The Order of the Stick: Utterly Dwarfed
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  1. - Top - End - #91
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Since I am now in a much better place, in terms of wifi, I figured it was about time to post a link to the Lyraen Philosophical Conference. Come discuss matters of practical or esoteric significance and, perhaps, shape the future of the Lyraen State.

  2. - Top - End - #92
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    Kobold

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    Potential region write up for P12

    Dregisles, Region #P12
    Spoiler: System
    Show

    The Dregisles system is a cluttered wasteland of dust, asteroids, planetoids and twisted wreckage. The Hold (previously known as Nelson's Hold) is a large planetoid that orbits the green sun with a very thin ammonia atmosphere and acts as a central hub for the region. On the surface is a domed city known as Terminus with a tunnel leading out to the wreck of a large ship with the name "Longrunner" written in Grymlan script. In orbit are two giant, organic looking, Lapurna ark ships docked to a space station called "Lucky Sevens," a well known, and dangerous, gambling and entertainment establishment.

    There are several asteroid belts in the system, some of which seem to be planetoids that were torn apart. The remains of metallic structures can be seen drifting amid the rubble, ancient in design but far too damaged by impacts or scavengers to discern their purpose. Three factories, called Fabbers Alpha, Beta, and Charlie respectively, float amidst the more metal rich asteroids, two of which seem to be functioning while the third floats dim. Within equal distance of the factories is a fourth structure that serves as the production center and home of the Y33T drones that try and maintain the fabbers. Due to the raw twisted metal on its exposed side indicating that it was part of a much larger structure that had met a violent end at some time. Who made these factories, for what purpose, and what ultimately happened to them is all a mystery.

    Spoiler: People
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    While there are a smattering of many races in Dregisle, including Grymlans, there are two major populations, Humans and Lopurna. The Humans of Dregisle are varied but culturally they come from a long lineage of cutthroats and political dissidents who had fled into the darkness of space to create their own criminal empire (though legitimate given they had the most guns of the reason thanks to the fabbers). Their rule was well known for bloody coups and maneuvering by powerful warlords.

    The Lopurna are another group of refugees, having fled from their homeworld (Lopurn) after a gestalt psionic consciousness tried to consume them. They left amid a turbulent psychic storm and of twelve ark ships the refuges had boarded, two arrived in Dregisles, and the rest are unaccounted for. Lopurna resemble humans with smooth porcelain white skin, red eyes, and long rabbit-like ears and tail. in the middle of their forehead is a bony protrusion with a quartz crystal that tends to glow faintly based on their mood, or brightly in relation to the use of their psychic powers. While all Lopurna are psychic, most of their general populace tend to be empaths while their leadership is picked from those who show stronger powers than their brethren. The reasoning behind this is that a strong leader is both needed to be able to withstand the strain of leading a communion, the act of linking several Lopurna together for organizational purposes, while protecting their underlings from any psychic feedback from the emotions and feelings of their combined efforts. Til recently the Lopurna were being held captive in the region, their ships under constant threat of being scuttled by the volatile human warlords and were forced to use their abilities to growing food among other things. They are currently lead by the young princess Narya Velure who, with the sudden freedom of her people, now finds herself facing the daunting task of carving out a place in the galaxy either on her own, or with her new furry overlords.

    Grymlans make up a small, but growing, population of Dregisles, their ship having crash landed a long time ago, they too were put under the heel of the oppressive warlords, but the humans tended towards leaving the Sicurdian species to their own devices due to their useful nature, only occasionally prodding them into repairing crucial systems of the human habitats as needed.

    Y33T drones are mechanical saucers with arms attached. Their entire existence seems to be focused on the repair and preservation of the ancient structures in the region, though due to the low number of drones and the degradation of time, they are barely capable of maintaining them.

    Spoiler: History
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    Whatever race or power that had occupied Dregisle previously is long gone save for the Fabbers, Y33T drones, and twisted wreckage among the asteroid belts. An exodus of human dissidents and criminals made their way slowly through the dark of space to find the region not only unoccupied, but full of guns to boot. Early human colonization was primarily focused on production and control over food and gun production in the area. What couldn't be produced was salvaged from debris in sector resulting in much of their construction to be ramshackle, old, and repurposed. Through many hundreds of years of infighting, power was somewhat centralized on the Hold (typically its name changing to the current High Warlord's till he fell from power), in the form of the Domed city Terminus. The Lopurna represented the second exodus to arrive in system. At the time, the Warlord El-mar ordered his troops to capture the ships the arks, essentially giant civilian ships, fell under his control. Seeing the Lopurna's botanical ability, he pressed them into service as growers for his, self professed, budding empire. Shortly thereafter he'd be assassinated by one of his generals who would take his place.

