana with a demand that he or she make something specific, like a battle cruiser out of Saline Alloy, or an indestructible orphanage. In both cases they were refused, and violently kicked out of Elabana, whose inhabitants had a strong opinion on artistic freedom.

    Of course, the insistent request to make a Doorlight was also viewed as an attempt to encroach on people's freedom, and the annoying broadcast was soon jammed so that citizens could continue their daily lives without disturbance.


    Spoiler: People
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    The Tectons are a humanoid-looking species, however everything that would be considered clothing, makeup or jewelry with others is in fact an irremovable part of their body. Some are born with a cigar in their mouth, others are destined to always walk in high heels. Their hair is always styled, and they can’t get much fatter or thinner.

    Why have they evolved so? Most would say that they are the galaxy’s natural statues, representing ideals of beauty. The few secularists among the Tectons instead hypothesize that their species evolved when there already were space-faring humans visiting Elabana’s planets, and that while the primitive locals did not even come close to understanding the desires and purposes of the visitors, those that by natural variation appeared more beautiful to the humans were given support and guided, eventually driving their ‘uglier’ peers extinct.


    Spoiler: Government
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    The Tectons are relatively few in number, perhaps to the eccentricity of their bodies causing frequent miscarriages, and so they make do with agreeing not to destroy each other’s artworks out of jealousy - the most frequent crime - and creating impromptu mobs to deliver punishment to perpetrators when necessary.

    However, the Tectons regularly hold traditional festivals that double as organized competitions. At those times of the years, teams form to create unprecedented wonders of the world that no Tecton could not make by themself. At the end of the festival, these works are judged by everyone and if but one person disapproves of the project, it is torn down, as the Tectons believe that beauty is objective, and is the sum of all people's opinions on beauty. If a Tecton made a statue for the city's central square, and they knew that an orphan on the other side of the solar system hates it, it would be very embarrassing for them to leave the statue standing. It would remind them of their failure every time they walked past it.


    Spoiler: Philosophy
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    The Tectons believe that they’re literally the galaxy’s manifested desire to make itself more beautiful and perfect. Individual differences are conflicting thoughts and ideas of the universe. Other races embody different, less noble aspects of the galaxy. The legends say that when a Tecton will make the perfect work of art that will unite all people in love of it, the galaxy will stop having a headache from all the conflicting ideas, and will bestow any gift upon the creator. Fashion is dictated by the desire to please the galaxy, too. If a rumor spreads that the galaxy likes heptagons, guess what will the shape of all new cars and company logos and so on be for the next five years?

    Learning Center: Open


    Spoiler: Resource
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    The Saline Alloy extracted from the oceans are immune to corrosion of any sort, and can withstand great forces, which is perhaps the reason that local architecture and crafts are so bizarre – skyscrapers being supported by a single life-sized statue, bridges vanishing in clouds and reappearing on a different continent, pots made from sheets of metal so thin that they’re translucent. [Hard Metal]

  5. - Top - End - #335
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    I will publish the winners of the various competitions at the Expo in approximately 18 hours. Current standings are below, but this does not take into account bonuses or penalties for unnamed entrants, undescribed entries, written poems or pavilion votes.

    Please vote (somewhere where I can see it) for pavilion entries before round end.

    Currently I am winning three of my own events and that is unacceptable, so get on it

    If you don't see yourself in the table below and you have already rolled, please point me in the right direction.

    NUT RMT UNN KRO OWO DNM SYN FCO
    Cinema 12 x x x x x 6 x
    Debate 10 x 13 x x x 20 x
    Great Labyrinth 13 x x 8 13 x 8 x
    Hammer duel x 0 x 1 x x x x
    Pavilion Competition x x 15 12 x 12 14 x
    Poetry Reading 10 21 x 14 22 x 23 22
    Racing 1600 1500 1400 x 1300 1000 1200 x
    Space Chess 18 x 16 16 11 x x x
    Last edited by Aedilred; 2019-11-16 at 02:11 PM.
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  6. - Top - End - #336
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    The Q System (Region V28)
    Spoiler: History
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    Live evolved late in the Q system. Or rather, the current life did. There are traces of old civilizations scattered in ruined outposts throughout it, most of which are upwards of a million years old. The current dominant species, the ‘Good Boi’s’, as they prefer to be called, are the uplifted pets and of the last species to naturally evolve. All traces of their former masters have disappeared, erased by ‘the Ravager Ones’, which upon further description seems to be the Eradicators. In the meantime, the uplifted pets have now found that the house still has plenty of toys left to play with…

    Spoiler: Description
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    The Q system is scattered with the wrecks of half-ruined mega-structures, habitats, and old defense systems. Navigating it is perilous, especially with malfunctioning minefields milling about. However, this also makes it a prime place to salvage old technology, particularly the Q-Tracers from which the system gets its name.

    Spoiler: Population
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    The ‘Good Boi’s’ are, in fact, uplifted Corgis who take their name from the greatest philosophical question ever posed to them: “Who’s a good boy? Who’s a good boy?” After much deliberation and careful thought, they finally concluded that, “WE are.” And thus, the name was born.
    They are short, the tallest among them being two and a half feet, and love to have the spot behind their ears scratched.

    Spoiler: Government
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    The governing authority of the planet is the ‘Central Planning Intelligence’, an old computer whose long run time and lack of proper maintenance has resulted in it developing the personality of a crotchety old grandfather who desperately needs a nap and wants to be left alone. As a result, the system is a libertarian paradise, with minimal government interference…with all the triumphs and pitfalls that entails.

    Spoiler: Philosophy
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    The Good Boi’s believe in being Good Boi’s, whatever that means to each and every single one. As a general rule, it means they adhere to common morality. The Golden Rule tends to be at the core of each sect’s beliefs, though some more enterprising members say that it is, “Follow the Gold and Rule.”

    Spoiler: Resource
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    Q-Tracers is the collective term for the salvaged supercomputers left behind by the race that uplifted the Good Boi’s. Due to their former widespread influence and fanatic habit of colonizing every space available, there are many of them. Thus, they are in the electronics resource type.
    Last edited by Miltonian; 2019-11-17 at 12:35 AM.

  7. - Top - End - #337
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    More regions!

    Spoiler: I3
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    I3 Russet Sector

    Spoiler: Summary
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    Leader: Overseer Spotted Bluewart
    Resource: Free Range Potatoes [Good]
    TP1: Open
    TP2: Open
    Learning Center: [Open]


    Spoiler: Region
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    The Russet Sector is a sparse region, but has a surprising number of rocky planets with just enough atmosphere to support life. These planets are harsh, austere places, but several have small enclaves of a blue-skinned humanoid species. Most interestingly a species of 'potato' has spread across the sector seemingly without help from the natives. It grows on even the most severe planets.


    Spoiler: People
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    The Russeti are blue-skinned humanoids with an innate affinity for controlling and using raw energy. At first contact the kombuch assumed it was psionic in nature, like the Kamasati, but further investigation found their abilities to be some unknown arcane capability, more similar to the Lyraen elemental magic than any psionics or technology the kombuch are familiar with.


    Spoiler: History and Government
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    The Russeti are a scattered people. They live in small conclaves on several planets in the sector, but it's clear something happened in their past to fracture their society. Their worlds are dotted with ruins and ancient artifacts, but not all of them seem native to the region. Even at first blush it is clear that some of these artifacts originated somewhere else, more interestingly similar artifacts were found in the Taraxa Sector.

    The kombuch arrive in force and establish a hold on the sector Overseer Spotted Bluewart chooses to keep the Russeti divided for ease of management as the planets are seeded with kombuch spores.


    Spoiler: Philosophy
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    The Russeti are to fractures to hold any real philosophy. [Open]


    Spoiler: Resource
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    Free Range Potatoes: Crops and Spices/Arcana
    Free Range Potatoes are an oddity in many ways. They spread across planets barely capable of supporting life. They seem to migrate with the seasons. They even seem to move between planets by some mechanism the kombuch have been unable to identify. What is known for certain is they taste delicious to most humanoids, and they store an incredibly amount of energy. It is possibly they accumulate this energy from the stars and use it for their interplanetary teleportation, but more research is required.


    Spoiler: J2
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    J2 Taraxa Sector

    Spoiler: Summary
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    Leader: Overseer Rigbill Scrubbystalk
    Resource: Space Dandies[Minor]
    TP1: Open
    Learning Center: [Open]


    Spoiler: Region
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    The Taraxa Sector is located on the rim of the galaxy, and the distance from the core can be felt. Space itself feel thinner. There is little of value among the handful of stars in the region, but closer inspection reveals that several shattered worlds bear marking to suggest they all suffered similar events. Some kind of ancient war left it's mark on the sector. Hidden among these broken planets are lush fields of intelligent flowers.


    Spoiler: People
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    The Taraxa, or Space Dandies, are the sole inhabitants of this region, living in groves on several shattered planets. They are a species of psychic flower capable of telepathic communication, though


    Spoiler: History and Government
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    Taraxan history is completely incomprehensible to the kombuch ambassadors, though it is assumed to have some similarities with that of the kombuch, since the taraxans are also a nonmobile plant-like species. Ancient ruins and artifacts similar to those found in the Russeti Sector are found dotting the broken worlds of the Taraxa Sector. While it seemed unlikely the russeti had created them, it was clear the taraxans hadn't.

    Overseer Rigbill Scrubbystalk runs the sector from a watch tower station in orbit around the most intact taraxan planet. Due to the nature of the locals and the inhospitable nature of the planets in the sector seeding is not a priority, and instead resources are spent setting up proper ambassadors to the natives.


    Spoiler: Philosophy
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    Much like the kombuch, the taraxans have no overarching ideology. [Open]


    Spoiler: Resource
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    Space Dandies: Skilled Beings
    The psionic taraxans, or Space Dandies, are capable of rapid translation with their telepathy.
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    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.
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  8. - Top - End - #338
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    New region for review:

    The Tel-Yun Accord

    Region K-23

    Spoiler: Region
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    Formerly located near the galactic rim, the area of the accord is sparsely dotted with stars. One large cluster does stand out, however, both for its profusion of red giants and for the scattered wreckage floating through space. One side of this coil holds the yellow-star solar system of Tel, home to the Telenite homeworld. A lush world of expansive jungles and flowing rivers, its proximity to the close edge of Tel’s habitable zone have locked it in what other species might consider perpetual summer. Though not bereft of seasonal shifts, the temperature rarely drops below 300 Kelvin, and can rise as high as 370 in the rainy season.

    Across the coil of stars sits the second inhabited solar system in the region, a red giant known colloquially as the Maw. Barely skirting the edge of extinction around the burning star is a rocky world that most would consider uninhabitable. Scoured by searing winds and the relentless gaze of the Maw, Yundar gives life to ancient depictions of hell. Much of its surface is barren of life, the rocks twisting in the daylight only to harden in increasingly grotesque formations at night. It is this period of relative darkness that allows Yundar’s limited surviving flora to thrive, as luminous fungus springs up from deep crevasses to spread their spores and leech the tolerable heat before being blasted down to the roots by the dawn.

    Spoiler: People
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    The two species native to the accord share little aside from history and buried enmity. The Telenites are well adapted to their environment, protected from the blistering heat by thick scales and equally comfortable on land and in the water thanks to their amphibious heritage. Resembling bipal crocodilia, their thick torsos and long limbs are supported by a tripod of stout legs and heavily muscled tails, rendering them slow and somewhat clumsy unless they are swimming. Above the neck, the resemblance fades, their faces scaled but lacking in the pronounced snout of their alien relations. Their mouths remain disconcertingly large, fixed in a permanent smile that reveals rows of pointed teeth. Though they might appear monstrous, the Telenites are nearly indistinguishable from the Matured races in terms of development, capable of fielding primitive ftl craft and possessed of multiple small colonies in their home system. It is this very advancement that allowed for first contact with the Yundar, for good and for ill.

    For their part, the Yundar might be mistaken for wild beasts on first glance. Forced to bury deep into the surface of their homeworld just as they awoke to civilization, the insectoid species developed frighteningly tough chitinous exoskeletons and formidable mandibles to better burrow to safety. Appearing as hunched, four foot tall beetles, their delicate forelimbs and bright eyes are often hidden beneath retractable plating, typically revealed only in the safety of home. With a culture developed over centuries of desperate survival, they are slow to trust strangers, and possess an off putting obsession with the fair distribution of anything that comes into their possession.

    Spoiler: History
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    While both the Yundar and the Telenites are possessed of a rich history stretching back generations, the single event that shaped their future was first contact. Ascending to space with mercury-cooled technology, the Telenites eventually developed a primitive Alcubierre drive, and began to chart their corner of the galaxy. Drawn inexorably towards the maw by the path of the stars, Telenite explorers eventually intercepted radio transmissions from Yundar’s surface. Making a harrowing night-time descent, the Telenites made contact with the local Yundar hive, shocking a people who had long ceased gazing at the stars.

    Things began moving quickly then, as the Telenites moved to aid their newfound neighbors. Driven by altruism and greed in equal measure, they dreamed of a client state in the stars, so overcome by their ascension they’d acquiesce to a lesser station. And for a time it seemed the Telenites had judged the situation correctly. The underground cities of the Yundar began to hum with industries a century ahead of their time, as great bore holes were cut towards the surface to allow the escape of Yundar craft into the boundless void. However, for all their advancement the Telenites still possessed a limited population, well fed by generous mercury reserves. Two traits the Yundar lacked.

    At first, aid shipments were enough to sustain the burgeoning partnership, but as more and more Yundar hives were added to their technological collective their demand grew to a ravenous hunger. They attempted rationing, dispatched a dozen expeditions to discover new mercury veins, even culled some lesser hives to maintain their new standard of living. But eventually, the Yundar’s hunger overcame them. Without warning, they struck against an outer colony of the Telenites, siphoning off all the mercury they could from the local infrastructure and leaving the colonists to suffer a slow death from exposure and starvation. The Telenites were quick to respond in kind, starting a war that would span more than thirty galactic years. A war eventually brought to an end by the intercession of the Vilari.

    Spoiler: Government
    Show
    With both species forced to devote increasing resources to their apocalyptic war, the governments of the Telenites and the Yundar had become almost entirely centralized by the time of the accord. Now, under the guidance of the Vilari, military dictatorship has begun the slow transition back to representative government. In the interim, a council of representatives from the most influential Telenite and Yundar factions directs the rebuilding efforts, under the careful watch of Vilari observers.

    Spoiler: Resources
    Show
    Mercury Sticks [Great]

    Initially used as a coolant in Telenite power generators, the spun silver of their Mercury Sticks became a ubiquitous part of their technology. Appearing as double helixes of liquid mercury held in a clear compound, Mercury Sticks use electrical impulses to animate the semi-organic suspension liquid, animating the mercury with a motion similar to a heartbeat. This allows a flow of coolant across devices as small as a Telenite laser weapon and as large as a fusion reactor.

    I was old when the pharaohs first mounted
    The jewel-decked throne by the Nile;
    I was old in those epochs uncounted
    When I, and I only, was vile;

    Spoiler
    Show
    Quote Originally Posted by apocalypsePast2 View Post
    ...one could possibly refer to you guys' elaborate dance of allies-to-enemies-to-suicide-of-the-universe as some sort of weird art form.

    If one were on drugs.
    Quote Originally Posted by VonDoom View Post
    Behold, the mighty slayer of strangely coloured mutant equines! The thwarter of forum woes! The! Dark! DM!

  9. - Top - End - #339
    Barbarian in the Playground
     
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    I reorganized my writeup of X12 into a more acceptable format. Someday soon I might even have the time to do the other two properly. (RIP loaded schedule.)

    Sector X12 - The Magnetic Wastes

    Spoiler: Geography
    Show

    The ‘Rishann’ system is one of the most prominent in the sector, a powerful magnetar that has lead to the collapse of many lesser stars and planets around it due to its viscous starquakes that rock the sector. Rishann is not the only magnetar in the system, but it is many times more powerful than all the others that together form somewhat of a minefield for spacefaring travellers. The only remaining object of note that orbits within a lightyear of Rishann is an ancient caller vessel of fantastic size, torn apart from tens of thousands of starquakes over time that have collapsed into the star. With all powered systems long dead and the hull shattered into dozens upon dozens of smaller and uninhabitable pieces, it is decisively difficult to actually obtain any working caller relics that have not already been stolen off with or destroyed. Still, it makes a tempting spot for idealistic pirates and naive governments who would risk stirring up the local population that has taken up residence there.

    A once prosperous jungle world called ‘Kshreesked’ served as the cradle for a race of intelligent and diplomatic spider-folk whose details are in the cultures section. This planet has since been torn apart by starquakes, leaving it lifeless and broken… But the ruins of a lush and productive world yet remain.

    Celestia Enterprises established a series of forward bases upon discovery of the sector in locations that they believed would be best suited to weather the starquakes. Most of these bases ended up on rocky border-planets and large asteroids that served as short-term ways to earn back the cash that was spent on the expedition, though an entire mining community in the galactic north of the system has cropped up after discovering a series of hyper magnetically-charged stones that provided a cheaper alternative to primitive railguns.

    The sector is known as the Magnetic Wastes due to the inability of life to form on nearly any of the worlds, and the harsh conditions that the magnetars force upon settlers. A carelessly placed space station has next to no chance of survival, making pockets of civilization few and far between.


    Spoiler: History
    Show

    Celestia’s arrival in the region (officially) to claim it as their own was a violent one. There was no opposition, but the military that arrived had to have a long, tedious conversation with the Deepfolk about what it meant to be ‘property’ of Celestia Enterprises. Ultimately they can to a temporary conclusion, which left the region in unrest. On the bright side, at least the pirates didn’t visit as often! The Deepcrawlers are integrating at their own rate into galactic society, but so far have not had much of a reason to do so.

    Originally from a planet that was destroyed by the force of a magnetar, the race that survived were called the ‘Velnyan’ people, who revered the magnetar as a god and had been awaiting the day of destruction for longer than they had recorded history. While what they vaguely describe as the ‘rital’ protected them when the event happened in 217500.0.0.30, they appear to be unable to replicate it nor describe how it happened beyond it involving a ‘great flash of white that brought the chosen people here, to safety.’ They physically resemble giant spiders who tend to wear long capes.


    Spoiler: People
    Show

    The only culture that evolved enough to be considered intelligent life is that of the spider-folkd in the region, more commonly referred to as the Deepcrawler race. The Deepcrawlers evolved on the planet Kshreesked (which is much easier to pronounce for them) in multiple different regions with environments that caused slight variations on their race such as the potency of their venomous jaws or the ability to spin webs… But the differences in cultures are now irrelevant, as only the luckiest of their race now live on.

    The Deepcrawlers were pre-spacefaring in terms of technology, using technology mostly powered by waste heat and steam vents that frequently jetted great quantities of water to the surface. Their society values patience and politeness above most other values, believing that the ability to communicate civilly is what separates their people from the beasts of their homeworld. As such, they strive to always understand and seek a peaceful resolution when possible, and have typically cooperated with invading forces to help them achieve what they sought to obtain so long as they did not put their own lives at risk.


    Spoiler: Resources
    Show

    Antimatter Refineries are not commonly found across Axiom. Very proud of what they’ve discovered about the callers, the Deepcrawlers have managed to activate what’s left of the lights on the fragment of the caller ship they inhabit, and have learned over time how to reconstruct the antimatter refineries within; albeit to a more primitive extent. They take massive amounts of power for relatively little gain, which is only sustainable due to the volume of solar energy they obtain from the ship and their very low numbers. Not only that, but they seem to only have a limited number of ‘recipes’ that they can craft. They seem happy to produce more of these refineries, for people who are willing to help them learn new recipes for their machines.


    Spoiler: Philosophy
    Show

    The philosophy of the native people is largely unaffiliated as of their discovery, with some local reverence for the magnetar that destroyed their home and the caller technology that has kept them alive post apocalypse. Very, very diplomatic, these people would not take well to any philosophy that promotes violence… But perhaps the humans from Celestia in the region could be more easily swayed. The reconciliation of the Deepfolk and the mercantile offshoot of humanity came as a culture shock to the isolated spider-people, who have since become avid followers of Celestian and Zaran media. The beginnings of a proper uplifting to the space age are considered, but it was eventually decided to let them integrate at their own rate.
    "What is to give light must endure burning."

  10. - Top - End - #340
    Pixie in the Playground
     
    Hypernaught's Avatar

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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Hello there, was told there was room to join in, sounded right up my street!


    The Surivan Unity



    Spoiler: History
    Show

    'We are fortunate that the first of our peoples who met upon the moon recognised each others' illness, rather than did honourable violence upon one another'

    The Surivan Unity is both the ruling body of a trio of planets and a moon, representing the interests and governance of the races that hail from them, and the universal identity these four peoples share.

    In a historical sense, the Surivan Unity was born of a necessity to prevent inter-planetary conflict, and to promote a close understanding between the closely-related races that hail from these differing worlds. For the centuries that have passed since the Surivan people began to traverse their solar system, crudely shuttling themselves between their homeworlds, the Unity came to define the ambitions of an increasingly unified Solar-Nation, and slowly rose to a station of achievement for any Surivan who wished to take a seat of power and respect in the eyes of their brethren.

    In present times The Unity stands in place of individual nations upon the planets, having been eventually considered as the next progression in forms of government and identity, a once bitterly contested view among the individual Surivan people when they first crossed the boundaries of their own local orbit. Significant efforts were undertaken by the most venerable families and former rulers of nations, to rally the support of their brethren during this transitional period. For the purpose of recognising the dangers of inter-planetary war, and the absolute benefits of unification in light of preventing these dangers.

    The Unity in local revisionism has thus become a keystone chapter in the progress of the Surivan people, and is spoken of as the distinct moment in which the disunity and fragilities of four neighbours were joined in strength and purpose, granting it a validity in Surivan history as the beginning of an Age of Enlightenment and Cooperation.

    What passes before the Unity varies according to each individual system and respective peoples' history, though they share the obvious overlaps of planetary conflicts, struggles between land-nations, increasing consumption of resources, expanding populations and a growing interest in the opportunities beyond their own skies. It was indeed not until the dawning of early space travel, that the individual Surivan planet nations happened upon one another in the midst of their own space races. History tells it that the Prime Delegation met upon the moon to establish contact and broker peace between the three Planets, only to be further rocked when joined by natives of that moon, who in sharing less of the closeness between the planets, were naturally suited to mediate.


    Spoiler: Terrain
    Show


    Star System - Cordorus
    Wolf-Rayet Star
    'Can a race truly be won if we didn't know where the finish line lay?'



    The Home System of the Surivan Unity, Cordorus features a mixture of Gas Nebulae that swamp nearly half of the solar system in translucent blankets of dull green and copper, some of which drift upon the stellar winds over a concentrated asteroid thicket close to the Star itself. On closer inspection, this thicket is the result of a shattered planetary body, having collided with a super-asteroid. The rest of the known system comprises three planetoids within fairly close stellar proximity, behind which looms a sole Gas Giant with a single, large moon in orbit. The sheer size and energy of the Star itself ensures that the Planets that do are not orbited by moons still have sufficient light, in slower rotations than the Sol system, though with no less capacity to support life.

    Spoiler: Cordorus 1 - 'Olothon'
    Show


    Olothon is a musky and smoggy planet, engulfed in winds of toxic gases that drizzle the swampy lands beneath with sizzling rain. The landscape is a consistently murky quagmire of mucky foliage, deep mudpits, gas fissures and crater-marked plains, the result of what may have been a devastating war in years gone by, comparable in destruction to the Earth's first Great War. No great oceans are apparent upon the surface, with the largest of water bodies being lakes some hundred Earth miles long, and these great pools are a thick, sludgy brown which defy natural light.

    Some breaks in the bleak darkness can be observed with the odd flash of purple and red Swampfires that burn for days on end at seemingly unpredictable intervals, eating up the natural wastes and decay as they cascade the flickering lights throughout the forests, visible from many miles away. In addition, civilisation can be picked out by the stilt-towns, metalled bunkers and forest gantry-ways, lit with an array of gas lamps, firetubes and landing lights. The townships are often thickly set within the muddy forests, suspended from the swamps or from the trees, though some smaller stone-built dwellings can be observed nestled between stretches of plains that form farmlands.




    Spoiler: Cordorus 2 - 'Kaluron'
    Show


    Kaluron stands contrary to it's two sister planets, as from the approach it would appear to be a watery, temperate planet, split in many ways by majestic, pearlescent oceans of silver and cyan. With landmasses of generous greenlands, topped with rolling hills, shear cliffs and sparkling beaches of white sands. Yet this is the mere dressing of the planet, the surface is dotted with great clumps of wildlife, various flying creatures and mammalian-esque herbivores roam wild and free, unmolested by civilisation and the progress of sentients.

    At least, until those sentients rise from the oceans atop shimmering mounts, for it is within the oceans and upon solitary isles that they dwell, in great cities of underwater crystalline and coral. These settlements can be viewed quite clearly if one were to fly above the water's surface, for even at great depths, the visibility is exceptional, in no small part owing to the extremely slow rate of water evaporation, ensuring that the surface is rarely troubled by cloud cover and storms.

    The Oceans are where the true diversity of Kaluron can be made apparent, from the differing cities with their own colourations and differing crystal formations, all lit with cascades of sealamps and luminescent stones. They are separated by large sea-trenches, whirlpool fields and deepwater caverns that lead towards the depths of the planet. The surfaces of the oceans are often calm, but can be frequently disturbed by noxious spouts from underwater vents, and even pseudo-volcanos that ooze discoloured sulphates miles beneath the surfaces.





    Spoiler: Cordorus 3 - 'Magoron'
    Show


    A hellish, ashen world of crags, smokepits and mountains of obsidian-like stone, Magoron has not the thick shadows of Olothon or the glistening crystal of Kaluro, but presents a face of burnished rock and sputtering green fires. The surface is as barren as it is pock-marked and poisonous, save for a number of deep-bored tunnels that sit more than a mile deep, ringed by lights and sooty structures.

    Deep within these pits, and the networks that are as wide reaching and intricate as a spider's web, are the bedrock homes, hex-stone factories and marbled frontiers of the natives to this world, for as much personal preference as safety; the understone is far softer and more malleable to tools and machinery, and the surface is frequently blighted by smokespouts.

    Beneath the surface are chasms wide enough to accommodate even the largest of flying vessels, and there would be plenty of room for them to land within the spire-ringed settlements, which are nestled in varying verticality, some float freely amidst the deep rockpools as island-cities, whereas others are suspended by radiant spikes. Some settlements are said to even float upon the abyss draughts, powerful enough to suspend incredible amounts of matter for unknowable lengths of time. It is by the strange grace and harnessing of the ashpits, and the floating sporelights, that these cities are never without light.




    Spoiler: Cordorus 4 - 'Unaxur'
    Show


    The aforementioned gas giant looms behind the trio of planetoids in the Cordorus system, and could comfortably engulf all three of them with room to spare. It is significant to a visitor only in it's size and for the bright yellow electrical storms that crackle across the varying bodies of gases, and often result in rippled explosions around the layers of the giant itself.




    Spoiler: Cordorus 4A - 'Alozon'
    Show


    The singular moon of the know Cordorus system is a planet-like Moon of a similar composition and density to the Sol Moon named Titan, albeit with a higher surface temperature and a less opaque atmosphere. Alozon is something of a radiant looking world, with a distinctly metallic pallor that results in bodies of water and translucent ground formations presenting a flattering colour refraction. The almost gentle composition of land, with natural stone and ore smoothly interlocking as if sculpted, belies the sudden and capricious nature of the tectonic behaviour of this moon.

    It is a common feature for Alozon's coldest ice-lakes to bubble and split, signalling the beginning of a tectonic shift, though unlike the more violent movements typically expected, the plates of the moon slide apart significantly quicker and smoother. This results in an ever shifting painting of moon pools, light-cascading rock and fronds of fauna re-arranging up to several times in a standard year, making navigation somewhat tricky as waterfalls become lakes, lakes slide beneath undulating fields, and oceans split into rivulets of stream from the birth of islands and causeways.

    Such is the gentle and pliable nature of the environment, that structures upon this world are grandiose, tall, and unmistakeable as landmarks. So that even if the spiralling tower-cities are floating upon a crimson river, or softly riding the crest of a shifting moorland, they can always be seen from some temporary corner of Alozon, where their beacons and braziers refuse to be snuffed out by earth or water.






    Spoiler: People
    Show

    'Never was I more disturbed than to learn that first contact amounted to criticising each others' flavour of gas, like some stately parlour!'


    The Surivan Unity benefits the most for the shared genus of it's people within the Cordorus system, as the Surivans, initially separated by system, and acclimating to their homes as Nature demands, remained biologically related on many levels. This has enormously benefitted both the climate suitability, resource sharing, language harmonisation and cultural friendship.

    For even as each Surivan home race has it's own unique environmental adaptations and customs, the Surivans all share a number of extremely important traits:

    Surivans are a variant of Bipedal Humanoid, slighter and on average smaller than the standard Homosapien, though they share some Mammalian characteristics, they are Bi-gendered, reproduce with live infants, and feature hair. However, they divulge in that they do not produce nutrients or lactate for their young. In most other aspects, they are similar in terms of sexual characteristics, maternity and lifespan, though the average Pregnancy in contrast to Humans averages only 5-6 months. Lifespan can exceed Earth averages, with the oldest Surivan in recorded history having reached 143 years of age, though Surivan longevity follows no trend towards either sex.

    The most fundamental characteristic of the Surivans is that they primarily breathe and convert air molecules into blood-purifiers through glands, which are found in multiple sets along the length of their windpipe, and occupy their small lungs, of which they have 4. What this means in practice is that Surivans primarily breathe in air compositions that would be considered toxic or extremely damaging to Mammalian lungs, as their glands are naturally equipped to filter through an extraordinary variety of poisons, gases and liquids to supply their bloodstreams with the necessary purities and energy.

    Naturally this leads to a environment-induced seeking of different gases and air mixtures to both adequately supply their blood-enriched organs, and to induce different sensations and flavours to their brains. Surivans have evolved to develop an incredibly discerning taste for inhaling different qualities and densities of gases and smokes, which is reflected across both their home environments, and culture. This overriding requirement to seek gas-rich environments has driven the societal and technological progression of all Surivans since they first gained Sentience.

    For comparison's sake, Surivans would generally find Earth's atmosphere to be unnecessarily high in Oxygen, which in moderate amounts induces nausea and fatigue in the average Surivan, and while capable of surviving in such an atmosphere, would find it almost repulsive to do so.

    Spoiler: Olothon Surivans
    Show

    'Under the Moonlight, I shot them dead, under the Starlight, I drank broth and smoked Red-Gas with them'

    Of all Surivans, the natives of Olothon are the most lean and dogged of people, accustomed to the demands of shattered terrain, harsh storms and tempered by wars. Most notable for their smoky pallor and customary mask-wear, the Olothon Surivans look very much the image of a masked race of hardy survivors and mechanically-inclined conscripts.

    These masks are both applied in a consumer and military sense, resembling conventional Gas filters, albeit containing multiple capsules of differently coloured gases, which with a simple twist of a capsule can be released into the mask. In a military application these would be used as performance enhancements, painkillers and even sustenance. In peacetimes, the application of these capsules trends more towards the indulgence of the senses for high-society Olothons, flavour boosts and conventional medicinal aids for workers and commoners.

    Although the Olothon Surivans have indeed experienced a frightening exposure to total warfare, and retain a fairly lax attitude to death. They are reputed to be the Surivans with the strongest aversion to conflict, instead preferring to focus their mechanical skills and knowledge of the swampscapes towards farming and traversal. Indeed they are remarkably quick to adapt to post-conflict restructuring and restoration, with armed vehicles and weapons rapidly being converted to civilian transports, haulage machines and tools.

    They do however maintain a ready understanding as a people that when conflict cannot be avoided, all elements of their society must prepare to hunker down and make ready for battle, and view any passage of life as an act of sacrifice for their people and land; hence the common phrase 'Given to the soil' being used to describe death with respect.

    The Olothons' unique understanding of the marshlands over generations has granted them the means to farm them for food, Stalkrushes and Redbloom plants provide generous seedlings and fruits that form the staples of Olothon broths and platters. While some may occasionally wish to indulge in the meats of Treefisk (Tree-climbing omnivores with large, fleshy disks upon their backs, similar in profile to a Tortoise), the Olothons' small stomachs and natural endurance does not owe well to generously sized meals, and as such, Treefisk is oft-prepared as a delicacy.


    Spoiler: Kaluron Surivans
    Show

    'What do you call a Fishing Trip on Kaluron? Civil War!'

    The Kaluron Surivans are as sharp a contrast to their neighbours as their home system belies, for they are primarily an ocean-bound people. This can be evidenced by their smooth Aqua-Blue and Emerald-Green skins, tipped with dorsal shoulder blades and minor webbing about the hands and feet. The average Kaluron can be expected to carry a streamlined, muscular profile, in keeping with their lives beneath the water surface.

    The Kaluron Surivans define themselves by time-honoured traditions that follow a typical warrior culture, with the customs of honour, dominance, hunting and pride that are part and parcel of such a lifestyle. This is primarily expressed in both their Adulthood riding of ShimmerDrakes (A Deepwater Reptile that is capable of sustained gliding, thanks to its large flared fins that function as wings, and powerful leaping ability from the water), and partaking in regular hunts of the overland Herbivores that roam freely.

    Strength and Dominance of their environment is rife in every aspect of the Kaluron people, exhibited by their ability to filter water through their glands and thrive in pools of pollutants, as well as their eager seeking of combat through personal duels and hunting deep predators. Their great crystalline cities and fissure harvesters stand as testament to their mastery of the world around them, and their confidence in living through transparent structures.

    From legends of the greatest shatterspear throw to the '100 days at Land', it is clear from the gathering talks and martial speeches, that the Kalurons seek ever greater challenges and obstacles to further define their people, limited only by their inclination towards the water. They place a great pride in pushing their boundaries and exploring unfamiliar terrains, land and space being key among their ambitions. As such, they make for fearless soldiers, pioneers and explorers.

    As opposed to their Olothon cousins, Kalurons adorn their greatest and strongest with adulation and martial worship, considering any loss of Kaluron life to be a devastating and monumental loss of strength. To admit defeat or acknowledge an impossibility is considered brazenly offensive in Kaluron society, and they look upon loss as a challenge to their collective species, taking honourable outrage on behalf of their brethren. It is thusly appropriate to consider a Kaluron the very best of friends, and the very worst of enemies.



    Spoiler: Magoron Surivans
    Show


    'They'd have a fascinating history, if they weren't constantly making it up'

    Deep into the cluster networks, the under-caverns and the floating smoke cities, lights cascade over the Magoron people, for they live under a constant rule of flashing beams, explosions of fire and choruses of delight. Lights paint a marvellous picture across the Magoron's body, for they are Alpine and Pale in colour like a living canvas, and being the most changeable of Surivans, the artistic angle is appropriate.

    Magorons are generally blessed with dextrously long fingers and the most supple of limbs, able to contort to bizarre degrees and providing an incredible level of flexibility and gripping strength. It is no coincidence that Magorons enjoy being capable of climbing sheer vertical faces, performing the most exuberant and spine-creaking of dances, and juggling precision tools that'd have their cousins seething with confusion.

    Magoron people are as much a blend of the unusual and practical as their home planet, while they delight in harnessing the ferocious fire spouts above ground for fuel and the delights of gases they provide, inventing increasingly complicated and clever tools and systems to make use of these resources. They are also famed among the Unity for having the most free-wheeling and joyous culture, expressing themselves through great artistic works of smog-paints, contortion-rock climbing, and body modification.

    Aesthetics and the pursuit of uniqueness ever drive Magoron culture onwards, with little regard for convention or practice, hence the multi-coloured, multi-engined and varying designs of thrust-sleds that barrel, twist and arc between their cities and factories. The gouts of sulphates that clog the gasbars and the denizens boasting an all manner of markings, metalgrafts, cylinders and automated gas-tanks strapped to their bodies. The saying often goes that Magoron is consistently inconsistent, with inventions, customs and fashions dropping at a moment's notice if a trend becomes too apparent.

    Magoron culture lends itself brilliantly to those with a hedonistic or artistic slant, providing for many appetites, this is benefitted by a world with little in the ways of natural conventions, save the presence of any true animal threats to the natives. This has allowed Magoron Surivans to flourish in an environment of creativity and without threat of persistent war or strife. If anything it has fostered a spirit of 'friendly one-upmanship'; to invent a particularly garish auto-cylinder that a dancer could comfortably wear would absolutely draw applause and admiration, shortly before a competitor would arrive and announce that his or her device is better.

    Unsurprisingly, safety concerns on Magoron are somewhat low on the list of priorities, beneath the great pursuits of invention, tasty gases and impressing that Magoron girl with the fancy spray-gauntlet.




    Spoiler: Alozon Surivans
    Show


    'We looked to the Moon for glory, they looked to the Galaxy'

    Upon the shifting plains of the Alozon moon, residing within their spiralling tower-cities of moonstone, marble and ice, the Alozon people almost meld with the moonlit backdrop, for they are of a silvery, glassy composition, appearing amongst all Surivans as if they were sculpted or gently carved into being. To their Planet-Born cousins, they are held up as the pinnacle of Surivan beauty, liquid in their movements, fair in their dress and appearance, and ultimately born into wisdom.

    The expectation of their cousins holds true for the people of Alozon, they are graceful and composed for natives to such a capricious world, and is claimed that their wisdom and patience is derived from witnessing the temporal nature of their moon. Ostensibly, the Alozon people are considered the great thinkers and philosophers, gazing beyond the barriers of their system, perhaps it is why they have built such marvellous spires, not merely to ensure they do not lose their way, but so they might be a little close to space itself.

    The Alozon people are trusted amongst their brethren as having the most balanced of perspectives, bridging the gaps in language and diplomacy between worlds, for lack of conflict and misunderstanding on their own. One might imagine that the Alozons that carve their philosophies and tend to the fauna-fields of the shifting planes, with their gentle repose are above conflict and the petty concerns of tribalism.

    This holds true at a surface level, Alozons in their position of respect and authority delegate and resolve through fierce and spirited debates, contending ideological opposition as a point of personal pride. However, far from the resolutely apolitical Magorons, the Alozons hold ideological schools as pride and sanctity, believing steadfastly in their most absolute duty to educate and convert their peers. And it is this underlying drive to be viewed as the victor, that their dark, frightening natures are exposed.

    As such, they are intrinsically haughty in debate, and if under the impression that their opponent is not as skilled a debater, are quick to anger and take cold offense at any challenges to their views. The respect of an Alozon debater is only ever fleeting and temporary, before fresh challenges and rebuttals follow. An Alozon Surivan is most secure when comforted by devout followers, and is openly viewed to be a moral or political favourite amongst their fellows. It is no surprise that intrigue follows with their politics, and their ambitions are backed by holding incredible grudges, and seeking popular support at all costs.

    Violence is not an uncommon means of resolution for Alozons, though it is often by proxy, for their composure is considered as important as their righteousness, and it is ultimately far more preferable in Alozon culture to convert, rather than destroy their greatest enemy. In this, they find a counterbalance to their internal tempestuousness, and are exceptional at delivering a speech while the mask of serene beauty, with gritted teeth.






    Spoiler: Philosophy
    Show



    'Tell them of ghosts and they'll think you snorted too much Bang-Gas'


    The Surivan Unity has never truly been defined by any great Religion or Creed, save for system-local folklore and tales, the commonality between the Surivan peoples is the lack of any faith in great spirits or vague concepts of deities, the Surivan people define themselves first and foremost by their bonds with the world around them, and their own physical evolution.

    Some might espouse the view that it is through lack of exposure to faith or such ideas, that the Surivans have simply never contemplated the existence of higher powers, and that in light of that, they may be open to receive such suggestions. The results of missionary efforts may be greatly varied and unexpected.




    Spoiler: Government
    Show


    'By Unity, Guidance, Understanding, Discourse, Harmony'

    The Government of the Surivan Unity is a semi-Federalised structure that provides for representatives of all four inhabited systems, whom are each accountable to their home systems' councils. These representatives are key in bringing forward the concerns of their home systems, ruling on home affairs, and enacting the legislative will of the Leader of the Unity, who functions as an autocratic head of state.

    The Unity Conclave is located on Alozon, at the very heart of the greatest Spire City, named for Conclave.


    Present Head of the Unity:

    Grand Arbiter Sliris (Olothon)

    • Diplomacy - 4 (+1 Bonus)
    • Military - 2
    • Economy - 4 (+1 Bonus)
    • Philosophy - 2
    • Intrigue - 1



    The present Grand Arbiter has held his seat for the past 15 years, and has overseen increasing industrial expansion and resource production across the Unity, passing Major Standardisation Laws during his tenure has seen harmonisation across the domestic systems, providing excellent economic and political benefits to the Unity. What remains of his Personal Mandate is to encourage further space exploration and increase the Surivan Unity's understanding of the outer Galaxy. As such, Sliris is widely viewed as an Intellectual and an Industrialist, foreseeing no major conflicts that might rock an otherwise extremely stable tenure.


    Spoiler: Grand Council
    Show


    'One day, you'll be squabbling with them, and if you're lucky they might elect you'

    Each system forms a Grand Council as its centralised representative body, with 40 Speakers locally elected to provide planetary representation for the peoples of the Surivan systems. Crucially, these Grand Councils are not Governments, and do not have powers of legislation, but they have the rights and abilities to act as Judiciaries and rule on strictly local matters and disputes, setting only minor, local precedents that are not enshrined in law.

    The Grand Councils' biggest contribution to the Central Government, is providing 3 'Adjudicators', selected by rounds of ballot voting, who are then dispatched to the Unity Conclave, where they are given the means to beseech the Head of the Unity for legislative rulings and changes to laws.

    The respective Grand Councils usually hold session with their appointed Adjudicators every calendar month, and may hold indicative votes as to the mandate they wish their Adjudicators to present or negotiate at the Unity Conclave. Given that Adjudicators are usually balloted in as senior Speakers or Surivans who are particularly respected in the political spheres, they often hold a very in-house, cordial relationship with the Grand Council to whom they are accountable.

    Each Grand Council holds local elections every six years, unless a simple majority votes to dismiss the Council sooner, and it has been the occasion in past generations that at least one Grand Council may have undergone a radical political shift, in-line with domestic issues or changes. When this has occurred, on more than one instance, a Council has voted to recall their Adjudicators, and summon new ones.



    Spoiler: Adjudicators
    Show
    'Call them idealists and they'll take offense, call them crooked and they'll invite you to sup Vel-Gas and do business'

    The 12 Adjudicators that represent their Grand Councils do so as a trio, and are elected at the same time, for the same term, typically for ten years. Adjudicators may be re-selected for following ballots, and there is no limit to number of sequential terms. This can in practice lead to some examples of extremely long-lasting statesmen, providing of course that they continue to hold the trust of their Grand Councils, and are not dismissed from the Conclave.

    Their primary function in Government is to put forward the concerns, expressions and desires of their domestic peoples, both to each other, to the Head of the Unity and his or her Scribes. And are granted in their offices the power to legislate and amend 'Minor Laws', these laws are called as such owing to their temporary nature or specificity, and usually are clarified as such by the Scribes.