    The empathic Lopurna initially bucked against their occupation but without access to guns, and the humans having a dangerous level of control over their ships, they grudgingly knuckled down and cooperate. During the period leading up to the arrival of the Grymlans, the Lopurna was trying to covertly influence the human leaders by using their empathic abilities to politically maneuver them against each other, with the ultimate goal of causing enough chaos so they could escape without their ships being blown up. Thanks to their efforts, among the humans in power it became fashionable for them to keep a Lopurna, or two, around for reasons.

    The Grymlan invasion was preceded by the Grymlan crash on the Hold was both unexpected. As the affable Sicurdian people were not going anywhere the Humans of Dregisles tried to put them to work repairing and upgrading their ships. And while they were typically looked down upon, the humans did so at a distance, both due to "accidents" occuring after notable incidents of poor treatment by the humans, and the fact that they were desperately needed for their engineering skills. While the humans were cunning and held power in the region, the constant turmoil coupled with the barely adequate infrastructure, meant that their ability to produce new ships was severely stunted with most of their active fleet being ancient yet sturdy ships that were constantly being retrofitted and patched up. Coupled with the prevalence of several factories producing guns, the human battle doctrine focused on boarding parties over ship to ship combat, with the idea being that seizing another captain's ship with as minimal damage not only eliminated a rival, but also improved the power of the capturing force. This would lead to the ultimate conquering of the region by the Grymlan Darkship fleet Shinystar lead by Jeejee Scrapseeker.

    The arrival of a Grymlan probe from the Galactic north, herald the coming of the Grymlan fleet. Originally they were only interested in securing the Fabbers for study, but Warlord Nelson's aggression pushed them to retaliate, the advanced Grymlan ships and fighters cutting through Nelson's ancient ships with terrible efficiency and eventually resulting in the Warlord's death. The Grymlan's mission shifted from securing the fabbers to securing the region. In but a years time, the human forces surrendered at the Lucky Sevens station, the terms of which both placed the region under the control of the Grymlan Combine, and demanded the disarmament of the bombs on the Lopurna ships.

    Spoiler: Philosophy
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    The Lopurna used to follow the tenants of the great communion, which favors understanding, community, and friendship. Unfortunately the terror resulting from the Gestalt corruption has caused them to avoid practicing in such large organized numbers as they had done in the past for fear of calling, or creating another, the Gestalt to them.

    Humans in Dregisles have no unified religion and ideologically are pragmatic following what best suits their needs at the time.

    Grymlans adopted the pragmatic utilitarianism to the ideas of OwO, but with the reintroduction of their brethren from the north, there is a strong push to reintegrate with them.

    Learning Center 1: (Lucky Sevens Broadcast Hub) - Open


    Spoiler: Trade
    Show

    The iconic fabbers of Dregisles are hardcoded to produce [B]Guns[B] and gun accessories. Attempts to make anything other than guns have had no success and, given how little people actually know of the facilities, most dont bother messing with them. Unfortunately, due to a lack of habitable planets, arable land is in short supply meaning that Food is in constant need.


    Last edited by SquirrelWizard; 2019-07-25 at 05:42 PM.

  3. - Top - End - #93
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    @bc - I would like to know more about the rest of the region besides the lone inhabitable planet, but expand on that, and the Violet Expanse is approved.

    @Moriko - Seems a little... light on details? I know there isn't much intelligent life, but maybe you could expand on what was found on Wereld 3? Mostly, I'm ok with the bare bones, but that's what it is: bare bones. I can't approve this yet. Give me more substance, and we'll talk.

    @Gaius - Baryshev is Approved.

    @Squirrel - A couple typos here and there, and it doesn't need the Resource Requirement of Food if you don't want it... but Dregisles is Approved.
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    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

    Got my Master's Degree for games (yay!). Still busy (boo!).
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  4. - Top - End - #94
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    Spoiler: Region: Ordivicia Q25
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    The sole inhabited world in the region is Ordivicia IV, a super-Earth planet with 1.78 times standard gravity. Most of the planet's surface is covered in dense vegetation, so dark green as to appear black under the glow of their distant red giant star. Lunar born Celenians find the surface exhausting. The natives are a stocky race with long, bulbously muscular arms and short legs. They have ruddy brown-red skin and wear their thick black hair in intricate braids, usually adorning the tips with gold facets. Due to their squat builds and penchant of stone and metalwork, they have been nicknamed Dwarves by the humans of Celes.

    Unsurprisingly, Ordivicia hosts few native species capable of flight, spare for some varieties of insects. They also have no terrestrial species larger than a horse. Despite having a working understanding of rocketry and the capability to develop appropriate fuels, Dwarves have reached the conclusion that achieving orbit would be either physically impossible, or so expensive as to be logistically impossible. They are keenly interested in acquiring Celenian plasma thrusters and fusion power plants.

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

    The smog filled factory cities of Lindre and Tasadre are the most notable production centers, the foundries supplying their developing industrial civilization with thousands of tonnes steel per year. One steel alloy is remarkable for its extreme elasticity and tensile strength.