    In this capacity, Adjudicators have a considerable ability to make wide-reaching changes and reforms to benefit their Grand Councils and respective peoples, but owing to the nature of these legislative changes and the voting requirements of the Conclave, must frequently reach consensus and compromise to do so. Proposing or amending a Minor Law requires 7 of the 12 Adjudicators to vote in support of a proposal, before the Scribes will accept and add/amend this proposal, therefore, Adjudicators must frequently barter and negotiate an agreement that will benefit multiple systems to achieve their own ends.

    Favours and bribes have oft-been accepted as a part of the Conclave's system, the Scribes have historically taken a relaxed view of such behaviour; in knowing that each legislative change is published for each Grand Council to rigorously scrutinise, and any unfavourably deals that have been made will undoubtedly come to light and end careers, if the Councils find them wanting.

    A brake on what could be a corruptible system of changes is that of the Head of the Unity, who retains the power and right to intercession, which involves rejecting the Minor Law proposals and submitting them to a 'Total Required Vote', in which case all 12 Adjudicators must vote in favour of these proposals, or they are discarded and unable to be resubmitted to the Scribes without significant changes. This has been invoked on many occasions where the Head of the Unity has either taken personal disagreement with Minor Law changes, or has been successfully beseeched by opposing Adjudicators to force a Total Required Vote.

    This system of Total Required Vote also comes into play with Major Law Proposals, which are denoted by their permanency or significant impact to the legal system, in which the Adjudicators may attempt to initiate a Major Law Proposal to the Head of the Unity. Without all 12 votes in favour, the Scribes will reject any proposal for Major Law, as precedent follows that the Head of the Unity is usually expected to submit Major Law Proposals, in which case only 6 Adjudicators are required to vote in favour of before the Scribes accept the Proposal into Law. If an Adjudicator-initiated Proposal for Major Law does meet the Total Required Vote, it then falls to the Head of the Unity to provide the casting decision for the Scribes to act upon, with the Head of the Unity free to accept the Proposal or discard it.

    The significance of Major Law Proposals falls under public perception and political etiquette, Adjudicators only in very rare circumstances are expected to submit Major Law Proposals, as this mandate usually is the purview of the Head of the Unity. Similarly, a Major Law Proposal put to the Adjudicators is rarely expected to be voted down, what has followed in such exceptions has been political scandal, and the dismissing of the Conclave, as the Head of the Unity may invoke at any time, usually with the expectation that the next Conclave prove more agreeable.

    Likewise, for Minor Law Proposals, it falls under a matter of trust from the Head of the Unity, that Adjudicators can be expected to pass Minor legislature that does not cause significant political upset or turmoil, without requiring intercession. On this basis a relationship of mutual respect for offices of responsibility is usually established.



    Spoiler: The Grand Arbiter
    Show


    'Twelve shouting heads, Ten scribbling hands, One ruling foot'

    The Head of the Unity is appropriately named, and as the highest executive in the Unity Conclave is chosen exclusively by an 'Opposed Ballot' through the Adjudicators, this entails the 3 Adjudicators per System unanimously selecting an Arbiter Candidate. These Candidates may be either Adjudicators or Speakers from their respective Grand Councils, in which case if the former stands as Candidate and wins, that System's Adjudicators return to their Grand Council for re-election and to fill the vacant seat.

    The Candidates are then presented to the Conclave, and given the right to address the Adjudicators, where they are expected to establish their ambitions for the ruling office, their qualities for rulership and any major points of Law changes or Galactic Policy. After this process, the Adjudicators are allowed a single vote each for any Arbiter Candidate except their own nominated Candidate, meaning no Candidate can ever gain all 12 votes of the Conclave. This creates a dynamic where the Arbiter Candidates do not make speeches for their own Adjudicators, but seek instead to win support from their opposites, in any event, the Arbiter Candidate with the most votes wins.

    In the event of any ties in the votes, the Candidates with the fewest votes are removed from the process, and another vote is held with the same restrictions applied, subsequent ties are then broken up with additional addresses by the remaining Arbiter Candidates to break the dead-lock in their favour.

    The winning Grand Arbiter then is expected to select a chamber of Scribes, who act both as ministers and legislative clerks in the Unity Conclave, with usually 10 Scribes considered a sufficient number to handle the relevant offices of state and cater for law-making in the Conclave. These Scribes are accountable only to the Grand Arbiter, and may be dismissed and appointed at the Grand Arbiter's leisure, for they are charged to carry out the will of the Grand Arbiter in office.

    The term of the Grand Arbiter comes to an end only when the Grand Arbiter dies in office, chooses to resign, or is declared medically incapable of ruling. For the lattermost provision, if the Grand Arbiter is temporarily indisposed, his or her Scribes must appoint amongst themselves a High Adjutant, who is granted emergency powers of the Executive and is expected to continue to enact the Grand Arbiter's personal mandate, until the Grand Arbiter is able to resume their rulership. Otherwise, if the Grand Arbiter is no longer capable of rulership, the High Adjutant is charged to immediately summon a new round of Arbiter Candidates.

    As the title implies, the Grand Arbiter is the ultimate power in the Surivan Unity, and is culturally depicted as the apex of Responsibility, Wisdom, Decisiveness and Foresight. To question the appointment of a Grand Arbiter is extremely discouraged, and irrespective of the mandate a Grand Arbiter wishes to pursue, it is widely held by Surivans, that the Grand Arbiter's designs are ultimately for the benefit of the Unity, no matter how obscure or unknowable the means or outcomes may be. The Grand Arbiter is reflective of the Unity's ambitions and ideology at any given time, and the Surivan people look to the Grand Arbiter as the symbol and pride of their efforts, much as an Earth Commoner might have once gazed upon the Divine Right of Kings.









    Spoiler: Resources
    Show


    'HyperGas, powering the braziers at home, and the rockets that protect your home!'

    The Surivan Unity draws from it's most common, and significant resource produced on all it's systems, every Surivan system has both the raw means to draw natural gases, refine them and process them for just about any application imaginable. But since the formation of the Unity, and the increasing unification of industrial and spacefaring efforts, ultra-refined Gases have been applied as Fuel Propellants. The Surivans have been so intrinsically involved with and experimenting with reactive gases, that they have been producing specialised gases for Propellant systems since the very first Unity Conclave formed, these Propellant Systems are extremely powerful for their size, and manufactured in huge quantities for Sky-ships, small space craft, and munitions such as guided rockets and smart missiles.

    Resource: HyperGas Propulsion Engines


    The Unity is always looking for further Natural Gas deposits to acquire and consume, for both military and domestic consumption, be it through establishing refinement stations on Gas Giants, drilling through miles of planetary crust, or sticking a cheeky suction pump on someone's exhaust.

    However, the most key resource demand is advanced electronics, while Gases and Metals are plentiful supply in the Surivan Unity, even the most refined of propulsion systems, fuel generation and lighting requires a more precise form of control than analogue systems provide for. The Unity's crude means of electrical generation is primarily gas-produced, and not used in sophisticated applications beyond domestic power and communications, electrical control modules, advanced battery technology and electrical wire guidance systems would provide an enormous leap for the Unity's technological progress


    Resource Needed: Advanced Electronics




    Last edited by Hypernaught; 2019-11-23 at 04:42 PM.

  11. - Top - End - #341
    Orc in the Playground
     
    Planetar

    Join Date
    Jan 2019

    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Spoiler: Summary
    Show

    System: Planet Caravan

    Resource Centres:
    Resource: Miracle Machines [Good]
    1. Yommy Industries: [vacant]
    2. The Wild Corporation: [Rothuun Minotaurs]

    Learning Centre: The Temple of the Commandant [Miracle Machines Worship]


    Spoiler: Region
    Show

    Dark skies, towering obsidian columns, and exposed sections of twisted metal are the hallmarks of the landscape of Planet Caravan. It is a single planet, orbiting a long-since burned out star which has now faded into oblivion. The great fear of Sabbanians is that this star will eventually morph into a black hole which shall consume all life in the system and destroy them. Snow covers the poles of the planet, in great piles such as are rarely seen on other planets. Those who spend too long staring at the snow are oftentimes blinded.


    Spoiler: People
    Show

    Planet Caravan is populated by three types of entity. Their leader, the Commandant, is manifested as a hundred foot tall incubus, with long ratty hair and wild eyes. He is worshipped as a god by the Miracle Men, the bat-headed fairies who live across the planet’s surface. They dress in black leather and metal chains, and many have a penchant for wearing boots. The Miracle Men run factories producing Miracle Machines, noisy devices that can produce a sonic boom capable of powering spaceships or other devices.


    Spoiler: History
    Show

    Originally, there was only one. The Commandant. A being of immense power, he slumbered, barely conscious, for aeons. From his dreams, the Miracle Men were created, and worshipped him as the god he was. He slowly became more aware, and finally manifested his avatar to rule over the Miracle Men. It was he who revealed to them the secret of the Miracle Machines, and who devoured the less devout among them as punishment.


    Spoiler: Philosophy
    Show

    Miracle Machine Worship

    The philosophy of Miracle Machine Worship is quite simple: do whatever the Commandant tells you to, or have the Paranoia arrive. The Paranoia is the apocalypse believed in by the Miracle Men, in which a new Commandant will arise and mob rule will destroy the planet.


    Spoiler: Resources
    Show

    The Miracle Machines, splendid contraptions which produce energy via sonic boom, are invented and manufactured on Planet Caravan. Although they can be used as engines to power many different types of machines, they can be quite unstable and dangerous if not tended by an experience Miracle Man engineer.
    Last edited by Gaius Hermicus; 2019-11-18 at 12:56 PM.
    Formerly known as the_brazenburn.

    Currently playing Empire!5: Empire in Space as the Rothuun Minotaurs.

    PM me sometime!

  12. - Top - End - #342
    Orc in the Playground
     
    Planetar

    Join Date
    Jan 2019

    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Quote Originally Posted by Hypernaught View Post
    Hello there, was told there was room to join in, sounded right up my street!


    The Surivan Unity



    Spoiler: History
    Show

    'We are fortunate that the first of our peoples who met upon the moon recognised each others' illness, rather than did honourable violence upon one another'

    The Surivan Unity is both the ruling body of a trio of planets and a moon, representing the interests and governance of the races that hail from them, and the universal identity these four peoples share.

    In a historical sense, the Surivan Unity was born of a necessity to prevent inter-planetary conflict, and to promote a close understanding between the closely-related races that hail from these differing worlds. For the centuries that have passed since the Surivan people began to traverse their solar system, crudely shuttling themselves between their homeworlds, the Unity came to define the ambitions of an increasingly unified Solar-Nation, and slowly rose to a station of achievement for any Surivan who wished to take a seat of power and respect in the eyes of their brethren.

    In present times The Unity stands in place of individual nations upon the planets, having been eventually considered as the next progression in forms of government and identity, a once bitterly contested view among the individual Surivan people when they first crossed the boundaries of their own local orbit. Significant efforts were undertaken by the most venerable families and former rulers of nations, to rally the support of their brethren during this transitional period. For the purpose of recognising the dangers of inter-planetary war, and the absolute benefits of unification in light of preventing these dangers.

    The Unity in local revisionism has thus become a keystone chapter in the progress of the Surivan people, and is spoken of as the distinct moment in which the disunity and fragilities of four neighbours were joined in strength and purpose, granting it a validity in Surivan history as the beginning of an Age of Enlightenment and Cooperation.

    What passes before the Unity varies according to each individual system and respective peoples' history, though they share the obvious overlaps of planetary conflicts, struggles between land-nations, increasing consumption of resources, expanding populations and a growing interest in the opportunities beyond their own skies. It was indeed not until the dawning of early space travel, that the individual Surivan planet nations happened upon one another in the midst of their own space races. History tells it that the Prime Delegation met upon the moon to establish contact and broker peace between the three Planets, only to be further rocked when joined by natives of that moon, who in sharing less of the closeness between the planets, were naturally suited to mediate.


    Spoiler: Terrain
    Show


    Star System - Cordorus
    Wolf-Rayet Star
    'Can a race truly be won if we didn't know where the finish line lay?'



    The Home System of the Surivan Unity, Cordorus features a mixture of Gas Nebulae that swamp nearly half of the solar system in translucent blankets of dull green and copper, some of which drift upon the stellar winds over a concentrated asteroid thicket close to the Star itself. On closer inspection, this thicket is the result of a shattered planetary body, having collided with a super-asteroid. The rest of the known system comprises three planetoids within fairly close stellar proximity, behind which looms a sole Gas Giant with a single, large moon in orbit. The sheer size and energy of the Star itself ensures that the Planets that do are not orbited by moons still have sufficient light, in slower rotations than the Sol system, though with no less capacity to support life.

    Spoiler: Cordorus 1 - 'Olothon'
    Show


    Olothon is a musky and smoggy planet, engulfed in winds of toxic gases that drizzle the swampy lands beneath with sizzling rain. The landscape is a consistently murky quagmire of mucky foliage, deep mudpits, gas fissures and crater-marked plains, the result of what may have been a devastating war in years gone by, comparable in destruction to the Earth's first Great War. No great oceans are apparent upon the surface, with the largest of water bodies being lakes some hundred Earth miles long, and these great pools are a thick, sludgy brown which defy natural light.

    Some breaks in the bleak darkness can be observed with the odd flash of purple and red Swampfires that burn for days on end at seemingly unpredictable intervals, eating up the natural wastes and decay as they cascade the flickering lights throughout the forests, visible from many miles away. In addition, civilisation can be picked out by the stilt-towns, metalled bunkers and forest gantry-ways, lit with an array of gas lamps, firetubes and landing lights. The townships are often thickly set within the muddy forests, suspended from the swamps or from the trees, though some smaller stone-built dwellings can be observed nestled between stretches of plains that form farmlands.




    Spoiler: Cordorus 2 - 'Kaluron'
    Show


    Kaluron stands contrary to it's two sister planets, as from the approach it would appear to be a watery, temperate planet, split in many ways by majestic, pearlescent oceans of silver and cyan. With landmasses of generous greenlands, topped with rolling hills, shear cliffs and sparkling beaches of white sands. Yet this is the mere dressing of the planet, the surface is dotted with great clumps of wildlife, various flying creatures and mammalian-esque herbivores roam wild and free, unmolested by civilisation and the progress of sentients.

    At least, until those sentients rise from the oceans atop shimmering mounts, for it is within the oceans and upon solitary isles that they dwell, in great cities of underwater crystalline and coral. These settlements can be viewed quite clearly if one were to fly above the water's surface, for even at great depths, the visibility is exceptional, in no small part owing to the extremely slow rate of water evaporation, ensuring that the surface is rarely troubled by cloud cover and storms.

    The Oceans are where the true diversity of Kaluron can be made apparent, from the differing cities with their own colourations and differing crystal formations, all lit with cascades of sealamps and luminescent stones. They are separated by large sea-trenches, whirlpool fields and deepwater caverns that lead towards the depths of the planet. The surfaces of the oceans are often calm, but can be frequently disturbed by noxious spouts from underwater vents, and even pseudo-volcanos that ooze discoloured sulphates miles beneath the surfaces.





    Spoiler: Cordorus 3 - 'Magoron'
    Show


    A hellish, ashen world of crags, smokepits and mountains of obsidian-like stone, Magoron has not the thick shadows of Olothon or the glistening crystal of Kaluro, but presents a face of burnished rock and sputtering green fires. The surface is as barren as it is pock-marked and poisonous, save for a number of deep-bored tunnels that sit more than a mile deep, ringed by lights and sooty structures.

    Deep within these pits, and the networks that are as wide reaching and intricate as a spider's web, are the bedrock homes, hex-stone factories and marbled frontiers of the natives to this world, for as much personal preference as safety; the understone is far softer and more malleable to tools and machinery, and the surface is frequently blighted by smokespouts.

    Beneath the surface are chasms wide enough to accommodate even the largest of flying vessels, and there would be plenty of room for them to land within the spire-ringed settlements, which are nestled in varying verticality, some float freely amidst the deep rockpools as island-cities, whereas others are suspended by radiant spikes. Some settlements are said to even float upon the abyss draughts, powerful enough to suspend incredible amounts of matter for unknowable lengths of time. It is by the strange grace and harnessing of the ashpits, and the floating sporelights, that these cities are never without light.




    Spoiler: Cordorus 4 - 'Unaxur'
    Show


    The aforementioned gas giant looms behind the trio of planetoids in the Cordorus system, and could comfortably engulf all three of them with room to spare. It is significant to a visitor only in it's size and for the bright yellow electrical storms that crackle across the varying bodies of gases, and often result in rippled explosions around the layers of the giant itself.




    Spoiler: Cordorus 4A - 'Alozon'
    Show


    The singular moon of the know Cordorus system is a planet-like Moon of a similar composition and density to the Sol Moon named Titan, albeit with a higher surface temperature and a less opaque atmosphere. Alozon is something of a radiant looking world, with a distinctly metallic pallor that results in bodies of water and translucent ground formations presenting a flattering colour refraction. The almost gentle composition of land, with natural stone and ore smoothly interlocking as if sculpted, belies the sudden and capricious nature of the tectonic behaviour of this moon.

    It is a common feature for Alozon's coldest ice-lakes to bubble and split, signalling the beginning of a tectonic shift, though unlike the more violent movements typically expected, the plates of the moon slide apart significantly quicker and smoother. This results in an ever shifting painting of moon pools, light-cascading rock and fronds of fauna re-arranging up to several times in a standard year, making navigation somewhat tricky as waterfalls become lakes, lakes slide beneath undulating fields, and oceans split into rivulets of stream from the birth of islands and causeways.

    Such is the gentle and pliable nature of the environment, that structures upon this world are grandiose, tall, and unmistakeable as landmarks. So that even if the spiralling tower-cities are floating upon a crimson river, or softly riding the crest of a shifting moorland, they can always be seen from some temporary corner of Alozon, where their beacons and braziers refuse to be snuffed out by earth or water.






    Spoiler: People
    Show

    'Never was I more disturbed than to learn that first contact amounted to criticising each others' flavour of gas, like some stately parlour!'


    The Surivan Unity benefits the most for the shared genus of it's people within the Cordorus system, as the Surivans, initially separated by system, and acclimating to their homes as Nature demands, remained biologically related on many levels. This has enormously benefitted both the climate suitability, resource sharing, language harmonisation and cultural friendship.

    For even as each Surivan home race has it's own unique environmental adaptations and customs, the Surivans all share a number of extremely important traits:

    Surivans are a variant of Bipedal Humanoid, slighter and on average smaller than the standard Homosapien, though they share some Mammalian characteristics, they are Bi-gendered, reproduce with live infants, and feature hair. However, they divulge in that they do not produce nutrients or lactate for their young. In most other aspects, they are similar in terms of sexual characteristics, maternity and lifespan, though the average Pregnancy in contrast to Humans averages only 5-6 months. Lifespan can exceed Earth averages, with the oldest Surivan in recorded history having reached 143 years of age, though Surivan longevity follows no trend towards either sex.

    The most fundamental characteristic of the Surivans is that they primarily breathe and convert air molecules into blood-purifiers through glands, which are found in multiple sets along the length of their windpipe, and occupy their small lungs, of which they have 4. What this means in practice is that Surivans primarily breathe in air compositions that would be considered toxic or extremely damaging to Mammalian lungs, as their glands are naturally equipped to filter through an extraordinary variety of poisons, gases and liquids to supply their bloodstreams with the necessary purities and energy.

    Naturally this leads to a environment-induced seeking of different gases and air mixtures to both adequately supply their blood-enriched organs, and to induce different sensations and flavours to their brains. Surivans have evolved to develop an incredibly discerning taste for inhaling different qualities and densities of gases and smokes, which is reflected across both their home environments, and culture. This overriding requirement to seek gas-rich environments has driven the societal and technological progression of all Surivans since they first gained Sentience.

    For comparison's sake, Surivans would generally find Earth's atmosphere to be unnecessarily high in Oxygen, which in moderate amounts induces nausea and fatigue in the average Surivan, and while capable of surviving in such an atmosphere, would find it almost repulsive to do so.

    Spoiler: Olothon Surivans
    Show

    'Under the Moonlight, I shot them dead, under the Starlight, I drank broth and smoked Red-Gas with them'

    Of all Surivans, the natives of Olothon are the most lean and dogged of people, accustomed to the demands of shattered terrain, harsh storms and tempered by wars. Most notable for their smoky pallor and customary mask-wear, the Olothon Surivans look very much the image of a masked race of hardy survivors and mechanically-inclined conscripts.

    These masks are both applied in a consumer and military sense, resembling conventional Gas filters, albeit containing multiple capsules of differently coloured gases, which with a simple twist of a capsule can be released into the mask. In a military application these would be used as performance enhancements, painkillers and even sustenance. In peacetimes, the application of these capsules trends more towards the indulgence of the senses for high-society Olothons, flavour boosts and conventional medicinal aids for workers and commoners.

    Although the Olothon Surivans have indeed experienced a frightening exposure to total warfare, and retain a fairly lax attitude to death. They are reputed to be the Surivans with the strongest aversion to conflict, instead preferring to focus their mechanical skills and knowledge of the swampscapes towards farming and traversal. Indeed they are remarkably quick to adapt to post-conflict restructuring and restoration, with armed vehicles and weapons rapidly being converted to civilian transports, haulage machines and tools.

    They do however maintain a ready understanding as a people that when conflict cannot be avoided, all elements of their society must prepare to hunker down and make ready for battle, and view any passage of life as an act of sacrifice for their people and land; hence the common phrase 'Given to the soil' being used to describe death with respect.

    The Olothons' unique understanding of the marshlands over generations has granted them the means to farm them for food, Stalkrushes and Redbloom plants provide generous seedlings and fruits that form the staples of Olothon broths and platters. While some may occasionally wish to indulge in the meats of Treefisk (Tree-climbing omnivores with large, fleshy disks upon their backs, similar in profile to a Tortoise), the Olothons' small stomachs and natural endurance does not owe well to generously sized meals, and as such, Treefisk is oft-prepared as a delicacy.


    Spoiler: Kaluron Surivans
    Show

    'What do you call a Fishing Trip on Kaluron? Civil War!'

    The Kaluron Surivans are as sharp a contrast to their neighbours as their home system belies, for they are primarily an ocean-bound people. This can be evidenced by their smooth Aqua-Blue and Emerald-Green skins, tipped with dorsal shoulder blades and minor webbing about the hands and feet. The average Kaluron can be expected to carry a streamlined, muscular profile, in keeping with their lives beneath the water surface.

    The Kaluron Surivans define themselves by time-honoured traditions that follow a typical warrior culture, with the customs of honour, dominance, hunting and pride that are part and parcel of such a lifestyle. This is primarily expressed in both their Adulthood riding of ShimmerDrakes (A Deepwater Reptile that is capable of sustained gliding, thanks to its large flared fins that function as wings, and powerful leaping ability from the water), and partaking in regular hunts of the overland Herbivores that roam freely.

    Strength and Dominance of their environment is rife in every aspect of the Kaluron people, exhibited by their ability to filter water through their glands and thrive in pools of pollutants, as well as their eager seeking of combat through personal duels and hunting deep predators. Their great crystalline cities and fissure harvesters stand as testament to their mastery of the world around them, and their confidence in living through transparent structures.

    From legends of the greatest shatterspear throw to the '100 days at Land', it is clear from the gathering talks and martial speeches, that the Kalurons seek ever greater challenges and obstacles to further define their people, limited only by their inclination towards the water. They place a great pride in pushing their boundaries and exploring unfamiliar terrains, land and space being key among their ambitions. As such, they make for fearless soldiers, pioneers and explorers.

    As opposed to their Olothon cousins, Kalurons adorn their greatest and strongest with adulation and martial worship, considering any loss of Kaluron life to be a devastating and monumental loss of strength. To admit defeat or acknowledge an impossibility is considered brazenly offensive in Kaluron society, and they look upon loss as a challenge to their collective species, taking honourable outrage on behalf of their brethren. It is thusly appropriate to consider a Kaluron the very best of friends, and the very worst of enemies.



    Spoiler: Magoron Surivans
    Show


    'They'd have a fascinating history, if they weren't constantly making it up'

    Deep into the cluster networks, the under-caverns and the floating smoke cities, lights cascade over the Magoron people, for they live under a constant rule of flashing beams, explosions of fire and choruses of delight. Lights paint a marvellous picture across the Magoron's body, for they are Alpine and Pale in colour like a living canvas, and being the most changeable of Surivans, the artistic angle is appropriate.

    Magorons are generally blessed with dextrously long fingers and the most supple of limbs, able to contort to bizarre degrees and providing an incredible level of flexibility and gripping strength. It is no coincidence that Magorons enjoy being capable of climbing sheer vertical faces, performing the most exuberant and spine-creaking of dances, and juggling precision tools that'd have their cousins seething with confusion.

    Magoron people are as much a blend of the unusual and practical as their home planet, while they delight in harnessing the ferocious fire spouts above ground for fuel and the delights of gases they provide, inventing increasingly complicated and clever tools and systems to make use of these resources. They are also famed among the Unity for having the most free-wheeling and joyous culture, expressing themselves through great artistic works of smog-paints, contortion-rock climbing, and body modification.

    Aesthetics and the pursuit of uniqueness ever drive Magoron culture onwards, with little regard for convention or practice, hence the multi-coloured, multi-engined and varying designs of thrust-sleds that barrel, twist and arc between their cities and factories. The gouts of sulphates that clog the gasbars and the denizens boasting an all manner of markings, metalgrafts, cylinders and automated gas-tanks strapped to their bodies. The saying often goes that Magoron is consistently inconsistent, with inventions, customs and fashions dropping at a moment's notice if a trend becomes too apparent.

    Magoron culture lends itself brilliantly to those with a hedonistic or artistic slant, providing for many appetites, this is benefitted by a world with little in the ways of natural conventions, save the presence of any true animal threats to the natives. This has allowed Magoron Surivans to flourish in an environment of creativity and without threat of persistent war or strife. If anything it has fostered a spirit of 'friendly one-upmanship'; to invent a particularly garish auto-cylinder that a dancer could comfortably wear would absolutely draw applause and admiration, shortly before a competitor would arrive and announce that his or her device is better.

    Unsurprisingly, safety concerns on Magoron are somewhat low on the list of priorities, beneath the great pursuits of invention, tasty gases and impressing that Magoron girl with the fancy spray-gauntlet.




    Spoiler: Alozon Surivans
    Show


    'We looked to the Moon for glory, they looked to the Galaxy'

    Upon the shifting plains of the Alozon moon, residing within their spiralling tower-cities of moonstone, marble and ice, the Alozon people almost meld with the moonlit backdrop, for they are of a silvery, glassy composition, appearing amongst all Surivans as if they were sculpted or gently carved into being. To their Planet-Born cousins, they are held up as the pinnacle of Surivan beauty, liquid in their movements, fair in their dress and appearance, and ultimately born into wisdom.

    The expectation of their cousins holds true for the people of Alozon, they are graceful and composed for natives to such a capricious world, and is claimed that their wisdom and patience is derived from witnessing the temporal nature of their moon. Ostensibly, the Alozon people are considered the great thinkers and philosophers, gazing beyond the barriers of their system, perhaps it is why they have built such marvellous spires, not merely to ensure they do not lose their way, but so they might be a little close to space itself.

    The Alozon people are trusted amongst their brethren as having the most balanced of perspectives, bridging the gaps in language and diplomacy between worlds, for lack of conflict and misunderstanding on their own. One might imagine that the Alozons that carve their philosophies and tend to the fauna-fields of the shifting planes, with their gentle repose are above conflict and the petty concerns of tribalism.

    This holds true at a surface level, Alozons in their position of respect and authority delegate and resolve through fierce and spirited debates, contending ideological opposition as a point of personal pride. However, far from the resolutely apolitical Magorons, the Alozons hold ideological schools as pride and sanctity, believing steadfastly in their most absolute duty to educate and convert their peers. And it is this underlying drive to be viewed as the victor, that their dark, frightening natures are exposed.

    As such, they are intrinsically haughty in debate, and if under the impression that their opponent is not as skilled a debater, are quick to anger and take cold offense at any challenges to their views. The respect of an Alozon debater is only ever fleeting and temporary, before fresh challenges and rebuttals follow. An Alozon Surivan is most secure when comforted by devout followers, and is openly viewed to be a moral or political favourite amongst their fellows. It is no surprise that intrigue follows with their politics, and their ambitions are backed by holding incredible grudges, and seeking popular support at all costs.

    Violence is not an uncommon means of resolution for Alozons, though it is often by proxy, for their composure is considered as important as their righteousness, and it is ultimately far more preferable in Alozon culture to convert, rather than destroy their greatest enemy. In this, they find a counterbalance to their internal tempestuousness, and are exceptional at delivering a speech while the mask of serene beauty, with gritted teeth.






    Spoiler: Philosophy
    Show



    'Tell them of ghosts and they'll think you snorted too much Bang-Gas'


    The Surivan Unity has never truly been defined by any great Religion or Creed, save for system-local folklore and tales, the commonality between the Surivan peoples is the lack of any faith in great spirits or vague concepts of deities, the Surivan people define themselves first and foremost by their bonds with the world around them, and their own physical evolution.

    Some might espouse the view that it is through lack of exposure to faith or such ideas, that the Surivans have simply never contemplated the existence of higher powers, and that in light of that, they may be open to receive such suggestions. The results of missionary efforts may be greatly varied and unexpected.




    Spoiler: Government
    Show


    'By Unity, Guidance, Understanding, Discourse, Harmony'

    The Government of the Surivan Unity is a semi-Federalised structure that provides for representatives of all four inhabited systems, whom are each accountable to their home systems' councils. These representatives are key in bringing forward the concerns of their home systems, ruling on home affairs, and enacting the legislative will of the Leader of the Unity, who functions as an autocratic head of state.

    The Unity Conclave is located on Alozon, at the very heart of the greatest Spire City, named for Conclave.


    Present Head of the Unity:

    Grand Arbiter Sliris (Olothon)

    The present Grand Arbiter has held his seat for the past 15 years, and has overseen increasing industrial expansion and resource production across the Unity, passing Major Standardisation Laws during his tenure has seen harmonisation across the domestic systems, providing excellent economic and political benefits to the Unity. What remains of his Personal Mandate is to encourage further space exploration and increase the Surivan Unity's understanding of the outer Galaxy. As such, Sliris is widely viewed as an Intellectual and an Industrialist, foreseeing no major conflicts that might rock an otherwise extremely stable tenure.


    Spoiler: Grand Council
    Show


    'One day, you'll be squabbling with them, and if you're lucky they might elect you'

    Each system forms a Grand Council as its centralised representative body, with 40 Speakers locally elected to provide planetary representation for the peoples of the Surivan systems. Crucially, these Grand Councils are not Governments, and do not have powers of legislation, but they have the rights and abilities to act as Judiciaries and rule on strictly local matters and disputes, setting only minor, local precedents that are not enshrined in law.

    The Grand Councils' biggest contribution to the Central Government, is providing 3 'Adjudicators', selected by rounds of ballot voting, who are then dispatched to the Unity Conclave, where they are given the means to beseech the Head of the Unity for legislative rulings and changes to laws.

    The respective Grand Councils usually hold session with their appointed Adjudicators every calendar month, and may hold indicative votes as to the mandate they wish their Adjudicators to present or negotiate at the Unity Conclave. Given that Adjudicators are usually balloted in as senior Speakers or Surivans who are particularly respected in the political spheres, they often hold a very in-house, cordial relationship with the Grand Council to whom they are accountable.

    Each Grand Council holds local elections every six years, unless a simple majority votes to dismiss the Council sooner, and it has been the occasion in past generations that at least one Grand Council may have undergone a radical political shift, in-line with domestic issues or changes. When this has occurred, on more than one instance, a Council has voted to recall their Adjudicators, and summon new ones.



    Spoiler: Adjudicators
    Show
    'Call them idealists and they'll take offense, call them crooked and they'll invite you to sup Vel-Gas and do business'

    The 12 Adjudicators that represent their Grand Councils do so as a trio, and are elected at the same time, for the same term, typically for ten years. Adjudicators may be re-selected for following ballots, and there is no limit to number of sequential terms. This can in practice lead to some examples of extremely long-lasting statesmen, providing of course that they continue to hold the trust of their Grand Councils, and are not dismissed from the Conclave.

    Their primary function in Government is to put forward the concerns, expressions and desires of their domestic peoples, both to each other, to the Head of the Unity and his or her Scribes. And are granted in their offices the power to legislate and amend 'Minor Laws', these laws are called as such owing to their temporary nature or specificity, and usually are clarified as such by the Scribes.

    In this capacity, Adjudicators have a considerable ability to make wide-reaching changes and reforms to benefit their Grand Councils and respective peoples, but owing to the nature of these legislative changes and the voting requirements of the Conclave, must frequently reach consensus and compromise to do so. Proposing or amending a Minor Law requires 7 of the 12 Adjudicators to vote in support of a proposal, before the Scribes will accept and add/amend this proposal, therefore, Adjudicators must frequently barter and negotiate an agreement that will benefit multiple systems to achieve their own ends.

    Favours and bribes have oft-been accepted as a part of the Conclave's system, the Scribes have historically taken a relaxed view of such behaviour; in knowing that each legislative change is published for each Grand Council to rigorously scrutinise, and any unfavourably deals that have been made will undoubtedly come to light and end careers, if the Councils find them wanting.

    A brake on what could be a corruptible system of changes is that of the Head of the Unity, who retains the power and right to intercession, which involves rejecting the Minor Law proposals and submitting them to a 'Total Required Vote', in which case all 12 Adjudicators must vote in favour of these proposals, or they are discarded and unable to be resubmitted to the Scribes without significant changes. This has been invoked on many occasions where the Head of the Unity has either taken personal disagreement with Minor Law changes, or has been successfully beseeched by opposing Adjudicators to force a Total Required Vote.

    This system of Total Required Vote also comes into play with Major Law Proposals, which are denoted by their permanency or significant impact to the legal system, in which the Adjudicators may attempt to initiate a Major Law Proposal to the Head of the Unity. Without all 12 votes in favour, the Scribes will reject any proposal for Major Law, as precedent follows that the Head of the Unity is usually expected to submit Major Law Proposals, in which case only 6 Adjudicators are required to vote in favour of before the Scribes accept the Proposal into Law. If an Adjudicator-initiated Proposal for Major Law does meet the Total Required Vote, it then falls to the Head of the Unity to provide the casting decision for the Scribes to act upon, with the Head of the Unity free to accept the Proposal or discard it.

    The significance of Major Law Proposals falls under public perception and political etiquette, Adjudicators only in very rare circumstances are expected to submit Major Law Proposals, as this mandate usually is the purview of the Head of the Unity. Similarly, a Major Law Proposal put to the Adjudicators is rarely expected to be voted down, what has followed in such exceptions has been political scandal, and the dismissing of the Conclave, as the Head of the Unity may invoke at any time, usually with the expectation that the next Conclave prove more agreeable.

    Likewise, for Minor Law Proposals, it falls under a matter of trust from the Head of the Unity, that Adjudicators can be expected to pass Minor legislature that does not cause significant political upset or turmoil, without requiring intercession. On this basis a relationship of mutual respect for offices of responsibility is usually established.



    Spoiler: The Grand Arbiter
    Show


    'Twelve shouting heads, Ten scribbling hands, One ruling foot'

    The Head of the Unity is appropriately named, and as the highest executive in the Unity Conclave is chosen exclusively by an 'Opposed Ballot' through the Adjudicators, this entails the 3 Adjudicators per System unanimously selecting an Arbiter Candidate. These Candidates may be either Adjudicators or Speakers from their respective Grand Councils, in which case if the former stands as Candidate and wins, that System's Adjudicators return to their Grand Council for re-election and to fill the vacant seat.

    The Candidates are then presented to the Conclave, and given the right to address the Adjudicators, where they are expected to establish their ambitions for the ruling office, their qualities for rulership and any major points of Law changes or Galactic Policy. After this process, the Adjudicators are allowed a single vote each for any Arbiter Candidate except their own nominated Candidate, meaning no Candidate can ever gain all 12 votes of the Conclave. This creates a dynamic where the Arbiter Candidates do not make speeches for their own Adjudicators, but seek instead to win support from their opposites, in any event, the Arbiter Candidate with the most votes wins.

    In the event of any ties in the votes, the Candidates with the fewest votes are removed from the process, and another vote is held with the same restrictions applied, subsequent ties are then broken up with additional addresses by the remaining Arbiter Candidates to break the dead-lock in their favour.

    The winning Grand Arbiter then is expected to select a chamber of Scribes, who act both as ministers and legislative clerks in the Unity Conclave, with usually 10 Scribes considered a sufficient number to handle the relevant offices of state and cater for law-making in the Conclave. These Scribes are accountable only to the Grand Arbiter, and may be dismissed and appointed at the Grand Arbiter's leisure, for they are charged to carry out the will of the Grand Arbiter in office.

    The term of the Grand Arbiter comes to an end only when the Grand Arbiter dies in office, chooses to resign, or is declared medically incapable of ruling. For the lattermost provision, if the Grand Arbiter is temporarily indisposed, his or her Scribes must appoint amongst themselves a High Adjutant, who is granted emergency powers of the Executive and is expected to continue to enact the Grand Arbiter's personal mandate, until the Grand Arbiter is able to resume their rulership. Otherwise, if the Grand Arbiter is no longer capable of rulership, the High Adjutant is charged to immediately summon a new round of Arbiter Candidates.

    As the title implies, the Grand Arbiter is the ultimate power in the Surivan Unity, and is culturally depicted as the apex of Responsibility, Wisdom, Decisiveness and Foresight. To question the appointment of a Grand Arbiter is extremely discouraged, and irrespective of the mandate a Grand Arbiter wishes to pursue, it is widely held by Surivans, that the Grand Arbiter's designs are ultimately for the benefit of the Unity, no matter how obscure or unknowable the means or outcomes may be. The Grand Arbiter is reflective of the Unity's ambitions and ideology at any given time, and the Surivan people look to the Grand Arbiter as the symbol and pride of their efforts, much as an Earth Commoner might have once gazed upon the Divine Right of Kings.









    Spoiler: Resources
    Show


    'HyperGas, powering the braziers at home, and the rockets that protect your home!'

    The Surivan Unity draws from it's most common, and significant resource produced on all it's systems, every Surivan system has both the raw means to draw natural gases, refine them and process them for just about any application imaginable. But since the formation of the Unity, and the increasing unification of industrial and spacefaring efforts, ultra-refined Gases have been applied as Fuel Propellants. The Surivans have been so intrinsically involved with and experimenting with reactive gases, that they have been producing specialised gases for Propellant systems since the very first Unity Conclave formed, these Propellant Systems are extremely powerful for their size, and manufactured in huge quantities for Sky-ships, small space craft, and munitions such as guided rockets and smart missiles.

    Resource: HyperGas Propulsion Engines


    The Unity is always looking for further Natural Gas deposits to acquire and consume, for both military and domestic consumption, be it through establishing refinement stations on Gas Giants, drilling through miles of planetary crust, or sticking a cheeky suction pump on someone's exhaust.

    However, the most key resource demand is advanced electronics, while Gases and Metals are plentiful supply in the Surivan Unity, even the most refined of propulsion systems, fuel generation and lighting requires a more precise form of control than analogue systems provide for. The Unity's crude means of electrical generation is primarily gas-produced, and not used in sophisticated applications beyond domestic power and communications, electrical control modules, advanced battery technology and electrical wire guidance systems would provide an enormous leap for the Unity's technological progress


    Resource Needed: Advanced Electronics




    Welcome to Axiom, fellow galactic explorer!

    The GMs of the game should get back to you soon, but I thought I should make sure you aren't left hanging any longer.

    You've definitely arrived at an interesting time in the game. Right now, there are a handful of power blocs that you should probably be aware of. The Uplift Chorus is a faction of followers of the One, currently the largest and most powerful religion in the game. They're mostly concentrated in the northeast, although they have some influence in the west as well. Important nations: TZH, RTH, UNN, DCC. Located at the western edge of the galaxy are the Mier Formica, a race of hive-minded ants which are currently among the most powerful diplomatic nations in the game. They have influence in the northwest, due to the TMC, their vassal. They also are on friendly terms with the Kronin and their vassal NDA. The Kronin are a strong military contender, and just recently obliterated the army of the CBS, their neighbors to the north. On the southern side of the galaxy, there are the Vilari, heads of the Star League. Along with their vassals ETH and FCO, and a handful of allied powers, the Star League aims to bring peace and cooperation to the galaxy, although so far they haven't had much luck (). Northwest of the Vilari are the Wardens of World's End, the current leaders and most devoted members of the Core Patrol. The Core Patrol, which is technically aided by most of the player nations, is devoted to the containment and eradication of the Same, a group of killer robots located in the Core of the galaxy. The Same have been becoming a major concern for most nations at this time; they've been trying to break out of the core, most recently attacking the WWE's capital, and a major effort is underway to attack the Core and eliminate them. In the southeast, which is in my opinion the most interesting region of the map, two major factions are squaring up for a fight. The Nephret Pact, consisting of SYN, ITS, and yours truly as RGH, is the wild card of the game (well, one of them at least). Though dealing with a string of bad luck, they still control about half of the southeast. Their main rival, the Celenian-Ninurtine Alliance, is located in the southern corner of the map. Their borders with the Syndrome have been heating up as of late, and it is likely that a major war could spark up there in the near future.

    That's about it so far. It's all up in the air where you end up starting, but don't get too attached to your starting location! It could end up changing...

    At any rate, welcome to the game! We hope to see you bring some interesting new angles to the game soon! If you have any questions, you can ask them on here, or feel free to send me a PM and we can talk it over.
    Formerly known as the_brazenburn.

    Currently playing Empire!5: Empire in Space as the Rothuun Minotaurs.

    PM me sometime!

  13. - Top - End - #343
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Quote Originally Posted by Hypernaught View Post
    Hello there, was told there was room to join in, sounded right up my street!


    The Surivan Unity



    Spoiler: History
    Show

    'We are fortunate that the first of our peoples who met upon the moon recognised each others' illness, rather than did honourable violence upon one another'

    The Surivan Unity is both the ruling body of a trio of planets and a moon, representing the interests and governance of the races that hail from them, and the universal identity these four peoples share.

    In a historical sense, the Surivan Unity was born of a necessity to prevent inter-planetary conflict, and to promote a close understanding between the closely-related races that hail from these differing worlds. For the centuries that have passed since the Surivan people began to traverse their solar system, crudely shuttling themselves between their homeworlds, the Unity came to define the ambitions of an increasingly unified Solar-Nation, and slowly rose to a station of achievement for any Surivan who wished to take a seat of power and respect in the eyes of their brethren.

    In present times The Unity stands in place of individual nations upon the planets, having been eventually considered as the next progression in forms of government and identity, a once bitterly contested view among the individual Surivan people when they first crossed the boundaries of their own local orbit. Significant efforts were undertaken by the most venerable families and former rulers of nations, to rally the support of their brethren during this transitional period. For the purpose of recognising the dangers of inter-planetary war, and the absolute benefits of unification in light of preventing these dangers.

    The Unity in local revisionism has thus become a keystone chapter in the progress of the Surivan people, and is spoken of as the distinct moment in which the disunity and fragilities of four neighbours were joined in strength and purpose, granting it a validity in Surivan history as the beginning of an Age of Enlightenment and Cooperation.