  5. - Top - End - #95
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    Quote Originally Posted by Gengy View Post
    @bc - I would like to know more about the rest of the region besides the lone inhabitable planet, but expand on that, and the Violet Expanse is approved.
    Updates!
    If you need more, I can give you more!
    Also, the name "Violet Expanse" finally makes sense.

    Sector T22: Violet Expanse

    Spoiler: Terrain
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    The Violet Expanse is a lonely starfield, swept by clouds of mineral dust which glitter an amethyst hue in the light of their stars. Several rogue planetoids throughout the sector seem to be made from a similar mineral, suggesting the dust comes from collisions between those objects. These crystal clouds seem relatively harmless, although in rare cases, they interfered with long-range sensors by refracting radiation used in scanning, creating phantom images of large objects floating in the void. These sensor ghosts had explorers a bit jumpy, expecting hostile natives, asteroid collisions, or other threats whenever one appeared too close by.
    At first glance, the lone inhabitable planetoid of the sector seems to be covered in a thick, purple fog. Found at the inner edge of its star's habitable zone, in a lopsided orbit, it seems to be a captured exosolar object, caught by the star's gravity well. It has a majestic set of rings of purple crystal. Explorations into the dense cloud cover of its surface revealed a landscape of rocky spires and hoodoos, carved out by constant gale-force winds. The fog was found to be an organic, hallucinogenic substance carried by the winds, with good nutritional value, but its source was unknown. It took several days before the research party came across a grove of trees around a spring hidden within the rocks. These trees produced the substance, their pollen, in large quantities. It was discovered that the strong winds spread the pollen to other groves across the planet. These plants are known as Amethyst Trees. Mysteriously, no other macroscopic life has been discovered, leading explorers to believe that the trees are the dominant life-form. Like most everything in the sector, the rocks and trees themselves are purple, owing to the purple mineral which makes up the planet.


    Spoiler: People
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    Violet-Seeds is inhabited primarily by Syndrome colonists. With no native intelligent life, they live in sealed research colonies away from the hallucinogenic substance blown through the atmosphere.


    Spoiler: History
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    The system was discovered by explorers from the Ninurtine Empire seeking exotic resources to bring back to their homeworld and a lost Relay believed to be in the area. They found no relay, and despite the presence of drugs which would alleviate needs in their capital, did not attempt to cultivate them. The Syndrome also showed interest in the region, sending research stations to cultivate the Antispice as a food source and warships to aid in the establishment of their new colonies. At the signs of Syndrome advance, the Ninurtines fell back to their home system, allowing the insectoid natives of the Heart-Beacons to take control. Despite this, the Ninurtine Empire still believes the Violet Expanse part of their territory, and the region is hotly contested between the two powers.


    Spoiler: Government
    Show

    The colonial Syndrome government is very authoritarian, even by Syndrome standards. In order to prevent contamination from the Antispice, strict rules are in place regulating who can come and go from the colony, and when. A divide has formed between the upper echelons of the settlements, who want to keep the order as it is, and the lower classes, who want more freedom to move between colonies and more availability of Antispice for recreational use.


    Spoiler: Resources
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    Resource: Antispice (Minor)

    The pollen of the Amethyst Trees has become known as Antispice because of its peculiar properties. Chief among these is the fact that it is so bland that it makes other foods exposed to it less flavorful as well. In addition, it has hallucinogenic properties in many life-forms. Despite this, it is edible and nutritious, if thoroughly unpleasant to consume.

    TP1: Research Station Alpha (SYN)
    The Syndrome research station cultivates Antispice to ship back to the Heart-Beacons for processing into food for livestock.

    TP2: Research Station Beta (N/A)
    TP3: Research Station Gamma (N/A)
    Other research stations have been built, but they lack the infrastructure to properly produce Antispice in viable quantities for trade.


    Spoiler: Philosophy
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    Learning Center: (Open)
    The hallucinogenic Antispice floating in the air leaves unprotected people on the surface dazed and unsure of what is real. They are highly receptive to new ideas as a result.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

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  6. - Top - End - #96
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    Lyca (F6)

    Spoiler: Stellar Cartography
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    Five major star systems compose this sector of space though four of the five hosted no atmospheric planets and their asteroid belts were dense but mineral poor eliciting little interest from surveys conducted by UPT scouts. The fifth star system however was centered around a vibrant yellow star boasting six planets in orbit the fourth of which was host to a unique form of life which has consumed the majority of attention within the sector. Named Lyca by the Symbraum discoverers, and having this name synecdochially applied to the entire sector of space, this planet was rich in both O2 and CO2 gasses which fed a sprawling ecosystem of flora and supported the existence of megafauna mostly limited to the oceanic life with insects and amphibians dominating the surface. The planet itself was composed of three major continents divided by five major world oceans which were each noted to be of high salinity at an average of 60 parts per thousand. Storms on the planet were a regular occurrence driven by the tidal effects of the planet's three moons.