    What passes before the Unity varies according to each individual system and respective peoples' history, though they share the obvious overlaps of planetary conflicts, struggles between land-nations, increasing consumption of resources, expanding populations and a growing interest in the opportunities beyond their own skies. It was indeed not until the dawning of early space travel, that the individual Surivan planet nations happened upon one another in the midst of their own space races. History tells it that the Prime Delegation met upon the moon to establish contact and broker peace between the three Planets, only to be further rocked when joined by natives of that moon, who in sharing less of the closeness between the planets, were naturally suited to mediate.


    Spoiler: Terrain
    Show


    Star System - Cordorus
    Wolf-Rayet Star
    'Can a race truly be won if we didn't know where the finish line lay?'



    The Home System of the Surivan Unity, Cordorus features a mixture of Gas Nebulae that swamp nearly half of the solar system in translucent blankets of dull green and copper, some of which drift upon the stellar winds over a concentrated asteroid thicket close to the Star itself. On closer inspection, this thicket is the result of a shattered planetary body, having collided with a super-asteroid. The rest of the known system comprises three planetoids within fairly close stellar proximity, behind which looms a sole Gas Giant with a single, large moon in orbit. The sheer size and energy of the Star itself ensures that the Planets that do are not orbited by moons still have sufficient light, in slower rotations than the Sol system, though with no less capacity to support life.

    Spoiler: Cordorus 1 - 'Olothon'
    Show


    Olothon is a musky and smoggy planet, engulfed in winds of toxic gases that drizzle the swampy lands beneath with sizzling rain. The landscape is a consistently murky quagmire of mucky foliage, deep mudpits, gas fissures and crater-marked plains, the result of what may have been a devastating war in years gone by, comparable in destruction to the Earth's first Great War. No great oceans are apparent upon the surface, with the largest of water bodies being lakes some hundred Earth miles long, and these great pools are a thick, sludgy brown which defy natural light.

    Some breaks in the bleak darkness can be observed with the odd flash of purple and red Swampfires that burn for days on end at seemingly unpredictable intervals, eating up the natural wastes and decay as they cascade the flickering lights throughout the forests, visible from many miles away. In addition, civilisation can be picked out by the stilt-towns, metalled bunkers and forest gantry-ways, lit with an array of gas lamps, firetubes and landing lights. The townships are often thickly set within the muddy forests, suspended from the swamps or from the trees, though some smaller stone-built dwellings can be observed nestled between stretches of plains that form farmlands.




    Spoiler: Cordorus 2 - 'Kaluron'
    Show


    Kaluron stands contrary to it's two sister planets, as from the approach it would appear to be a watery, temperate planet, split in many ways by majestic, pearlescent oceans of silver and cyan. With landmasses of generous greenlands, topped with rolling hills, shear cliffs and sparkling beaches of white sands. Yet this is the mere dressing of the planet, the surface is dotted with great clumps of wildlife, various flying creatures and mammalian-esque herbivores roam wild and free, unmolested by civilisation and the progress of sentients.

    At least, until those sentients rise from the oceans atop shimmering mounts, for it is within the oceans and upon solitary isles that they dwell, in great cities of underwater crystalline and coral. These settlements can be viewed quite clearly if one were to fly above the water's surface, for even at great depths, the visibility is exceptional, in no small part owing to the extremely slow rate of water evaporation, ensuring that the surface is rarely troubled by cloud cover and storms.

    The Oceans are where the true diversity of Kaluron can be made apparent, from the differing cities with their own colourations and differing crystal formations, all lit with cascades of sealamps and luminescent stones. They are separated by large sea-trenches, whirlpool fields and deepwater caverns that lead towards the depths of the planet. The surfaces of the oceans are often calm, but can be frequently disturbed by noxious spouts from underwater vents, and even pseudo-volcanos that ooze discoloured sulphates miles beneath the surfaces.





    Spoiler: Cordorus 3 - 'Magoron'
    Show


    A hellish, ashen world of crags, smokepits and mountains of obsidian-like stone, Magoron has not the thick shadows of Olothon or the glistening crystal of Kaluro, but presents a face of burnished rock and sputtering green fires. The surface is as barren as it is pock-marked and poisonous, save for a number of deep-bored tunnels that sit more than a mile deep, ringed by lights and sooty structures.

    Deep within these pits, and the networks that are as wide reaching and intricate as a spider's web, are the bedrock homes, hex-stone factories and marbled frontiers of the natives to this world, for as much personal preference as safety; the understone is far softer and more malleable to tools and machinery, and the surface is frequently blighted by smokespouts.

    Beneath the surface are chasms wide enough to accommodate even the largest of flying vessels, and there would be plenty of room for them to land within the spire-ringed settlements, which are nestled in varying verticality, some float freely amidst the deep rockpools as island-cities, whereas others are suspended by radiant spikes. Some settlements are said to even float upon the abyss draughts, powerful enough to suspend incredible amounts of matter for unknowable lengths of time. It is by the strange grace and harnessing of the ashpits, and the floating sporelights, that these cities are never without light.




    Spoiler: Cordorus 4 - 'Unaxur'
    Show


    The aforementioned gas giant looms behind the trio of planetoids in the Cordorus system, and could comfortably engulf all three of them with room to spare. It is significant to a visitor only in it's size and for the bright yellow electrical storms that crackle across the varying bodies of gases, and often result in rippled explosions around the layers of the giant itself.




    Spoiler: Cordorus 4A - 'Alozon'
    Show


    The singular moon of the know Cordorus system is a planet-like Moon of a similar composition and density to the Sol Moon named Titan, albeit with a higher surface temperature and a less opaque atmosphere. Alozon is something of a radiant looking world, with a distinctly metallic pallor that results in bodies of water and translucent ground formations presenting a flattering colour refraction. The almost gentle composition of land, with natural stone and ore smoothly interlocking as if sculpted, belies the sudden and capricious nature of the tectonic behaviour of this moon.

    It is a common feature for Alozon's coldest ice-lakes to bubble and split, signalling the beginning of a tectonic shift, though unlike the more violent movements typically expected, the plates of the moon slide apart significantly quicker and smoother. This results in an ever shifting painting of moon pools, light-cascading rock and fronds of fauna re-arranging up to several times in a standard year, making navigation somewhat tricky as waterfalls become lakes, lakes slide beneath undulating fields, and oceans split into rivulets of stream from the birth of islands and causeways.

    Such is the gentle and pliable nature of the environment, that structures upon this world are grandiose, tall, and unmistakeable as landmarks. So that even if the spiralling tower-cities are floating upon a crimson river, or softly riding the crest of a shifting moorland, they can always be seen from some temporary corner of Alozon, where their beacons and braziers refuse to be snuffed out by earth or water.






    Spoiler: People
    Show

    'Never was I more disturbed than to learn that first contact amounted to criticising each others' flavour of gas, like some stately parlour!'


    The Surivan Unity benefits the most for the shared genus of it's people within the Cordorus system, as the Surivans, initially separated by system, and acclimating to their homes as Nature demands, remained biologically related on many levels. This has enormously benefitted both the climate suitability, resource sharing, language harmonisation and cultural friendship.

    For even as each Surivan home race has it's own unique environmental adaptations and customs, the Surivans all share a number of extremely important traits:

    Surivans are a variant of Bipedal Humanoid, slighter and on average smaller than the standard Homosapien, though they share some Mammalian characteristics, they are Bi-gendered, reproduce with live infants, and feature hair. However, they divulge in that they do not produce nutrients or lactate for their young. In most other aspects, they are similar in terms of sexual characteristics, maternity and lifespan, though the average Pregnancy in contrast to Humans averages only 5-6 months. Lifespan can exceed Earth averages, with the oldest Surivan in recorded history having reached 143 years of age, though Surivan longevity follows no trend towards either sex.

    The most fundamental characteristic of the Surivans is that they primarily breathe and convert air molecules into blood-purifiers through glands, which are found in multiple sets along the length of their windpipe, and occupy their small lungs, of which they have 4. What this means in practice is that Surivans primarily breathe in air compositions that would be considered toxic or extremely damaging to Mammalian lungs, as their glands are naturally equipped to filter through an extraordinary variety of poisons, gases and liquids to supply their bloodstreams with the necessary purities and energy.

    Naturally this leads to a environment-induced seeking of different gases and air mixtures to both adequately supply their blood-enriched organs, and to induce different sensations and flavours to their brains. Surivans have evolved to develop an incredibly discerning taste for inhaling different qualities and densities of gases and smokes, which is reflected across both their home environments, and culture. This overriding requirement to seek gas-rich environments has driven the societal and technological progression of all Surivans since they first gained Sentience.

    For comparison's sake, Surivans would generally find Earth's atmosphere to be unnecessarily high in Oxygen, which in moderate amounts induces nausea and fatigue in the average Surivan, and while capable of surviving in such an atmosphere, would find it almost repulsive to do so.

    Spoiler: Olothon Surivans
    Show

    'Under the Moonlight, I shot them dead, under the Starlight, I drank broth and smoked Red-Gas with them'

    Of all Surivans, the natives of Olothon are the most lean and dogged of people, accustomed to the demands of shattered terrain, harsh storms and tempered by wars. Most notable for their smoky pallor and customary mask-wear, the Olothon Surivans look very much the image of a masked race of hardy survivors and mechanically-inclined conscripts.

    These masks are both applied in a consumer and military sense, resembling conventional Gas filters, albeit containing multiple capsules of differently coloured gases, which with a simple twist of a capsule can be released into the mask. In a military application these would be used as performance enhancements, painkillers and even sustenance. In peacetimes, the application of these capsules trends more towards the indulgence of the senses for high-society Olothons, flavour boosts and conventional medicinal aids for workers and commoners.

    Although the Olothon Surivans have indeed experienced a frightening exposure to total warfare, and retain a fairly lax attitude to death. They are reputed to be the Surivans with the strongest aversion to conflict, instead preferring to focus their mechanical skills and knowledge of the swampscapes towards farming and traversal. Indeed they are remarkably quick to adapt to post-conflict restructuring and restoration, with armed vehicles and weapons rapidly being converted to civilian transports, haulage machines and tools.

    They do however maintain a ready understanding as a people that when conflict cannot be avoided, all elements of their society must prepare to hunker down and make ready for battle, and view any passage of life as an act of sacrifice for their people and land; hence the common phrase 'Given to the soil' being used to describe death with respect.

    The Olothons' unique understanding of the marshlands over generations has granted them the means to farm them for food, Stalkrushes and Redbloom plants provide generous seedlings and fruits that form the staples of Olothon broths and platters. While some may occasionally wish to indulge in the meats of Treefisk (Tree-climbing omnivores with large, fleshy disks upon their backs, similar in profile to a Tortoise), the Olothons' small stomachs and natural endurance does not owe well to generously sized meals, and as such, Treefisk is oft-prepared as a delicacy.


    Spoiler: Kaluron Surivans
    Show

    'What do you call a Fishing Trip on Kaluron? Civil War!'

    The Kaluron Surivans are as sharp a contrast to their neighbours as their home system belies, for they are primarily an ocean-bound people. This can be evidenced by their smooth Aqua-Blue and Emerald-Green skins, tipped with dorsal shoulder blades and minor webbing about the hands and feet. The average Kaluron can be expected to carry a streamlined, muscular profile, in keeping with their lives beneath the water surface.

    The Kaluron Surivans define themselves by time-honoured traditions that follow a typical warrior culture, with the customs of honour, dominance, hunting and pride that are part and parcel of such a lifestyle. This is primarily expressed in both their Adulthood riding of ShimmerDrakes (A Deepwater Reptile that is capable of sustained gliding, thanks to its large flared fins that function as wings, and powerful leaping ability from the water), and partaking in regular hunts of the overland Herbivores that roam freely.

    Strength and Dominance of their environment is rife in every aspect of the Kaluron people, exhibited by their ability to filter water through their glands and thrive in pools of pollutants, as well as their eager seeking of combat through personal duels and hunting deep predators. Their great crystalline cities and fissure harvesters stand as testament to their mastery of the world around them, and their confidence in living through transparent structures.

    From legends of the greatest shatterspear throw to the '100 days at Land', it is clear from the gathering talks and martial speeches, that the Kalurons seek ever greater challenges and obstacles to further define their people, limited only by their inclination towards the water. They place a great pride in pushing their boundaries and exploring unfamiliar terrains, land and space being key among their ambitions. As such, they make for fearless soldiers, pioneers and explorers.

    As opposed to their Olothon cousins, Kalurons adorn their greatest and strongest with adulation and martial worship, considering any loss of Kaluron life to be a devastating and monumental loss of strength. To admit defeat or acknowledge an impossibility is considered brazenly offensive in Kaluron society, and they look upon loss as a challenge to their collective species, taking honourable outrage on behalf of their brethren. It is thusly appropriate to consider a Kaluron the very best of friends, and the very worst of enemies.



    Spoiler: Magoron Surivans
    Show


    'They'd have a fascinating history, if they weren't constantly making it up'

    Deep into the cluster networks, the under-caverns and the floating smoke cities, lights cascade over the Magoron people, for they live under a constant rule of flashing beams, explosions of fire and choruses of delight. Lights paint a marvellous picture across the Magoron's body, for they are Alpine and Pale in colour like a living canvas, and being the most changeable of Surivans, the artistic angle is appropriate.

    Magorons are generally blessed with dextrously long fingers and the most supple of limbs, able to contort to bizarre degrees and providing an incredible level of flexibility and gripping strength. It is no coincidence that Magorons enjoy being capable of climbing sheer vertical faces, performing the most exuberant and spine-creaking of dances, and juggling precision tools that'd have their cousins seething with confusion.

    Magoron people are as much a blend of the unusual and practical as their home planet, while they delight in harnessing the ferocious fire spouts above ground for fuel and the delights of gases they provide, inventing increasingly complicated and clever tools and systems to make use of these resources. They are also famed among the Unity for having the most free-wheeling and joyous culture, expressing themselves through great artistic works of smog-paints, contortion-rock climbing, and body modification.

    Aesthetics and the pursuit of uniqueness ever drive Magoron culture onwards, with little regard for convention or practice, hence the multi-coloured, multi-engined and varying designs of thrust-sleds that barrel, twist and arc between their cities and factories. The gouts of sulphates that clog the gasbars and the denizens boasting an all manner of markings, metalgrafts, cylinders and automated gas-tanks strapped to their bodies. The saying often goes that Magoron is consistently inconsistent, with inventions, customs and fashions dropping at a moment's notice if a trend becomes too apparent.

    Magoron culture lends itself brilliantly to those with a hedonistic or artistic slant, providing for many appetites, this is benefitted by a world with little in the ways of natural conventions, save the presence of any true animal threats to the natives. This has allowed Magoron Surivans to flourish in an environment of creativity and without threat of persistent war or strife. If anything it has fostered a spirit of 'friendly one-upmanship'; to invent a particularly garish auto-cylinder that a dancer could comfortably wear would absolutely draw applause and admiration, shortly before a competitor would arrive and announce that his or her device is better.

    Unsurprisingly, safety concerns on Magoron are somewhat low on the list of priorities, beneath the great pursuits of invention, tasty gases and impressing that Magoron girl with the fancy spray-gauntlet.




    Spoiler: Alozon Surivans
    Show


    'We looked to the Moon for glory, they looked to the Galaxy'

    Upon the shifting plains of the Alozon moon, residing within their spiralling tower-cities of moonstone, marble and ice, the Alozon people almost meld with the moonlit backdrop, for they are of a silvery, glassy composition, appearing amongst all Surivans as if they were sculpted or gently carved into being. To their Planet-Born cousins, they are held up as the pinnacle of Surivan beauty, liquid in their movements, fair in their dress and appearance, and ultimately born into wisdom.

    The expectation of their cousins holds true for the people of Alozon, they are graceful and composed for natives to such a capricious world, and is claimed that their wisdom and patience is derived from witnessing the temporal nature of their moon. Ostensibly, the Alozon people are considered the great thinkers and philosophers, gazing beyond the barriers of their system, perhaps it is why they have built such marvellous spires, not merely to ensure they do not lose their way, but so they might be a little close to space itself.

    The Alozon people are trusted amongst their brethren as having the most balanced of perspectives, bridging the gaps in language and diplomacy between worlds, for lack of conflict and misunderstanding on their own. One might imagine that the Alozons that carve their philosophies and tend to the fauna-fields of the shifting planes, with their gentle repose are above conflict and the petty concerns of tribalism.

    This holds true at a surface level, Alozons in their position of respect and authority delegate and resolve through fierce and spirited debates, contending ideological opposition as a point of personal pride. However, far from the resolutely apolitical Magorons, the Alozons hold ideological schools as pride and sanctity, believing steadfastly in their most absolute duty to educate and convert their peers. And it is this underlying drive to be viewed as the victor, that their dark, frightening natures are exposed.

    As such, they are intrinsically haughty in debate, and if under the impression that their opponent is not as skilled a debater, are quick to anger and take cold offense at any challenges to their views. The respect of an Alozon debater is only ever fleeting and temporary, before fresh challenges and rebuttals follow. An Alozon Surivan is most secure when comforted by devout followers, and is openly viewed to be a moral or political favourite amongst their fellows. It is no surprise that intrigue follows with their politics, and their ambitions are backed by holding incredible grudges, and seeking popular support at all costs.

    Violence is not an uncommon means of resolution for Alozons, though it is often by proxy, for their composure is considered as important as their righteousness, and it is ultimately far more preferable in Alozon culture to convert, rather than destroy their greatest enemy. In this, they find a counterbalance to their internal tempestuousness, and are exceptional at delivering a speech while the mask of serene beauty, with gritted teeth.






    Spoiler: Philosophy
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    'Tell them of ghosts and they'll think you snorted too much Bang-Gas'


    The Surivan Unity has never truly been defined by any great Religion or Creed, save for system-local folklore and tales, the commonality between the Surivan peoples is the lack of any faith in great spirits or vague concepts of deities, the Surivan people define themselves first and foremost by their bonds with the world around them, and their own physical evolution.

    Some might espouse the view that it is through lack of exposure to faith or such ideas, that the Surivans have simply never contemplated the existence of higher powers, and that in light of that, they may be open to receive such suggestions. The results of missionary efforts may be greatly varied and unexpected.




    Spoiler: Government
    Show


    'By Unity, Guidance, Understanding, Discourse, Harmony'

    The Government of the Surivan Unity is a semi-Federalised structure that provides for representatives of all four inhabited systems, whom are each accountable to their home systems' councils. These representatives are key in bringing forward the concerns of their home systems, ruling on home affairs, and enacting the legislative will of the Leader of the Unity, who functions as an autocratic head of state.

    The Unity Conclave is located on Alozon, at the very heart of the greatest Spire City, named for Conclave.


    Present Head of the Unity:

    Grand Arbiter Sliris (Olothon)

    The present Grand Arbiter has held his seat for the past 15 years, and has overseen increasing industrial expansion and resource production across the Unity, passing Major Standardisation Laws during his tenure has seen harmonisation across the domestic systems, providing excellent economic and political benefits to the Unity. What remains of his Personal Mandate is to encourage further space exploration and increase the Surivan Unity's understanding of the outer Galaxy. As such, Sliris is widely viewed as an Intellectual and an Industrialist, foreseeing no major conflicts that might rock an otherwise extremely stable tenure.


    Spoiler: Grand Council
    Show


    'One day, you'll be squabbling with them, and if you're lucky they might elect you'

    Each system forms a Grand Council as its centralised representative body, with 40 Speakers locally elected to provide planetary representation for the peoples of the Surivan systems. Crucially, these Grand Councils are not Governments, and do not have powers of legislation, but they have the rights and abilities to act as Judiciaries and rule on strictly local matters and disputes, setting only minor, local precedents that are not enshrined in law.

    The Grand Councils' biggest contribution to the Central Government, is providing 3 'Adjudicators', selected by rounds of ballot voting, who are then dispatched to the Unity Conclave, where they are given the means to beseech the Head of the Unity for legislative rulings and changes to laws.

    The respective Grand Councils usually hold session with their appointed Adjudicators every calendar month, and may hold indicative votes as to the mandate they wish their Adjudicators to present or negotiate at the Unity Conclave. Given that Adjudicators are usually balloted in as senior Speakers or Surivans who are particularly respected in the political spheres, they often hold a very in-house, cordial relationship with the Grand Council to whom they are accountable.

    Each Grand Council holds local elections every six years, unless a simple majority votes to dismiss the Council sooner, and it has been the occasion in past generations that at least one Grand Council may have undergone a radical political shift, in-line with domestic issues or changes. When this has occurred, on more than one instance, a Council has voted to recall their Adjudicators, and summon new ones.



    Spoiler: Adjudicators
    Show
    'Call them idealists and they'll take offense, call them crooked and they'll invite you to sup Vel-Gas and do business'

    The 12 Adjudicators that represent their Grand Councils do so as a trio, and are elected at the same time, for the same term, typically for ten years. Adjudicators may be re-selected for following ballots, and there is no limit to number of sequential terms. This can in practice lead to some examples of extremely long-lasting statesmen, providing of course that they continue to hold the trust of their Grand Councils, and are not dismissed from the Conclave.

    Their primary function in Government is to put forward the concerns, expressions and desires of their domestic peoples, both to each other, to the Head of the Unity and his or her Scribes. And are granted in their offices the power to legislate and amend 'Minor Laws', these laws are called as such owing to their temporary nature or specificity, and usually are clarified as such by the Scribes.

    In this capacity, Adjudicators have a considerable ability to make wide-reaching changes and reforms to benefit their Grand Councils and respective peoples, but owing to the nature of these legislative changes and the voting requirements of the Conclave, must frequently reach consensus and compromise to do so. Proposing or amending a Minor Law requires 7 of the 12 Adjudicators to vote in support of a proposal, before the Scribes will accept and add/amend this proposal, therefore, Adjudicators must frequently barter and negotiate an agreement that will benefit multiple systems to achieve their own ends.

    Favours and bribes have oft-been accepted as a part of the Conclave's system, the Scribes have historically taken a relaxed view of such behaviour; in knowing that each legislative change is published for each Grand Council to rigorously scrutinise, and any unfavourably deals that have been made will undoubtedly come to light and end careers, if the Councils find them wanting.

    A brake on what could be a corruptible system of changes is that of the Head of the Unity, who retains the power and right to intercession, which involves rejecting the Minor Law proposals and submitting them to a 'Total Required Vote', in which case all 12 Adjudicators must vote in favour of these proposals, or they are discarded and unable to be resubmitted to the Scribes without significant changes. This has been invoked on many occasions where the Head of the Unity has either taken personal disagreement with Minor Law changes, or has been successfully beseeched by opposing Adjudicators to force a Total Required Vote.

    This system of Total Required Vote also comes into play with Major Law Proposals, which are denoted by their permanency or significant impact to the legal system, in which the Adjudicators may attempt to initiate a Major Law Proposal to the Head of the Unity. Without all 12 votes in favour, the Scribes will reject any proposal for Major Law, as precedent follows that the Head of the Unity is usually expected to submit Major Law Proposals, in which case only 6 Adjudicators are required to vote in favour of before the Scribes accept the Proposal into Law. If an Adjudicator-initiated Proposal for Major Law does meet the Total Required Vote, it then falls to the Head of the Unity to provide the casting decision for the Scribes to act upon, with the Head of the Unity free to accept the Proposal or discard it.

    The significance of Major Law Proposals falls under public perception and political etiquette, Adjudicators only in very rare circumstances are expected to submit Major Law Proposals, as this mandate usually is the purview of the Head of the Unity. Similarly, a Major Law Proposal put to the Adjudicators is rarely expected to be voted down, what has followed in such exceptions has been political scandal, and the dismissing of the Conclave, as the Head of the Unity may invoke at any time, usually with the expectation that the next Conclave prove more agreeable.

    Likewise, for Minor Law Proposals, it falls under a matter of trust from the Head of the Unity, that Adjudicators can be expected to pass Minor legislature that does not cause significant political upset or turmoil, without requiring intercession. On this basis a relationship of mutual respect for offices of responsibility is usually established.



    Spoiler: The Grand Arbiter
    Show


    'Twelve shouting heads, Ten scribbling hands, One ruling foot'

    The Head of the Unity is appropriately named, and as the highest executive in the Unity Conclave is chosen exclusively by an 'Opposed Ballot' through the Adjudicators, this entails the 3 Adjudicators per System unanimously selecting an Arbiter Candidate. These Candidates may be either Adjudicators or Speakers from their respective Grand Councils, in which case if the former stands as Candidate and wins, that System's Adjudicators return to their Grand Council for re-election and to fill the vacant seat.

    The Candidates are then presented to the Conclave, and given the right to address the Adjudicators, where they are expected to establish their ambitions for the ruling office, their qualities for rulership and any major points of Law changes or Galactic Policy. After this process, the Adjudicators are allowed a single vote each for any Arbiter Candidate except their own nominated Candidate, meaning no Candidate can ever gain all 12 votes of the Conclave. This creates a dynamic where the Arbiter Candidates do not make speeches for their own Adjudicators, but seek instead to win support from their opposites, in any event, the Arbiter Candidate with the most votes wins.

    In the event of any ties in the votes, the Candidates with the fewest votes are removed from the process, and another vote is held with the same restrictions applied, subsequent ties are then broken up with additional addresses by the remaining Arbiter Candidates to break the dead-lock in their favour.

    The winning Grand Arbiter then is expected to select a chamber of Scribes, who act both as ministers and legislative clerks in the Unity Conclave, with usually 10 Scribes considered a sufficient number to handle the relevant offices of state and cater for law-making in the Conclave. These Scribes are accountable only to the Grand Arbiter, and may be dismissed and appointed at the Grand Arbiter's leisure, for they are charged to carry out the will of the Grand Arbiter in office.

    The term of the Grand Arbiter comes to an end only when the Grand Arbiter dies in office, chooses to resign, or is declared medically incapable of ruling. For the lattermost provision, if the Grand Arbiter is temporarily indisposed, his or her Scribes must appoint amongst themselves a High Adjutant, who is granted emergency powers of the Executive and is expected to continue to enact the Grand Arbiter's personal mandate, until the Grand Arbiter is able to resume their rulership. Otherwise, if the Grand Arbiter is no longer capable of rulership, the High Adjutant is charged to immediately summon a new round of Arbiter Candidates.

    As the title implies, the Grand Arbiter is the ultimate power in the Surivan Unity, and is culturally depicted as the apex of Responsibility, Wisdom, Decisiveness and Foresight. To question the appointment of a Grand Arbiter is extremely discouraged, and irrespective of the mandate a Grand Arbiter wishes to pursue, it is widely held by Surivans, that the Grand Arbiter's designs are ultimately for the benefit of the Unity, no matter how obscure or unknowable the means or outcomes may be. The Grand Arbiter is reflective of the Unity's ambitions and ideology at any given time, and the Surivan people look to the Grand Arbiter as the symbol and pride of their efforts, much as an Earth Commoner might have once gazed upon the Divine Right of Kings.









    Spoiler: Resources
    Show


    'HyperGas, powering the braziers at home, and the rockets that protect your home!'

    The Surivan Unity draws from it's most common, and significant resource produced on all it's systems, every Surivan system has both the raw means to draw natural gases, refine them and process them for just about any application imaginable. But since the formation of the Unity, and the increasing unification of industrial and spacefaring efforts, ultra-refined Gases have been applied as Fuel Propellants. The Surivans have been so intrinsically involved with and experimenting with reactive gases, that they have been producing specialised gases for Propellant systems since the very first Unity Conclave formed, these Propellant Systems are extremely powerful for their size, and manufactured in huge quantities for Sky-ships, small space craft, and munitions such as guided rockets and smart missiles.

    Resource: HyperGas Propulsion Engines


    The Unity is always looking for further Natural Gas deposits to acquire and consume, for both military and domestic consumption, be it through establishing refinement stations on Gas Giants, drilling through miles of planetary crust, or sticking a cheeky suction pump on someone's exhaust.

    However, the most key resource demand is advanced electronics, while Gases and Metals are plentiful supply in the Surivan Unity, even the most refined of propulsion systems, fuel generation and lighting requires a more precise form of control than analogue systems provide for. The Unity's crude means of electrical generation is primarily gas-produced, and not used in sophisticated applications beyond domestic power and communications, electrical control modules, advanced battery technology and electrical wire guidance systems would provide an enormous leap for the Unity's technological progress


    Resource Needed: Advanced Electronics




    As Gaius said, welcome!

    I play the Lyraen Stellar Domain (LSD), which lies right on the edge of that South-East quadrant. I am literally stuck in the corner, right between the Celenian-Ninurtine Alliance. We've signed non-aggression pacts, but I am not affiliated with them. My closest ally is the Grymlan Combine, a group of hyper-active 'SCIENCE!' squirrels who worship a computer and 'SCIENCE!'. However, I also have friendly ties to the Nephret Pact and the Star League.

  14. - Top - End - #344
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    Are we all doing intros? Kay then. The Gelean Empire (and the League of Roses) politically dominates the northern central portion of the map and is currently holding the entire Northern Front for the Core Patrol. Despite a deeply controversial history they are widely politically connected, matter at least secondhand on every galactic stage, and frankly I'm insulted Gaius didn't mention me.
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Quote Originally Posted by BladeofObliviom View Post
    Are we all doing intros? Kay then. The Gelean Empire (and the League of Roses) politically dominates the northern central portion of the map and is currently holding the entire Northern Front for the Core Patrol. Despite a deeply controversial history they are widely politically connected, matter at least secondhand on every galactic stage, and frankly I'm insulted Gaius didn't mention me.
    Well I for one have never heard of you.
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  16. - Top - End - #346
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    And that's Aed, our resident troll. His mealtimes are 7am and 5pm. No other time.
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    Apologies to anyone waiting for the Expo final results: I was not entirely well on Sunday and since then have been travelling for work, so unable to sit down and compute them. I have however come up with the following region writeups on the fly, which are perhaps not ready for approval, but on the other hand I am thoroughly sick of writing "geography" sections so maybe I'll just leave it.

    The Gamalin Sector
    W23

    Spoiler: Stellar Cartography
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    The region now known as the Gamalin Sector is the usual starfield of which the most interesting portion is a white star surrounded by planets notable for a preponderance of desert.

    Spoiler: People
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    The people of the region are generally short and fairly slight. Other than bright-coloured eyes, they appear as fairly normal humans. It is common for both sexes to swathe themselves in cloth, to protect themselves against the harsh desert environment in which the majority of them live, although there are cities with air conditioning.

    Spoiler: Resources
    Show

    When the people of the region first came to explore their system they found themselves regressing to more primitive means of transport, and camels became the principal means of transport, and by far the most common livestock, within the system. Their noteworthy hardiness made them the ideal companions on the arid worlds reached.

    That was until the Bera Plague, which devastated the camel population. It is estimated that upwards of 90% of the camel herd in the region was destroyed, much of it deliberately in order to stop further contagion. Bera combined a high infectiousness with a long gestation period, easy transmission and hosting in other species, and a high mortality rate. So lethal was it to camels that some suspected it had been designed by some malign force to destroy civilisation.

    Civilisation was saved by the intercession of Sarki Jatau, the inventor of the Subspace Camel and founder of the Oxus Corporation. Mechanised camel substitutes had been on the market for some time but none had ever caught on, being generally larger and less reliable than their biological counterparts. The Subspace Camel, however, was designed so that two could occupy the space of a single camel (hence the name) together with being extremely hardwearing, easy to manufacture from local materials, and able to run on nearly any fuel source. Jatau made the design for the Subspace Camel publicly available and soon they were a fixture on every world.

    Since recovery from the Bera Plague, several more marques of Subspace Camel have been released by Oxus, in addition to the Superspace Camel (generally considered a vainglorious failure), the Hyperspace Camel (the prototype for which disappeared on launch) and the Vector Camel.

    Mk1 is still the most common variant and can be seen almost everywhere.
    Mk2 was the spacefaring upgrade to the Mk1. Superior but more expensive to produce, it has largely been supplanted by the Mk5 and Mk8.
    Mk3 was a combat variant, still occasionally seen (especially when converted to civilian use) but now largely obsolete.
    Mk4 was the first version to be fully autonomous and AI-piloted.
    Mk5 was essentially a streamlined and improved Mk2. This is one of the most common variants now seen.
    Mk6 finally abandoned the “subspace” philosophy for a significantly larger frame. Never as popular as the earlier civilian marques it has nevertheless found a number of uses.
    Mk7 was a supercharged variant, and was considered to sacrifice the Camel's trademark reliability for power. It never caught on and original Mk7s are now collectors' items.
    Mk8 was intended as the replacement for Mk2, and combined optional AI piloting with generally better performance. It is now one of the most common marques.
    Mk9 is the combat version of the Mk8, and comprised the majority of the Dominion's fleet.
    Mk10 was a rather larger version of the Mk9, designed to be crewed and for heavy combat support.

    After Mk10, Oxus issued the Mk11, a proprietary variant never released to the public, and after that the linear numerical pattern of marques broke down. Instead of publishing design specifications the corporation switched to in-house manufacture and production run. Some of the more famous models produced since have been:
    Camel X, described by critics as “trying much too hard to be cool”.
    Camel Jatau, a limited-edition run mimicking the very earliest Mk1s with hand-finished elements
    Camel Original, despite the name, an update of the Mk2 design
    Camel C-type, an attempt to create a new “standard” to replace the Mk1
    Camel Camel, a novelty variant produced exclusively in a light brown.
    Camel No Filter, designed to look good in selfies.

    A number of other corporations produce their own versions of the Camel, such as Gaulois, Dromedary, and F#. None of them have obtained the universal appeal of the Camel, although all have their devotees.

    Spoiler: Government and Ideology
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    The educated people of the region conceive an ideology not entirely incompatible with that of the Imperial philosophy, founded in principles of the rule of law and good governance. The seat of this learning, long since converted to a doctrine similar to the Way of the Illuminated Mind, is the Takadama.

    The mild and inoffensive government that resulted was nevertheless insensibly vulnerable to manipulation by those with less elevated principles, and shortly after 217500 fell victim to the improbably named warlord “Madlass Joe”. Perverting the governing ideology to his own selfish ends, the tyrant imposed his will across the system and ruled with disgrace for more than twenty galactic years, until the forcible termination of his rule by the Imperial fleet.

    Since that date the system has had bestowed upon it an Imperial Governor, as with all newly occupied territories, who endeavours to restore the principles lost under Joe. A visit has already been paid to her to the Takadama to speak with its members.


    The second one does not become mine until the end of the round but since I don't think it's possible for anyone else to take it off me in the meantime (barring some truly epic secret action shenanigans) I will post it now.

    The Panuyin Sector
    V24

    Spoiler: Stellar Cartography
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    Despite the presence of a number of stars, there are no immediately habitable planets. While it is not impossible that some might yet be terraformed, many of the stars are cold and dying, and locating a system where life is sustainable will be a challenge.

    Instead, the population reside on the Phi station, a new construction in the heart of the sector. Phi bears a resemblance to former Imperial stations, most notably those in the Twr system, but similarities to the Albigensian are noteworthy. As yet new and without the chance to sprawl, it stands as a symbol of Imperial ingenuity and authority.

    Spoiler: People
    Show

    The people of Phi are all colonists, drawn mostly from Malak but with a significant number of Kuvetli. Given their station-based experience, the Norduin peoples are also much in evidence. Other peoples of the Empire are present in smaller numbers.

    The station is designed for scientific research first and foremost and it has yet to develop much of its own native culture. Instead, and despite the best efforts of well-intentioned station designers, the station has a rather sterile and anodyne atmosphere, enthusiastic décor and multicultural restaurants and recreation centres somehow only adding to that impression.No doubt that will change in time, as successive generations are born on the station.

    Spoiler: Resources
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    The region being barren, its only resource is its people. The researchers have a particular focus on experimenting with Entropic Pearls and other energy sources and consequently have become known as Energineers.

    Spoiler: Government and Philosophy
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    The station is the first colony outside the Maturin Sector to be Imperial from creation, and as such its government may be taken as that of a model Imperial province. The Station Chief, who also holds the rank of Viceroy, is head of the government. The Chief is elected, but is subject to Council approval before taking office. Below the Chief runs a reasonably efficient bureaucracy concerning all elements of life on the station, allowing the researchers to get on with their work with minimal interference.

    There is an academy on the station which calls itself, somewhat prematurely, a University. All posts within the University are in any event occupied by firm subscribers to the (Ninurtine) Imperial ideology.
    Last edited by Aedilred; 2019-11-19 at 06:27 PM.
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  18. - Top - End - #348
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    I'm currently playing the Grymlan Combine a volatile conglomerate dedicated to SCIENCE and, objectively, the best AI in the galaxy called OwO. We're in the south along with LSD. and have friendly relations with my Dipanan Neighbors, and with the slightly less best AI in the galaxy called he Dueneum.

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    First region writeup (yay!)


    Sector W7 - Laria


    Spoiler: Terrain
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    The Laria system has been extensively colonised, with Kazzari colonies on four worlds. The capital is located on Laria Prime, the 4th world from the binary star. This immense planet is riddled deep with canyons & craters, with the native Kazzari living on the plateau tops of enormous spires high above the planetary surface. At the base of the sprawling canyons bubbles magma, the mantle of the planet. Through these canyons, walls riddled with caves and passages, the Kazzari race their gravcraft, utilising liquid Gazmium in a delicate state of flux to power their escapades. Gazmium mining is the primary industry, alongside racing & gravcraft construction, of the Kazzari.

    Spoiler: People & Society
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    The Kazzari are six-limbed diminutive mammals, incredibly dexterous and swift-witted. The canyons & spires of Laria Prime lend themselves to one sport – gravracing, The Kazzari are masters of the racecourse, expert technicians & engineers of their craft, and of the vast mining droid fleet that extracts Gazmium from the rich deposits in Laria and throughout the sector. With a culture built on racing skill & technical prowess, the Kazzari area a rugged people, with interplanetary travel for organics not yet developed.

    Spoiler: History
    Show

    The Kazzari had lived in relative peace since the familial tribes that had squabbled upon the planet’s surface for centuries disarmed their gravcraft, leaving dispute settling to ceremonial races & contests of flying skill. A common rite of passage for younglings is to race through the fearsome Orokk Tunnels, a course that takes racers dangerously close to the molten rivers at the base of the canyons. The societal order had remained relatively stable since then, with the arrival of the Expeditionary Corps, and later Starfleet in earnest, wreaking havoc on Kazzari life. The natives were bombarded from space, with their villages pounded into the dirt of the spire plateaus and driven into the canyons to survive. With their workshops & guildhalls largely situated in the winding tunnels of the canyon walls, the majority of the populace managed to escape the initial invasion. Leading a valiant resistance movement, Racers & Guilders alike joined forces, rapidly rearming their gravcraft with museum weapons & harrying the occupying ‘Dominion forces. In the aftermath of the Civil War, the occupying House forces came under a similar bombardment by a returning Starfleet, & after a swift invasion, all captured House leaders were turned over to the insurgent forces, in a bid to mend relations. For many, a new government meant sympathy & protection. For some, it meant continued occupation. Nevertheless, as most of the ‘Dominion forces withdrew, & the planet’s security was left in the hands of a largely former—insurgent security force, most Kazzari came to view the ‘Dominion as protectors from afar, and set about incorporating captured ‘Dominion designs into their gravcraft racers.

    Spoiler: Government
    Show

    The Kazzari are a tribal people, led by tribal councils of former race stars & engineering guild higher-ups. This hierarchy has been disrupted greatly by the invasion & occupation, with guilders & combat pilots taking more authority. In the wake of the Civil War, the Kazzari were invited to elect a leader, to advise the sector commander on the administration of the sector. After heated debate, and no few contest races, the former Guildmaster of the Craftwrights, Elzobar Threeblink was chosen to represent the Kazzari. The councils remain the local powers, but each Galactic year meet in the High Council, to decide on matters to bring before the sector commander.

    Spoiler: Ideology
    Show

    The Kazzari believe in no higher power than speed & skill, venerating the racing icons that preceded the talent of the day. Trusting in their skills as pilots & engineers, the Kazzari build their mining drones to traverse the void with little thought to the higher intelligences claimed to exist.

    Spoiler: Resource
    Show

    The spires & ridges that form the network of canyons & tunnels through the planet are bulbous at the top, thinning down towards the molten rivers below. As the atmosphere begins to thin, the spires plateau, as the gravity-defying Gazmium that enables their size naturally loses connection to the centre of the planet. When delicately manipulated by precise engineering, the metal displays fascinating interactions with gravitational & magnetic fields, generating enough force to keep the gravcraft of the Kazzari aloft and racing at incredible speed.
    Last edited by Ausar; 2019-12-01 at 06:52 PM.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  20. - Top - End - #350
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Sector H14: The Cosmic Cookie Jar

    Spoiler: Terrain
    Show
    The cookie jar is a large nebulous mass of lactic liquid. The planets themselves are quite strange since they appear to be entirely made out of edible material. The Cookie Jar’s main worlds are worlds of sugar and wonder. At first glance, they appear to resemble an earth-like planet with forests, oceans, mountains, lakes, and deserts. Closer inspection reveals that this planet is actually quite different. The forests are quite large and extensive and a large percent of the sentient life can be found here living in small cottages. These forests are full of color and wonder, trees made of chocolate and cookies, leaves of fondant or thin shavings of chocolate with sugary sap. There are springs of beautifully blue water and small ponds and lakes. Sadly the forest is not all bright and joyful. In the darkest parts of the forest can be found tribes of cannibalistic Gummy Bears or evil witches. Anyone who strays too far may find themselves being eaten alive. Deep within the mountains near the molten sugar core some creatures mine for the rock candy crystals that grow deep beneath the surface. Other biomes of note are the white sugar desserts and the caramel bog pits. Places of note are Gingus Prime, the capital planet of this world and home of the royal kingdom known as Cinnamount. Other names of note include the two cities, located on the Flour Cliffs of Dover named after the two heroes that killed the pointy head god: Gretelberg and Hanselvania.



    Spoiler: History
    Show
    The Cookie Jar is an old and untouched system. Its origins are foggy but some of it has been discerned by paintings and carvings found on the planet. The people themselves have little interest in here history and seem to have little interest in the future. The farthest moment back that is depicted is an image of a large humanoid creature with some form of bowl, pouring something into a pot containing a swirling nebula. The creature is hunched over, has a tall pointy hat and a crooked nose. They then raise their hands and transfer some sort of energy into the pot and some of the nebulous matter condenses into spheres. The creature then dumps it into space forming this system, the cauldron at the center. It is currently believed that this deity (thing with the pointy hat) spilled milk and then tried to soak it up with cookies and magic but accidentally made a race of sentient cannibalistic cookies. Either that or it was evolution or something. After searching more for the history of there advancement it appears that they had none. It was as if someone built their society as a display and never took it down. They go through the same meaningless tasks every day without change.


    Spoiler: People
    Show
    The people of the Cookie Jar system are not too diverse biologically. They all are made of the same sugary starch compound called Gingerbread which gives them their name, Gingerbread Men. The people of this world’s anatomy or even how they are alive is unknown since they are not made of organic matter. Even there facial features are inorganic, eyes, nose, mouth, it's all made out of a sugary substance. Despite this, they still seem to eat. They mostly eat livestock, also made from Gingerbread, or sometimes each other. These people seem to have no concept of life or death and sometimes even laugh hysterically while being devoured by their friends. The Gingerbread Men do have some amount of fear and seem to be terrified of the dark woods. In general, these are strange and mysterious people who should be approached with caution due to their volatility.