    The moons, lacking names but what the Symbraum gave them, were of near equal shape and size to one another though their orbits made them appear to scale in size by fifty percent increments from the planet's surface. Dubbed the Triplets as a whole and named Wor, Wul, and Wyk in ascending order from distance to the planet these moons were composed of a sulfuric rock giving them each a pale yellow complexion and making the impacts of ancient asteroid especially notable due to the deep craters left in the soft dusty rock. Scans by UPT scientists have identified unusual radiation signatures existing just inside but presumably mostly outside the wavelengths detectable by existing UPT sensors. Speculation as to the moons relation to the planet, their origin clearly not of terrestrial surface broken off from the planet given their unusual composition in comparison to Lyca, and the effect they have upon the dominant Lycantrope species has consumed multiple ARD research journals.


    Spoiler: Populace
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    No intelligent life aside from that imported by UPT scouts exist in the sector. The native surface fauna of Lyca proper are primarily insect with a few amphibious species living near the water's edge. The insects and amphibian species were noted for growing to impressive size owing to the rich oxygen atmosphere and the air on Lyca buzzed with the sound of massive wings throughout the day and night. The amphibious species predated the insects and appeared at a cursory glance to be the most advanced lifeform yet to evolve on the verdant world. Deep within the oceans massive creatures similar to earth whales and sharks act as apex predators of the sea consuming fish and simple invertebrates for sustenance though even beneath the waves these creatures were not immune to being made subservient to the true apex predator from the surface, a plant-based lifeform known to the Symbraum as "Lycantropes."

    The Lycantropes are an unusual species being most easily categorized as plants based on their cell walls, consumption of carbon dioxide to produce oxygen, and ability to photosynthesize as a secondary food source but unlike most plants they do not remain stationary permanently and were capable of consuming bio-matter to fuel themselves. In their "natural" state the Lycantrope appears similar to a terran venus flytrap though its maw was shaped more akin to an earth wolf than the simple folds associated with a standard fly trap. Lime green in coloration run through with pink-red veins that acted as a distribution system for consumed nutrients the plants stood nearly two meters tall with a "jaw" span of a meter which allowed them to clamp down on significant sized insects and amphibians. An animal caught in such a way was locked in a fibrous prison filled with a sweet smelling sap that doubled as an acidic compound which slowly dissolved their captive prey. A single species of insect had developed incisors capable of piercing the thick fibrous walls of the maw and escaping but even these creatures had at best a fifty percent success rate of escape and their consumption by the Lycantropes had already seemingly prompted an evolution within the tropic plants to develop thicker maw fibers. Yet it was not their consumption of animals that made the Lycantrope stand out but rather their ability to transform into the shape of their prey through some arcane or poorly understood scientific tie between their genetic code and the Triplets which orbited Lyca.

    It has been thoroughly observed by UPT biologists that when one of the Triplets ascended the night sky with full golden reflection of the sun opposite the planet's surface Lycantropes touched by these lunar rays transformed into animated simulacra nearly indistinguishable from the true species they replicated. This explained not only the existence of Lycantropes on every continental surface of the planet but also the stunting of animal evolution as species, like the aforementioned insects capable of penetrating their prison, found their advantages turned into hindrances which merely fueled the Lycantrope's dominance. A great deal had been written regarding the propensity for the Lycantropes to apparently target their most aggressive foes from the animal kingdom including the amphibians and advanced insects for not only consumption but the disruption of their reproduction through infiltration and direction towards paths of extinction. Symbraum observers have suggested there be some form of psionic connection linking the worldwide Lycantrope population in thought but attempts to reach out through the mind have failed and a highly controversial experiment of submitting a Symbraum volunteer for consumption by the Lycantropes yielded little usable data and offered no greater insight into the Lycantrope condition. Still, study of the unusual specimens continues under ARD direction.


    Spoiler: History
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    No signs exist within the system that it was ever inhabited by intelligent life of any kind. It is possible the sector once fell under the dominion of some declined ancient stellar empire but this was pure speculation as no evidence of satellites, outposts, or other intelligently designed structures existed in the sector. Currently UPT has declared the sector as a whole a yellow threat level quarantine zone meaning travel into and out of the system was subject to inspection by border outposts to ensure no contamination entered or exited the sector with the planet of Lyca marked as a red threat restricting any interaction with its atmosphere or surface to UPT origin ships bearing proper approval from the Director level or above. These quarantine levels were set shortly after the arrival of the Emergency Defense Force on Galactic Date 217503.3.1.53 and investigation into the Lycantropes on planet Lycan commenced shortly thereafter under the oversight of Applied Research. For over a year ARD merely observed the planet hoping to gain an understanding of the Lycantropes but soon the local outpost dedicated to this observation sought to begin experimentation on the surface.