    Spoiler: Government
    Show
    The Government of these people is a monarchy with the leader being the king. The king is in charge of making all the big decisions and orchestrating workloads. The king has multiple advisors and staff members with him at all times whose job it is to help the king make better decisions. The king had many lords under him which run all the aspects of government of the villages. The lord’s role is similar to the kings but on a smaller scale, their civilization is not very advanced in general but they are resilient to disruptions to their life. If someone eats the king everyone just goes about as if nothing happened. Almost like they are programmed like robots.


    Spoiler: Philosophy
    Show
    The Gingerbread men don’t seem to actively worship their deity or at least not in public. There is still a lot of evidence suggesting that their belief system is still functioning in recent years, things like paintings, carvings, and other religious artifacts have been found in relatively new condition. All of these seem to focus on the pointy headed god as the main deity but it is pictured as an evil one, cursing the land with dark magic. They also have a second deity that takes the form of a cloud of white lactic mist who wraps around their world and provides them with protection.


    Spoiler: Resource
    Show
    Due to the hardworking and obedient nature the Gingerbread men make great workers, capable of carrying out boring and otherwise undesirable jobs with robotic efficiency.
    Resource: Gingerbread Men (skilled labor)
    Last edited by Ivor_The_Mad; 2019-11-23 at 10:44 PM.
    Come to the dark side; we have pop-tarts.
    Avatar by Linklele
    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
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    Quote Originally Posted by DivisibleByZero View Post
    We, as humans, have incisors. Those are made for tearing flesh and meat.
    Meat tastes good.
    If we aren't supposed to eat people, then why are they made of meat?

  21. - Top - End - #351
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Are we introducing our selves? In that case, greetings new person. I am the Kronin (KRO). We are a bunch of militaristic firey creatures living on a molten planet that is basically hell. We are surprisingly friendly though. Just ask my neighbors just not Elemental, he just spouts propaganda We are also joining in the battle against the SAME.
    Come to the dark side; we have pop-tarts.
    Avatar by Linklele
    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
    Show

    Quote Originally Posted by DivisibleByZero View Post
    We, as humans, have incisors. Those are made for tearing flesh and meat.
    Meat tastes good.
    If we aren't supposed to eat people, then why are they made of meat?

  22. - Top - End - #352
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Wanted to make sure Reggiejam saw the demands the FCO is making of the UPT, and to let you know that if the UPT doesn't act towards meeting those demands this turn, that the FCO will be invading the UPT. If I can, I will invade both D32 and your capital at the same time, if I can (in terms of military power, I probably can).
    Empire!4 - A community world-building game. Always recruiting.

    Sincerely,
    Role P. Geek

  23. - Top - End - #353
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Quote Originally Posted by Hypernaught View Post
    Hello there, was told there was room to join in, sounded right up my street!


    Spoiler: Cordorus System
    Show
    The Surivan Unity



    Spoiler: History
    Show

    'We are fortunate that the first of our peoples who met upon the moon recognised each others' illness, rather than did honourable violence upon one another'

    The Surivan Unity is both the ruling body of a trio of planets and a moon, representing the interests and governance of the races that hail from them, and the universal identity these four peoples share.

    In a historical sense, the Surivan Unity was born of a necessity to prevent inter-planetary conflict, and to promote a close understanding between the closely-related races that hail from these differing worlds. For the centuries that have passed since the Surivan people began to traverse their solar system, crudely shuttling themselves between their homeworlds, the Unity came to define the ambitions of an increasingly unified Solar-Nation, and slowly rose to a station of achievement for any Surivan who wished to take a seat of power and respect in the eyes of their brethren.

    In present times The Unity stands in place of individual nations upon the planets, having been eventually considered as the next progression in forms of government and identity, a once bitterly contested view among the individual Surivan people when they first crossed the boundaries of their own local orbit. Significant efforts were undertaken by the most venerable families and former rulers of nations, to rally the support of their brethren during this transitional period. For the purpose of recognising the dangers of inter-planetary war, and the absolute benefits of unification in light of preventing these dangers.

    The Unity in local revisionism has thus become a keystone chapter in the progress of the Surivan people, and is spoken of as the distinct moment in which the disunity and fragilities of four neighbours were joined in strength and purpose, granting it a validity in Surivan history as the beginning of an Age of Enlightenment and Cooperation.

    What passes before the Unity varies according to each individual system and respective peoples' history, though they share the obvious overlaps of planetary conflicts, struggles between land-nations, increasing consumption of resources, expanding populations and a growing interest in the opportunities beyond their own skies. It was indeed not until the dawning of early space travel, that the individual Surivan planet nations happened upon one another in the midst of their own space races. History tells it that the Prime Delegation met upon the moon to establish contact and broker peace between the three Planets, only to be further rocked when joined by natives of that moon, who in sharing less of the closeness between the planets, were naturally suited to mediate.


    Spoiler: Terrain
    Show


    Star System - Cordorus
    Wolf-Rayet Star
    'Can a race truly be won if we didn't know where the finish line lay?'



    The Home System of the Surivan Unity, Cordorus features a mixture of Gas Nebulae that swamp nearly half of the solar system in translucent blankets of dull green and copper, some of which drift upon the stellar winds over a concentrated asteroid thicket close to the Star itself. On closer inspection, this thicket is the result of a shattered planetary body, having collided with a super-asteroid. The rest of the known system comprises three planetoids within fairly close stellar proximity, behind which looms a sole Gas Giant with a single, large moon in orbit. The sheer size and energy of the Star itself ensures that the Planets that do are not orbited by moons still have sufficient light, in slower rotations than the Sol system, though with no less capacity to support life.

    Spoiler: Cordorus 1 - 'Olothon'
    Show


    Olothon is a musky and smoggy planet, engulfed in winds of toxic gases that drizzle the swampy lands beneath with sizzling rain. The landscape is a consistently murky quagmire of mucky foliage, deep mudpits, gas fissures and crater-marked plains, the result of what may have been a devastating war in years gone by, comparable in destruction to the Earth's first Great War. No great oceans are apparent upon the surface, with the largest of water bodies being lakes some hundred Earth miles long, and these great pools are a thick, sludgy brown which defy natural light.

    Some breaks in the bleak darkness can be observed with the odd flash of purple and red Swampfires that burn for days on end at seemingly unpredictable intervals, eating up the natural wastes and decay as they cascade the flickering lights throughout the forests, visible from many miles away. In addition, civilisation can be picked out by the stilt-towns, metalled bunkers and forest gantry-ways, lit with an array of gas lamps, firetubes and landing lights. The townships are often thickly set within the muddy forests, suspended from the swamps or from the trees, though some smaller stone-built dwellings can be observed nestled between stretches of plains that form farmlands.




    Spoiler: Cordorus 2 - 'Kaluron'
    Show


    Kaluron stands contrary to it's two sister planets, as from the approach it would appear to be a watery, temperate planet, split in many ways by majestic, pearlescent oceans of silver and cyan. With landmasses of generous greenlands, topped with rolling hills, shear cliffs and sparkling beaches of white sands. Yet this is the mere dressing of the planet, the surface is dotted with great clumps of wildlife, various flying creatures and mammalian-esque herbivores roam wild and free, unmolested by civilisation and the progress of sentients.

    At least, until those sentients rise from the oceans atop shimmering mounts, for it is within the oceans and upon solitary isles that they dwell, in great cities of underwater crystalline and coral. These settlements can be viewed quite clearly if one were to fly above the water's surface, for even at great depths, the visibility is exceptional, in no small part owing to the extremely slow rate of water evaporation, ensuring that the surface is rarely troubled by cloud cover and storms.

    The Oceans are where the true diversity of Kaluron can be made apparent, from the differing cities with their own colourations and differing crystal formations, all lit with cascades of sealamps and luminescent stones. They are separated by large sea-trenches, whirlpool fields and deepwater caverns that lead towards the depths of the planet. The surfaces of the oceans are often calm, but can be frequently disturbed by noxious spouts from underwater vents, and even pseudo-volcanos that ooze discoloured sulphates miles beneath the surfaces.





    Spoiler: Cordorus 3 - 'Magoron'
    Show


    A hellish, ashen world of crags, smokepits and mountains of obsidian-like stone, Magoron has not the thick shadows of Olothon or the glistening crystal of Kaluro, but presents a face of burnished rock and sputtering green fires. The surface is as barren as it is pock-marked and poisonous, save for a number of deep-bored tunnels that sit more than a mile deep, ringed by lights and sooty structures.

    Deep within these pits, and the networks that are as wide reaching and intricate as a spider's web, are the bedrock homes, hex-stone factories and marbled frontiers of the natives to this world, for as much personal preference as safety; the understone is far softer and more malleable to tools and machinery, and the surface is frequently blighted by smokespouts.

    Beneath the surface are chasms wide enough to accommodate even the largest of flying vessels, and there would be plenty of room for them to land within the spire-ringed settlements, which are nestled in varying verticality, some float freely amidst the deep rockpools as island-cities, whereas others are suspended by radiant spikes. Some settlements are said to even float upon the abyss draughts, powerful enough to suspend incredible amounts of matter for unknowable lengths of time. It is by the strange grace and harnessing of the ashpits, and the floating sporelights, that these cities are never without light.




    Spoiler: Cordorus 4 - 'Unaxur'
    Show


    The aforementioned gas giant looms behind the trio of planetoids in the Cordorus system, and could comfortably engulf all three of them with room to spare. It is significant to a visitor only in it's size and for the bright yellow electrical storms that crackle across the varying bodies of gases, and often result in rippled explosions around the layers of the giant itself.




    Spoiler: Cordorus 4A - 'Alozon'
    Show


    The singular moon of the know Cordorus system is a planet-like Moon of a similar composition and density to the Sol Moon named Titan, albeit with a higher surface temperature and a less opaque atmosphere. Alozon is something of a radiant looking world, with a distinctly metallic pallor that results in bodies of water and translucent ground formations presenting a flattering colour refraction. The almost gentle composition of land, with natural stone and ore smoothly interlocking as if sculpted, belies the sudden and capricious nature of the tectonic behaviour of this moon.

    It is a common feature for Alozon's coldest ice-lakes to bubble and split, signalling the beginning of a tectonic shift, though unlike the more violent movements typically expected, the plates of the moon slide apart significantly quicker and smoother. This results in an ever shifting painting of moon pools, light-cascading rock and fronds of fauna re-arranging up to several times in a standard year, making navigation somewhat tricky as waterfalls become lakes, lakes slide beneath undulating fields, and oceans split into rivulets of stream from the birth of islands and causeways.

    Such is the gentle and pliable nature of the environment, that structures upon this world are grandiose, tall, and unmistakeable as landmarks. So that even if the spiralling tower-cities are floating upon a crimson river, or softly riding the crest of a shifting moorland, they can always be seen from some temporary corner of Alozon, where their beacons and braziers refuse to be snuffed out by earth or water.






    Spoiler: People
    Show

    'Never was I more disturbed than to learn that first contact amounted to criticising each others' flavour of gas, like some stately parlour!'


    The Surivan Unity benefits the most for the shared genus of it's people within the Cordorus system, as the Surivans, initially separated by system, and acclimating to their homes as Nature demands, remained biologically related on many levels. This has enormously benefitted both the climate suitability, resource sharing, language harmonisation and cultural friendship.

    For even as each Surivan home race has it's own unique environmental adaptations and customs, the Surivans all share a number of extremely important traits:

    Surivans are a variant of Bipedal Humanoid, slighter and on average smaller than the standard Homosapien, though they share some Mammalian characteristics, they are Bi-gendered, reproduce with live infants, and feature hair. However, they divulge in that they do not produce nutrients or lactate for their young. In most other aspects, they are similar in terms of sexual characteristics, maternity and lifespan, though the average Pregnancy in contrast to Humans averages only 5-6 months. Lifespan can exceed Earth averages, with the oldest Surivan in recorded history having reached 143 years of age, though Surivan longevity follows no trend towards either sex.

    The most fundamental characteristic of the Surivans is that they primarily breathe and convert air molecules into blood-purifiers through glands, which are found in multiple sets along the length of their windpipe, and occupy their small lungs, of which they have 4. What this means in practice is that Surivans primarily breathe in air compositions that would be considered toxic or extremely damaging to Mammalian lungs, as their glands are naturally equipped to filter through an extraordinary variety of poisons, gases and liquids to supply their bloodstreams with the necessary purities and energy.

    Naturally this leads to a environment-induced seeking of different gases and air mixtures to both adequately supply their blood-enriched organs, and to induce different sensations and flavours to their brains. Surivans have evolved to develop an incredibly discerning taste for inhaling different qualities and densities of gases and smokes, which is reflected across both their home environments, and culture. This overriding requirement to seek gas-rich environments has driven the societal and technological progression of all Surivans since they first gained Sentience.

    For comparison's sake, Surivans would generally find Earth's atmosphere to be unnecessarily high in Oxygen, which in moderate amounts induces nausea and fatigue in the average Surivan, and while capable of surviving in such an atmosphere, would find it almost repulsive to do so.

    Spoiler: Olothon Surivans
    Show

    'Under the Moonlight, I shot them dead, under the Starlight, I drank broth and smoked Red-Gas with them'

    Of all Surivans, the natives of Olothon are the most lean and dogged of people, accustomed to the demands of shattered terrain, harsh storms and tempered by wars. Most notable for their smoky pallor and customary mask-wear, the Olothon Surivans look very much the image of a masked race of hardy survivors and mechanically-inclined conscripts.

    These masks are both applied in a consumer and military sense, resembling conventional Gas filters, albeit containing multiple capsules of differently coloured gases, which with a simple twist of a capsule can be released into the mask. In a military application these would be used as performance enhancements, painkillers and even sustenance. In peacetimes, the application of these capsules trends more towards the indulgence of the senses for high-society Olothons, flavour boosts and conventional medicinal aids for workers and commoners.

    Although the Olothon Surivans have indeed experienced a frightening exposure to total warfare, and retain a fairly lax attitude to death. They are reputed to be the Surivans with the strongest aversion to conflict, instead preferring to focus their mechanical skills and knowledge of the swampscapes towards farming and traversal. Indeed they are remarkably quick to adapt to post-conflict restructuring and restoration, with armed vehicles and weapons rapidly being converted to civilian transports, haulage machines and tools.

    They do however maintain a ready understanding as a people that when conflict cannot be avoided, all elements of their society must prepare to hunker down and make ready for battle, and view any passage of life as an act of sacrifice for their people and land; hence the common phrase 'Given to the soil' being used to describe death with respect.

    The Olothons' unique understanding of the marshlands over generations has granted them the means to farm them for food, Stalkrushes and Redbloom plants provide generous seedlings and fruits that form the staples of Olothon broths and platters. While some may occasionally wish to indulge in the meats of Treefisk (Tree-climbing omnivores with large, fleshy disks upon their backs, similar in profile to a Tortoise), the Olothons' small stomachs and natural endurance does not owe well to generously sized meals, and as such, Treefisk is oft-prepared as a delicacy.


    Spoiler: Kaluron Surivans
    Show

    'What do you call a Fishing Trip on Kaluron? Civil War!'

    The Kaluron Surivans are as sharp a contrast to their neighbours as their home system belies, for they are primarily an ocean-bound people. This can be evidenced by their smooth Aqua-Blue and Emerald-Green skins, tipped with dorsal shoulder blades and minor webbing about the hands and feet. The average Kaluron can be expected to carry a streamlined, muscular profile, in keeping with their lives beneath the water surface.

    The Kaluron Surivans define themselves by time-honoured traditions that follow a typical warrior culture, with the customs of honour, dominance, hunting and pride that are part and parcel of such a lifestyle. This is primarily expressed in both their Adulthood riding of ShimmerDrakes (A Deepwater Reptile that is capable of sustained gliding, thanks to its large flared fins that function as wings, and powerful leaping ability from the water), and partaking in regular hunts of the overland Herbivores that roam freely.

    Strength and Dominance of their environment is rife in every aspect of the Kaluron people, exhibited by their ability to filter water through their glands and thrive in pools of pollutants, as well as their eager seeking of combat through personal duels and hunting deep predators. Their great crystalline cities and fissure harvesters stand as testament to their mastery of the world around them, and their confidence in living through transparent structures.

    From legends of the greatest shatterspear throw to the '100 days at Land', it is clear from the gathering talks and martial speeches, that the Kalurons seek ever greater challenges and obstacles to further define their people, limited only by their inclination towards the water. They place a great pride in pushing their boundaries and exploring unfamiliar terrains, land and space being key among their ambitions. As such, they make for fearless soldiers, pioneers and explorers.

    As opposed to their Olothon cousins, Kalurons adorn their greatest and strongest with adulation and martial worship, considering any loss of Kaluron life to be a devastating and monumental loss of strength. To admit defeat or acknowledge an impossibility is considered brazenly offensive in Kaluron society, and they look upon loss as a challenge to their collective species, taking honourable outrage on behalf of their brethren. It is thusly appropriate to consider a Kaluron the very best of friends, and the very worst of enemies.



    Spoiler: Magoron Surivans
    Show


    'They'd have a fascinating history, if they weren't constantly making it up'

    Deep into the cluster networks, the under-caverns and the floating smoke cities, lights cascade over the Magoron people, for they live under a constant rule of flashing beams, explosions of fire and choruses of delight. Lights paint a marvellous picture across the Magoron's body, for they are Alpine and Pale in colour like a living canvas, and being the most changeable of Surivans, the artistic angle is appropriate.

    Magorons are generally blessed with dextrously long fingers and the most supple of limbs, able to contort to bizarre degrees and providing an incredible level of flexibility and gripping strength. It is no coincidence that Magorons enjoy being capable of climbing sheer vertical faces, performing the most exuberant and spine-creaking of dances, and juggling precision tools that'd have their cousins seething with confusion.

    Magoron people are as much a blend of the unusual and practical as their home planet, while they delight in harnessing the ferocious fire spouts above ground for fuel and the delights of gases they provide, inventing increasingly complicated and clever tools and systems to make use of these resources. They are also famed among the Unity for having the most free-wheeling and joyous culture, expressing themselves through great artistic works of smog-paints, contortion-rock climbing, and body modification.

    Aesthetics and the pursuit of uniqueness ever drive Magoron culture onwards, with little regard for convention or practice, hence the multi-coloured, multi-engined and varying designs of thrust-sleds that barrel, twist and arc between their cities and factories. The gouts of sulphates that clog the gasbars and the denizens boasting an all manner of markings, metalgrafts, cylinders and automated gas-tanks strapped to their bodies. The saying often goes that Magoron is consistently inconsistent, with inventions, customs and fashions dropping at a moment's notice if a trend becomes too apparent.

    Magoron culture lends itself brilliantly to those with a hedonistic or artistic slant, providing for many appetites, this is benefitted by a world with little in the ways of natural conventions, save the presence of any true animal threats to the natives. This has allowed Magoron Surivans to flourish in an environment of creativity and without threat of persistent war or strife. If anything it has fostered a spirit of 'friendly one-upmanship'; to invent a particularly garish auto-cylinder that a dancer could comfortably wear would absolutely draw applause and admiration, shortly before a competitor would arrive and announce that his or her device is better.

    Unsurprisingly, safety concerns on Magoron are somewhat low on the list of priorities, beneath the great pursuits of invention, tasty gases and impressing that Magoron girl with the fancy spray-gauntlet.




    Spoiler: Alozon Surivans
    Show


    'We looked to the Moon for glory, they looked to the Galaxy'

    Upon the shifting plains of the Alozon moon, residing within their spiralling tower-cities of moonstone, marble and ice, the Alozon people almost meld with the moonlit backdrop, for they are of a silvery, glassy composition, appearing amongst all Surivans as if they were sculpted or gently carved into being. To their Planet-Born cousins, they are held up as the pinnacle of Surivan beauty, liquid in their movements, fair in their dress and appearance, and ultimately born into wisdom.

    The expectation of their cousins holds true for the people of Alozon, they are graceful and composed for natives to such a capricious world, and is claimed that their wisdom and patience is derived from witnessing the temporal nature of their moon. Ostensibly, the Alozon people are considered the great thinkers and philosophers, gazing beyond the barriers of their system, perhaps it is why they have built such marvellous spires, not merely to ensure they do not lose their way, but so they might be a little close to space itself.

    The Alozon people are trusted amongst their brethren as having the most balanced of perspectives, bridging the gaps in language and diplomacy between worlds, for lack of conflict and misunderstanding on their own. One might imagine that the Alozons that carve their philosophies and tend to the fauna-fields of the shifting planes, with their gentle repose are above conflict and the petty concerns of tribalism.

    This holds true at a surface level, Alozons in their position of respect and authority delegate and resolve through fierce and spirited debates, contending ideological opposition as a point of personal pride. However, far from the resolutely apolitical Magorons, the Alozons hold ideological schools as pride and sanctity, believing steadfastly in their most absolute duty to educate and convert their peers. And it is this underlying drive to be viewed as the victor, that their dark, frightening natures are exposed.

    As such, they are intrinsically haughty in debate, and if under the impression that their opponent is not as skilled a debater, are quick to anger and take cold offense at any challenges to their views. The respect of an Alozon debater is only ever fleeting and temporary, before fresh challenges and rebuttals follow. An Alozon Surivan is most secure when comforted by devout followers, and is openly viewed to be a moral or political favourite amongst their fellows. It is no surprise that intrigue follows with their politics, and their ambitions are backed by holding incredible grudges, and seeking popular support at all costs.