    Initial surface experiments were restricted to autopsies and vivisection of the native creatures with special emphasis on the Lycantropes to try and identify the unusual means by which they achieved their transformation properties. Eventually bonds were made by Symbraum with local fauna, primarily the amphibian and oceanic animals which produced a great amount of data regarding the biology and ecology of the planet, excluding the Lycantropes themselves. Nearly three years into these studies it was decided that attempting to bond with the Lycantropes was the Symbraum's best chance of uncovering by what mechanism they seemingly communicated their cohesive desires after numerous failed tests to connect with the plants psionically. Thus a Symbraum scientist, renowned for their unusual and nontraditional methods, bonded themselves with a small amphibian and willingly was consumed by a Lycantrope. Unfortunately for the scientist and the research as a whole this experiment ended only in the death of the Symbraum and loss of a great scientific mind which prompted the interceding of other divisions who sought to restrict the wanton experimentation ARD had been allowed to conduct so far. In the wake of this incident ARD was suspended from further field tests and restricted to orbital observation although petitions continue to pile up for the restoration of field experiments on Lyca.


    Spoiler: Philosophy
    Show

    With no intelligent life there was no unifying ideology to be found in this sector of space. However the arrival of Symbraum brings with it the opportunity for new or old ideologies to take root among this new population.

    Lyca Observation Station Prime (Open): An orbital station composed of modules detached from the Defense Force ships which captured the sector and placed in orbit around Lyca it is here where the greatest minds gather to observe the unusual properties of the nearby planet.


    Spoiler: Resource
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    Plants capable of consuming and assuming the form of animal intelligences Lycantropes are currently considered a volatile and dangerous species by UPT but they remain the most unique and intriguing resource native to this sector of space. Currently exports are disallowed and it was unlikely UPT would endorse any but their own acquisition of these plants until they were better understood. Perhaps in time a utility for these creatures could be found but for now they remain mostly undisturbed under observation by Symbraum scientists.

    Hul Continent - Open

    Last edited by Reggiejam; 2019-07-17 at 10:37 AM.
    Thanks Gengy for the avatar!

  7. - Top - End - #97
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    @Moriko - Seems a little... light on details? I know there isn't much intelligent life, but maybe you could expand on what was found on Wereld 3? Mostly, I'm ok with the bare bones, but that's what it is: bare bones. I can't approve this yet. Give me more substance, and we'll talk.
    Mier (D14)


    Spoiler: Terrain
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    The system the Mier has a bright yellow star with 4 planets in orbit of these planets 3 are barren with little life however the fourth is a bright green ocean world. It seems strange to have a system with so few planets when a large asteroid field is discovered that seems to be the site of two planets that collided with each other not to long ago.

    Mier(Yellow main-sequence star)
    A G2 class with a surface temperature of 5500 degrees Celsius and has the following celestial bodies in orbit:

    Wereld 1:
    A planet mostly covered by water, the aquatic life has evolved in very interesting ways. They food chain seems to work based on the proximity to the surface with most prey being found in the debts, as a result any expeditions that venture to close to the water surface run the risk of falling prey to one of the many dangerous lurking just below the waves. However patches of land exists with very little native life these patches have been used to set up the colonies for the Mier Formica.

    Wereld 2:
    A barren planet that has no natural life this is the prime candidate for terra forming due to its proximity to Wereld 1. The northern ice caps could be used to house initial landing parties and slowly but surely melt the ice this would create ideal situations for the first jungle plantations.

    Wereld 3:
    A barren planet that orbits close to the sun. Because the planet does not spin the small area between eternal day and eternal night has become home to some smaller life forms. While observing the planet a large migrating herd of bison like creatures complete a circle around the planet on a yearly basis, this migration seems coincide with the lion like creatures mating season as the food this yearly feast provides is an excellent way to feed the young. Small lakes have formed however there seems to be no aquatic life par some single celled organism.

    Wereld 4:
    The last barren planet in the system its huge size at the further end of the system seems to act as a natural shield for the inner planets. The constant meteor strikes crack the ice that forms and create beautiful geysers.

    Asteroid field:
    This asteroid field has enough raw material to keep the colonies in this system going. Large deposits of iron and gold are found however these would not be substantial enough for trade.




    Spoiler: People
    Show

    There is no native intelligent life in the system however the Mier Formica have settled here and are expanding their colony.
    The vast array of aquatic creatures on Wereld 1 and the unique living circumstances of Wereld 3 will keep scientists busy for some time to come. Among the asteroid field in the leftovers of the planets one fossil miraculously survived and appears to depict a create that was over twenty feet tall. The fossil was returned to wereld 1 for research.


    Spoiler: History
    Show

    The system was discovered by an exploration fleet that originated from Mier Formica on 217501.0.0.80. The system is estimated to be 3.5 billion years in age and was settled by the Mier Formica 2 galactic years after its discovery. The collision of planets is calculated to have happened 150 galactic years ago.



    Spoiler: Government
    Show


    The Mier Formica Queen is in charge of all systems however this system as a whole is lead by the first planetary queen to establish a colony here. The other planetary queens still receive their order from the queen however when communications fail will follow the orders of the queen that leads the system.

    The distance between systems sometimes causes for unforeseen communication errors that result in unrest in the system. These communication errors will have to be corrected before the Queen is in full control.



    Spoiler: Resources
    Show

    Fluorescent Algae Great:

    The ocean planet has seas that are covered by thick mats of Fluorescent Algae that glow bright blue when exposed to infrared light and emit peculiar radiation signatures

    TP1: A small stream that goes inland the shallow water stop most of the aquatic predators and make the algae safer to harvest.

    TP2: A coastal harvesting station that has the occasional attack. This does not stop the collection of the algae and soon early warning systems are in place to assist with the gathering.

    TP3: Underwater volcanoes have created a very fertile patch of land and in the center a lake filled with algae is ripe for harvesting.



    Spoiler: Philosophy
    Show

    The colony has not yet spread the balance to this system and the learning centre lies open.

    LC1: A beautiful patch of land that seems to have dug itself into the surrounding water. It is completely below sea level with only small amounts of earth stopping the flood from taking it.
    Last edited by Moriko; 2019-07-18 at 10:58 AM.
    See that awesome avatar? This dude called Gengy made it.

  8. - Top - End - #98
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Just a reminder from the GM Team, the round closes in less than a week, and the following people have not yet made IC Posts:

    Makvala
    Wizard_Lizard
    Ausar
    SosDarkPhoenix
    Doomhat
    Zabbarot
    LapisCattis
    Last edited by Moriko; 2019-07-22 at 07:22 AM.

  9. - Top - End - #99
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    The SODITE™ System
    Enjoy
    Spoiler: Terrain
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    The planets of this system do not orbit a star like many other planets but instead orbit a large bubble of CO2 floating in space. How exactly? Still no one knows. The planet its self is made 100% of liquid but the surface is 6 miles thick ice. The inside is ice cold water with a high amount of devolved CO2. The interior is also hoe to a few species of life adapted to take in CO2. Specifically the algae that thrive on the bottom side of the ice and re-dissolve CO2. they are very important for the world, with out them it would build up too much pressure and explode. at the North Pole of the planet is an area of thinner ice. Many holes are drilled through that part and installed with heavy steel doors to allow entrance and exit from the planet though the inhabitants rarely leave. The civilizations of the planet thrive in cities built out of big glasslike bubbles that act as housing.


    Spoiler: People
    Show
    The inhabitants of this planet are quite strange. they are half way between a fish and a glass coke bottle.
    [IMG]file:///Users/Maria/Desktop/Unknown.png[/IMG]
    The are the only sentient life in the planet and have created a thriving civilization. No one knows where they came from, not even them. They survive by taking in CO2, Processing it by carbonating their internal fluid. the pressure created produces excess sugars and proteins which they then excrete along with their bodily fluids through the opening in the top of their head. In short: they piss soda. Also they ride around (or swim around?) on tiny colorful CO2 powered bicycles

    Spoiler: History
    Show
    The Sodite people have little history due to their lack of paper or any way of logging events so not much can be said. They do however have a future. Or more a prophesied doom. They all live in the fear that an astroid will one day hit their planet. As you can probably guess the result is the same as shaking a bottle of soda and then hitting it with a rock... BOOM!.

    Spoiler: Government
    Show
    The oddities feel they have no need for a government and instead live with out the need to make decisions. They live simple lives operating their nuclear Fizzin reactors. The closest thing they have to the government is the overseers who over see the Fizzin reactors.

    Spoiler: Recource
    Show
    The main resource of the planet is their Fizz juice produced by the Nuclear Fizzin Reactors which they use as fuel
    TP 1 Cola springs
    TP 2 Fanta fountain
    TP 3 The wonderful land of fizz juice


    Spoiler: Philosophy
    Show
    The Sodites and their sole purpose to survive and make Fizz revolve around their gods Cokeus and Pepsite lords of soda who they believe to have created this world during their eternal war.
    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?

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

    bc56, is it your intention to defend region T22 or not? If the region is undefended I will send one unit, if it is I will send more. I reduced my attack numbers on Wednesday because your actions made no mention of defending the region and I figured if they didn't by then you weren't going to defend it. You then decided to defend it after all yesterday and edited in a defence action, at which point I reinstated my original unit numbers, and now you've withdrawn your defence action again.

    I don't mind either way, but I don't think hokey-cokeying units in and out of the region for the next two days in the hope of gaining a metagame advantage is a good use of anyone's time.
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Quote Originally Posted by Aedilred View Post
    bc56, is it your intention to defend region T22 or not? If the region is undefended I will send one unit, if it is I will send more. I reduced my attack numbers on Wednesday because your actions made no mention of defending the region and I figured if they didn't by then you weren't going to defend it. You then decided to defend it after all yesterday and edited in a defence action, at which point I reinstated my original unit numbers, and now you've withdrawn your defence action again.