    Violence is not an uncommon means of resolution for Alozons, though it is often by proxy, for their composure is considered as important as their righteousness, and it is ultimately far more preferable in Alozon culture to convert, rather than destroy their greatest enemy. In this, they find a counterbalance to their internal tempestuousness, and are exceptional at delivering a speech while the mask of serene beauty, with gritted teeth.






    Spoiler: Philosophy
    Show



    'Tell them of ghosts and they'll think you snorted too much Bang-Gas'


    The Surivan Unity has never truly been defined by any great Religion or Creed, save for system-local folklore and tales, the commonality between the Surivan peoples is the lack of any faith in great spirits or vague concepts of deities, the Surivan people define themselves first and foremost by their bonds with the world around them, and their own physical evolution.

    Some might espouse the view that it is through lack of exposure to faith or such ideas, that the Surivans have simply never contemplated the existence of higher powers, and that in light of that, they may be open to receive such suggestions. The results of missionary efforts may be greatly varied and unexpected.




    Spoiler: Government
    Show


    'By Unity, Guidance, Understanding, Discourse, Harmony'

    The Government of the Surivan Unity is a semi-Federalised structure that provides for representatives of all four inhabited systems, whom are each accountable to their home systems' councils. These representatives are key in bringing forward the concerns of their home systems, ruling on home affairs, and enacting the legislative will of the Leader of the Unity, who functions as an autocratic head of state.

    The Unity Conclave is located on Alozon, at the very heart of the greatest Spire City, named for Conclave.


    Present Head of the Unity:

    Grand Arbiter Sliris (Olothon)

    The present Grand Arbiter has held his seat for the past 15 years, and has overseen increasing industrial expansion and resource production across the Unity, passing Major Standardisation Laws during his tenure has seen harmonisation across the domestic systems, providing excellent economic and political benefits to the Unity. What remains of his Personal Mandate is to encourage further space exploration and increase the Surivan Unity's understanding of the outer Galaxy. As such, Sliris is widely viewed as an Intellectual and an Industrialist, foreseeing no major conflicts that might rock an otherwise extremely stable tenure.


    Spoiler: Grand Council
    Show


    'One day, you'll be squabbling with them, and if you're lucky they might elect you'

    Each system forms a Grand Council as its centralised representative body, with 40 Speakers locally elected to provide planetary representation for the peoples of the Surivan systems. Crucially, these Grand Councils are not Governments, and do not have powers of legislation, but they have the rights and abilities to act as Judiciaries and rule on strictly local matters and disputes, setting only minor, local precedents that are not enshrined in law.

    The Grand Councils' biggest contribution to the Central Government, is providing 3 'Adjudicators', selected by rounds of ballot voting, who are then dispatched to the Unity Conclave, where they are given the means to beseech the Head of the Unity for legislative rulings and changes to laws.

    The respective Grand Councils usually hold session with their appointed Adjudicators every calendar month, and may hold indicative votes as to the mandate they wish their Adjudicators to present or negotiate at the Unity Conclave. Given that Adjudicators are usually balloted in as senior Speakers or Surivans who are particularly respected in the political spheres, they often hold a very in-house, cordial relationship with the Grand Council to whom they are accountable.

    Each Grand Council holds local elections every six years, unless a simple majority votes to dismiss the Council sooner, and it has been the occasion in past generations that at least one Grand Council may have undergone a radical political shift, in-line with domestic issues or changes. When this has occurred, on more than one instance, a Council has voted to recall their Adjudicators, and summon new ones.



    Spoiler: Adjudicators
    Show
    'Call them idealists and they'll take offense, call them crooked and they'll invite you to sup Vel-Gas and do business'

    The 12 Adjudicators that represent their Grand Councils do so as a trio, and are elected at the same time, for the same term, typically for ten years. Adjudicators may be re-selected for following ballots, and there is no limit to number of sequential terms. This can in practice lead to some examples of extremely long-lasting statesmen, providing of course that they continue to hold the trust of their Grand Councils, and are not dismissed from the Conclave.

    Their primary function in Government is to put forward the concerns, expressions and desires of their domestic peoples, both to each other, to the Head of the Unity and his or her Scribes. And are granted in their offices the power to legislate and amend 'Minor Laws', these laws are called as such owing to their temporary nature or specificity, and usually are clarified as such by the Scribes.

    In this capacity, Adjudicators have a considerable ability to make wide-reaching changes and reforms to benefit their Grand Councils and respective peoples, but owing to the nature of these legislative changes and the voting requirements of the Conclave, must frequently reach consensus and compromise to do so. Proposing or amending a Minor Law requires 7 of the 12 Adjudicators to vote in support of a proposal, before the Scribes will accept and add/amend this proposal, therefore, Adjudicators must frequently barter and negotiate an agreement that will benefit multiple systems to achieve their own ends.

    Favours and bribes have oft-been accepted as a part of the Conclave's system, the Scribes have historically taken a relaxed view of such behaviour; in knowing that each legislative change is published for each Grand Council to rigorously scrutinise, and any unfavourably deals that have been made will undoubtedly come to light and end careers, if the Councils find them wanting.

    A brake on what could be a corruptible system of changes is that of the Head of the Unity, who retains the power and right to intercession, which involves rejecting the Minor Law proposals and submitting them to a 'Total Required Vote', in which case all 12 Adjudicators must vote in favour of these proposals, or they are discarded and unable to be resubmitted to the Scribes without significant changes. This has been invoked on many occasions where the Head of the Unity has either taken personal disagreement with Minor Law changes, or has been successfully beseeched by opposing Adjudicators to force a Total Required Vote.

    This system of Total Required Vote also comes into play with Major Law Proposals, which are denoted by their permanency or significant impact to the legal system, in which the Adjudicators may attempt to initiate a Major Law Proposal to the Head of the Unity. Without all 12 votes in favour, the Scribes will reject any proposal for Major Law, as precedent follows that the Head of the Unity is usually expected to submit Major Law Proposals, in which case only 6 Adjudicators are required to vote in favour of before the Scribes accept the Proposal into Law. If an Adjudicator-initiated Proposal for Major Law does meet the Total Required Vote, it then falls to the Head of the Unity to provide the casting decision for the Scribes to act upon, with the Head of the Unity free to accept the Proposal or discard it.

    The significance of Major Law Proposals falls under public perception and political etiquette, Adjudicators only in very rare circumstances are expected to submit Major Law Proposals, as this mandate usually is the purview of the Head of the Unity. Similarly, a Major Law Proposal put to the Adjudicators is rarely expected to be voted down, what has followed in such exceptions has been political scandal, and the dismissing of the Conclave, as the Head of the Unity may invoke at any time, usually with the expectation that the next Conclave prove more agreeable.

    Likewise, for Minor Law Proposals, it falls under a matter of trust from the Head of the Unity, that Adjudicators can be expected to pass Minor legislature that does not cause significant political upset or turmoil, without requiring intercession. On this basis a relationship of mutual respect for offices of responsibility is usually established.



    Spoiler: The Grand Arbiter
    Show


    'Twelve shouting heads, Ten scribbling hands, One ruling foot'

    The Head of the Unity is appropriately named, and as the highest executive in the Unity Conclave is chosen exclusively by an 'Opposed Ballot' through the Adjudicators, this entails the 3 Adjudicators per System unanimously selecting an Arbiter Candidate. These Candidates may be either Adjudicators or Speakers from their respective Grand Councils, in which case if the former stands as Candidate and wins, that System's Adjudicators return to their Grand Council for re-election and to fill the vacant seat.

    The Candidates are then presented to the Conclave, and given the right to address the Adjudicators, where they are expected to establish their ambitions for the ruling office, their qualities for rulership and any major points of Law changes or Galactic Policy. After this process, the Adjudicators are allowed a single vote each for any Arbiter Candidate except their own nominated Candidate, meaning no Candidate can ever gain all 12 votes of the Conclave. This creates a dynamic where the Arbiter Candidates do not make speeches for their own Adjudicators, but seek instead to win support from their opposites, in any event, the Arbiter Candidate with the most votes wins.

    In the event of any ties in the votes, the Candidates with the fewest votes are removed from the process, and another vote is held with the same restrictions applied, subsequent ties are then broken up with additional addresses by the remaining Arbiter Candidates to break the dead-lock in their favour.

    The winning Grand Arbiter then is expected to select a chamber of Scribes, who act both as ministers and legislative clerks in the Unity Conclave, with usually 10 Scribes considered a sufficient number to handle the relevant offices of state and cater for law-making in the Conclave. These Scribes are accountable only to the Grand Arbiter, and may be dismissed and appointed at the Grand Arbiter's leisure, for they are charged to carry out the will of the Grand Arbiter in office.

    The term of the Grand Arbiter comes to an end only when the Grand Arbiter dies in office, chooses to resign, or is declared medically incapable of ruling. For the lattermost provision, if the Grand Arbiter is temporarily indisposed, his or her Scribes must appoint amongst themselves a High Adjutant, who is granted emergency powers of the Executive and is expected to continue to enact the Grand Arbiter's personal mandate, until the Grand Arbiter is able to resume their rulership. Otherwise, if the Grand Arbiter is no longer capable of rulership, the High Adjutant is charged to immediately summon a new round of Arbiter Candidates.

    As the title implies, the Grand Arbiter is the ultimate power in the Surivan Unity, and is culturally depicted as the apex of Responsibility, Wisdom, Decisiveness and Foresight. To question the appointment of a Grand Arbiter is extremely discouraged, and irrespective of the mandate a Grand Arbiter wishes to pursue, it is widely held by Surivans, that the Grand Arbiter's designs are ultimately for the benefit of the Unity, no matter how obscure or unknowable the means or outcomes may be. The Grand Arbiter is reflective of the Unity's ambitions and ideology at any given time, and the Surivan people look to the Grand Arbiter as the symbol and pride of their efforts, much as an Earth Commoner might have once gazed upon the Divine Right of Kings.









    Spoiler: Resources
    Show


    'HyperGas, powering the braziers at home, and the rockets that protect your home!'

    The Surivan Unity draws from it's most common, and significant resource produced on all it's systems, every Surivan system has both the raw means to draw natural gases, refine them and process them for just about any application imaginable. But since the formation of the Unity, and the increasing unification of industrial and spacefaring efforts, ultra-refined Gases have been applied as Fuel Propellants. The Surivans have been so intrinsically involved with and experimenting with reactive gases, that they have been producing specialised gases for Propellant systems since the very first Unity Conclave formed, these Propellant Systems are extremely powerful for their size, and manufactured in huge quantities for Sky-ships, small space craft, and munitions such as guided rockets and smart missiles.

    Resource: HyperGas Propulsion Engines


    The Unity is always looking for further Natural Gas deposits to acquire and consume, for both military and domestic consumption, be it through establishing refinement stations on Gas Giants, drilling through miles of planetary crust, or sticking a cheeky suction pump on someone's exhaust.

    However, the most key resource demand is advanced electronics, while Gases and Metals are plentiful supply in the Surivan Unity, even the most refined of propulsion systems, fuel generation and lighting requires a more precise form of control than analogue systems provide for. The Unity's crude means of electrical generation is primarily gas-produced, and not used in sophisticated applications beyond domestic power and communications, electrical control modules, advanced battery technology and electrical wire guidance systems would provide an enormous leap for the Unity's technological progress


    Resource Needed: Advanced Electronics
    Hypernaught
    First off! Hello, and sorry it took me a bit to get back to you. I understand that there have been players keeping you informed of my IRL issues, so I appreciate your patience.

    Secondly... woah. That's... that's a lot to unpack here. Rather impressive submission. I usually worry about new players writing too little but in your case, I worry that you're going to write too much all the time, and I have to read everything and if you keep writing this much... I will be very happy! (Just... gonna take a while to read it, lol!)

    That said... A couple notes. While it happens occasionally, we do try and refrain from referencing things like "the Sol Moon named Titan" because the more we reference it, the more it becomes a matter of note within the game. Now, the Sol System does exist in the universe as a whole (but not within the Galaxy of Axiom) but just how much knowledge that some races have of it is up for debate. I'm not asking you to take these references out; they are apt and functional, just mentioning it for future use of comparison descriptors!

    Are the years you use for how long Grand Arbiter Sliris holding his seat in Cordorus years, Earth years, or Axiom Galatic Years? (a Galactic Year is 62.4 Weeks of an Earth Year) Same question for life-spans, though I am fairly convinced you mean Earth year comparisons there. Same question for terms of office for government officials. (Mostly just asking to help you adjust the thought process; the easiest answer is that these are Galactic Years, which - possibly? - just so happen to also be Cordorus years, a scientific fact that has kept many of your historians in a tizzy since they found out!)

    Overall, though, I am suitably impressed. If you can clarify my question about Time, go right ahead and roll Grand Arbiter Sliris's stats. If you join our Discord channel, I can send you details of your starting region sometime this weekend, and you'll be able to post your first IC post this round. Don't forget your bonus actions! (If you don't wanna Discord - that's fine! - just let me know, and I'll send details via forum PM!)




    Everyone - It's approval time again! Check your region name/coordinate. I should have given everything up till now that has been submitted a look.

    • Good-Odds (U19): Still needs work. BC, talk to me a bit about this one? I was part of the conceptualization for Good-Odds, and I want to make sure some of my ideas aren't missed.
      .
    • The Binomial Distribution (Q23): Approved
      .
    • The Agrias Sector (Q27): Approved; I didn't see a name, though, so went with the planetary name. Please contact me via Discord if you want to change it to something else, Nef
      .
    • Elabana (Z4): Is this still a work in progress? If it is, I'll wait. If it's not... it's Approved, I guess?
      .
    • The Q System (V28): The Good Bois are Good, boys. Approved.
      .
    • Resset Sector (I3): A couple minor typos ("to fractures to" could be "too fractured to"), but otherwise Approved!
      .
    • Taraxa Sector (J2): I'd love a little more info on the Taraxa, such as their average dispositions, their thoughts about the Kombuch, and how they became the dominant species of the region (or how the Kombuch think it happened). Once I get that, I don't see a reason why this wouldn't be Approved.
      .
    • The Tel-Yun Accord (K23): Very much Approved! So happy that the Telenites and the Yundar are getting along... (for now)
      .
    • The Magnetic Wastes (X12): Approved.
      .
    • Planet Caravan (P22): Approved, even if I *did* have to go looking for the region coordinate myself, lol. Also: I will enjoy this region. For... reasons.
      .
    • The Gamalin Sector (W23): While I am exceedingly amused by the Resource section and what you have written, I despretely want you to change wha tyou currently have to a "History" section, and then add a Resource section like you have in V24. Something simple, with a description of the resource, maybe indicate the category it belongs to. This will help future readers when they just want the minimum details about Subspace Camels. Do this, and you are Approved.
      .
    • The Panuyin Sector (V24): I don't normally Approve a region before it's officially owned. I will say that I don't currently see a problem with the write-up as you have it, so ping me via Discord after it's officially your region. Just to remind me to Approve it. I know, that's silly, but it's part of a process I'm trying to follow.
      .
    • Laria (W7): First off: Yay! Keep writing 'em. Secondly... if you could Bold your Resource "Gazmium" that will help future readers, thanks! Otherwise, Laria is Approved!
      .
    • The Cosmic Cookie Jar (H14): Is there a more... official name, or a kindom name? I feel like this name was the one that someone gave it after looking at it and is more of a nickname, while the Gingerbread Men who live there probable have a kingdom name? "Cookiejaria" or "Kant Katch-me" or "Delicious" are some suggestions I have. I mean, you can tell me that's the official name, and I'm fine with it. I overall Approve of the region, just wish it had an easier name to refer to.
    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?"
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    That way, you'll be a mile away, and have their shoes!

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  24. - Top - End - #354
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Quote Originally Posted by Gengy View Post
    Hypernaught
    First off! Hello, and sorry it took me a bit to get back to you. I understand that there have been players keeping you informed of my IRL issues, so I appreciate your patience.

    Secondly... woah. That's... that's a lot to unpack here. Rather impressive submission. I usually worry about new players writing too little but in your case, I worry that you're going to write too much all the time, and I have to read everything and if you keep writing this much... I will be very happy! (Just... gonna take a while to read it, lol!)

    That said... A couple notes. While it happens occasionally, we do try and refrain from referencing things like "the Sol Moon named Titan" because the more we reference it, the more it becomes a matter of note within the game. Now, the Sol System does exist in the universe as a whole (but not within the Galaxy of Axiom) but just how much knowledge that some races have of it is up for debate. I'm not asking you to take these references out; they are apt and functional, just mentioning it for future use of comparison descriptors!

    Are the years you use for how long Grand Arbiter Sliris holding his seat in Cordorus years, Earth years, or Axiom Galatic Years? (a Galactic Year is 62.4 Weeks of an Earth Year) Same question for life-spans, though I am fairly convinced you mean Earth year comparisons there. Same question for terms of office for government officials. (Mostly just asking to help you adjust the thought process; the easiest answer is that these are Galactic Years, which - possibly? - just so happen to also be Cordorus years, a scientific fact that has kept many of your historians in a tizzy since they found out!)

    Overall, though, I am suitably impressed. If you can clarify my question about Time, go right ahead and roll Grand Arbiter Sliris's stats. If you join our Discord channel, I can send you details of your starting region sometime this weekend, and you'll be able to post your first IC post this round. Don't forget your bonus actions! (If you don't wanna Discord - that's fine! - just let me know, and I'll send details via forum PM!)

    Thank you, much appreciated, I was of the mind that I'd try to keep it concise, as it is I write like a backed-up tube of ketchup, once I get going I need to get it all down!!

    Points taken with regards to stapling known solar systems and timescale, I missed or wasn't aware that the present Galaxy had it's own distinct time frame, I pegged the comparisons to Titan and Earth Years purely for convenience and to make it a little easier for the discerning reader to get a sense of scale and whatnot. But would be more than happy to convert those values to Axiom Galactic Years if that'd be convenient?

    EDIT: I'm more than happy to use your suggestion, have it that the Unity was staggered and in disbelief that their calendar so happens to match up perfectly with the Axiom Galactic Standard, fuelling wild speculation and radio shows declaring that the Surivans were actually a test tube race or infiltrated by aliens all along! Yes, let's have that.

    Smashing, I'll roll those up shortly and will join the Discord Server, might have to hassle you for a few bits as this game looks to be a lot more structured than most forum RP games I've played in years gone by!

    EDIT: I've appended the stats chosen to my Grand Arbiter in the Government tab, if that's all okay and above board?
    Last edited by Hypernaught; 2019-11-23 at 04:42 PM.

  25. - Top - End - #355
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Hey Mary_Sue I dunno if you got that pm I sent you or not but I hope everything’s okay <3
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  26. - Top - End - #356
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Important so posting here in the interest of its not being missed. There is some info in my IC post and I gather Reggie's will be forthcoming.

    Quote Originally Posted by IC
    The Speaker of the UPT has surrendered himself and his territories to the Ninurtine Empire. The Speaker will be held in custody pending determination of the charges against him, as will any other specified and named individuals against whom similar crimes are alleged.

    In light of the serious nature of the allegations made by the FCO, the FCO (in addition to any other interested parties) is invited to make formal, legal, representations regarding the alleged offences of the UPT and appropriate remedy, to be heard in the interests of justice and according to Imperial law.

    Until further notice, and until resolution is achieved, the Speaker and his territories are considered prisoners under Imperial protection, and any deployment of troops to UPT territories or in other violation of this safe conduct would be an act of war against the Ninurtine Empire.
    Last edited by Aedilred; 2019-11-23 at 07:35 PM.
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  27. - Top - End - #357
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Aed.

    Wanted to let you know that if the Ninurtines continue to aid and abet known terrorists and enemies not only of the realm, but of the core containment efforts in exchange for bribes, the Syndrome will (if they think they can win) attack.

    Thanks
    bc
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  28. - Top - End - #358
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    The actions of the UPT have cemented them as galactic criminals and a rogue state in the eyes of the FCO, and we will be dismantling that state regardless of what deals it has made. If the Ninurtines decide to take military action in reprisal for this endeavor, let them come. We know the righteousness of our cause.

    Or in other words: guess it's war, then. If the UPT had agreed to our terms, we would not have invaded.

    They did not agree to our terms.
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  29. - Top - End - #359
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Quote Originally Posted by bc56 View Post
    Aed.

    Wanted to let you know that if the Ninurtines continue to aid and abet known terrorists and enemies not only of the realm, but of the core containment efforts in exchange for bribes, the Syndrome will (if they think they can win) attack.

    Thanks
    bc
    Thanks. In the absence of an IC context to reply in I shall do so here.

    Notwithstanding a query over the definition of "the realm" in this context, the Empire would make clear IC that it has offered no aid or abetting to the UPT, and its current relationship is more or less as gaoler. It had no involvement in, or really any knowledge of, UPT activities (including anything to do with the Revolution) prior to the surrender of the Speaker. Nevertheless, now that it the UPT has caused it to become involved, the Empire considers it has a responsibility to the Galaxy to ensure that the UPT is dealt with according to the rule of law and the interests of justice, and not merely private vendetta for private gain.

    Justice will be done, but according to proper process. Anyone with a grievance against the UPT is invited to submit its case. If unilateral military action is taken in the meantime against territories now entrusted to Imperial protection, this may be taken as indicative that the party in question is not confident in its case, and/or is more interested in private benefit than in the interests of justice - in addition to any consequences that follow naturally from declaring war on the Empire.

    The Empire remains committed to core containment and considers that it is in the interest of that project that war be avoided in this instance.
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  30. - Top - End - #360
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Quote Originally Posted by Rolepgeek View Post

    Or in other words: guess it's war, then. If the UPT had agreed to our terms, we would not have invaded.
    "If he'd just shot himself in the face like I asked, I wouldn't have had to kill him!"

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