    I don't mind either way, but I don't think hokey-cokeying units in and out of the region for the next two days in the hope of gaining a metagame advantage is a good use of anyone's time.
    I saw that you were attacking with one unit and defended, then you changed back to five so I stopped. We've hit Mil deadline, so it doesn't matter now, I'm not defending.
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    New region write-up!

    K23 Veleron


    Spoiler: Summary
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    Leader: Prime Minister Eladia Makeda Sarai
    Home System: Panulea Cluster
    Resource: Flux Flax [Good]
    Learning Center: Isle of Serraphrei [Open]


    Spoiler: Region
    Show
    Veleron is the lone inhabited planet within the Panulea Cluster. On The planet surface are two sprawling and lush jungle-like super continents divided by a large inland sea. The continents were largely formed of a lightweight, porous rock which often gives way to sinkholes and cave-ins. Earthquakes, tsunamis and volcanoes are not uncommon and contribute to the instability of the surface. Bubbly gasses erupt from volcanic vents, sometimes taking large pieces of land with them, forming the planet’s secondary habitable terrain, the sky islands.

    The sky islands are home to what few technological marvels that Veleron houses, chief of which being the Isle of Serraphrei. This large island is where the flux flax, traded from the surface dwellers, is processed and readied for use in the islanders attempts at mastering advanced technological techniques. They’ve been met with varying degrees of success, undoubtedly why they were passed over for the event at the Simulacrum despite their obvious intelligence and nuanced social constructs. One of the marvels of the sky islands are the large clear domes which can be retracted or made opaque depending on how much rain or sunlight is desired at any given time and have been crucial in preventing the erosion of the soft rock.


    Spoiler: People
    Show
    Two very different sapient races dwell upon Veleron. The surface dwellers appear to be rather unremarkable humans stuck in a primitive age who do not desire to utilise the technology of those that live over their heads. They build their structures out of sturdy jungle wood atop flat plateaus above the danger of vents and sinkholes. They live in small settlements dotted across the planet surface and are not especially burdensome to the local ecosystem which is rich in both flora and fauna. They farm the valuable flux flax and trade it to the islanders mainly for forged metals and advanced medicine that would be difficult for them to produce by their own modest means.

    The second race on Veleron call themselves Narrae in the local tongue, but the Alysians took to calling them The Islanders rather quickly. The Islanders are a very intelligent race of insectoids. They stand approximately as tall as humans, not accounting for their long antenna. They have large cluster eyes which take up most of their narrow faces which fade into a delicate chin. They are of a uniform opalescent blue-green that serves as camouflage against the jungle foliage. They have two arms and two legs which are armored along with their carapaced torsos. Narrae have four large wings which allows them to easily move from surface to the sky islands for hunting and trade. They also use their wings to accompany their verbal language with emotion-laden song that is used to punctuate their words.


    Spoiler: History and Government
    Show
    Neither the surface dwelling humans nor the Islanders have any record of their races origins or arrivals on Veleron. The two races have a long history of peace and cooperation, though their civilisations have historically remained as separate entities with instances of a Narrae choosing to live in a human settlement being exceedingly rare and the humans being unable to ascend to the sky islands without aid even if one had ever wished to. Relative technological advancement of the Islanders accelerated after the discovery of Flux Flax’s singular properties and the humans were encouraged to farm it for them, which they willingly took up for the benefit of metal tools and the exchange of the advanced herb lore of the Nerrae.

    Upon the Eternal Assembly of Alysia’s arrival, both the Governments of the humans and the Nerrae seemed rudimentary at best. The human settlements were overseen by a chieftain, usually chosen for his strength and foresight for the benefit of his people. The Islanders seemed to live in large family groups consisting of a single matriarch and several subordinate males. The males with the most status in the Nerrae communities were the ones that eschewed mates, and focused solely on study, working towards the advancement of their race and the processing of the flux flax.


    Spoiler: Philosophy
    Show
    The humans of Veleron do not idolise anything in particular and focus mostly on their daily mundane tasks necessary for their survival on the capricious planet surface. The Nerrae treat the flux flax with genuine reverence for its abilities but can not be said to adhere to any particular creed or ideology. The planet’s foremost learning center sits atop the Isle of Serraphrei where all the flux flax processing takes place.


    Spoiler: Resource
    Show
    Flux Flax is an organic optical fibre found both naturally occurring and is also farmed by the humans of Veleron upon its surface. It is processed by carefully removing the grass-like sheath that covers it and letting the interior strands dry out. Once dry, the strands are strengthened with a liquid alloy solution that dries flexible and enhances the flux flax’s natural energy conductive properties. It is used to enhance a technological device’s run time and also to transfer large amounts of data across its fibres. Its inexpensive production cost and versatility makes it by far the most valuable technological asset on the planet.
    Quote Originally Posted by TheDarkDM View Post
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    First off...

    Round 3 closes in about 22 hours from when this post is made.

    Please make sure that you have updated your round 3 post to it's this isn't even my final form. The following players have yet to post:

    Wizard_Lizard
    SoSDarkPhoenix
    Makvala (Did not post last round. In danger of being removed from the game this round.)




    Next up, let's do some Region Approvals!

    @Nefarion - For an initial concept, this is fine. Needs work to fit the standard format. I remember you mentioning that it was a quick and dirty idea, and I assume you will get back to fleshing it out a bit and putting Ordivica into a more [spoiler-tags] format, so I look forward to when it's done

    @bc56 - The Violet Expanse is approved. As an aside unrelated to approvals, please remember to notify participants in WAR situations if your actions update significantly so that they can react in time. Thank you.

    @Reggie - A little story: Before the game started, the intention for this regions was to have "Lycanthropes" as the resource. A typo occurred, and the 'h' was dropped. I loved it, and was excited enough to keep it... and, well, you did pretty much exactly what I thought would happen with the GM Team's typo that I made canonical. Lycantropes is my favorite resource atm! Lyca is approved.

    @Moriko - I think you limited yourself on being able to add details when you chose to have no native intelligent life here, which effected what you could write in the history section. Still feels a bit sparse because of that, but the region is acceptable. Still, Reggie did something similar, and was able to fill in those sections, so I guess you have a challenge for next time there are no lifeforms? I'd like to know if Fluorescent Algae is edible, and what uses - other than a biological light source - the Mier Formica has found for it, but otherwise? Mier (D14) is approved.

    @Ivor - First up, your IMG file in the people section needs to come from an existing online source. Sadly, OotS isn't a hosting site for non-Giant created pictures
    Beyond that? I like the concept. It's weird, it's wacky, and I think it's plausible. I look forward to what happens when Zabbarot and the Kombuch learn of this place. I also look forward to sending the great "All Kill, Zeltzer" demon at The Sodite System. (This may or may not be an actual thing that happens). Consider the region approved.

    @Mary - Just so that I understand, your intention is to make Flux Flax both a crop and an electronics source? Just trying to figure out the use for it as a potential resource requirement for technologies. It enhances computing hardware, or it is computing hardware? Otherwise, the region is approved.
    Spoiler
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    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Round 4 is now open.

    Please be aware that the GM Team is still working on NPC actions, and intends to have those up in the next 48 hours.

    The Map and Secret Action results should be available in the next 24 hours. IRL stuff hit us a bit more than expected this round, so we apologize for the delay. Thanks for your patience!




    Makvala and the Dipanan Collected Nations did not post for two rounds. M27 is now an NPC region, and will be dealt with during Round 5's opener.

    Wizard_Lizard did not post last round, and has Round 4 to post before the Draaxerri are reclaimed by the GM Team.

    Stat Manager PepperP. would like to remind people to please post stats in the following order:

    Diplomacy
    Military
    Economy
    Philosophy
    Intrigue

    She will be busy for the first few days of the round, but stat in the Tables are up to date for the start of Round 3, and should be up to date for the Start of Round 4 soon-ish!
    Spoiler
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    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

    Aed.

    Wanted to let you know that A: yes, you do need to roll buyouts and B: There is only one TP for Antispice in T22.
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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 A: yes, you do need to roll buyouts and B: There is only one TP for Antispice in T22.
    The reason I asked is that the rules are ambiguous as to whether you need to roll to buy out unoccupied trading posts in your own regions.

    Quote Originally Posted by The Rules
    Players may attempt to gain control of trading posts in regions belonging to other players in a Buyout action. Roll 2d6+Economy and any relevant bonuses. If the roll equals or exceeds 12, the trading post is successfully acquired.
    I did, however, misread the table and thought there were two TPs in that region. My bad.

    If Gengy will permit it, I will replace that action with an E5 to add another trading post. If he won't let me do so since it's already been rolled I guess I'll do that next round.
    Last edited by Aedilred; 2019-07-28 at 12:33 PM.
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    @Aed - As you pointed out a relevant and related error in the rules, I will allow it. Consider this a one time exception, however!

    @everyone - I heartily enjoy that players are rolling early, and for the early rounds of the game, I really do appreciate it. However, if you aren't sure about something, you can wait to roll. I'd rather people waited to roll till later then have to make exceptions to the rules.
    Last edited by Gengy; 2019-07-28 at 03:16 PM.
    Spoiler
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    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

    Got my Master's Degree for games (yay!). Still busy (boo!).
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Quote Originally Posted by Gengy View Post
    @Mary - Just so that I understand, your intention is to make Flux Flax both a crop and an electronics source? Just trying to figure out the use for it as a potential resource requirement for technologies. It enhances computing hardware, or it is computing hardware? Otherwise, the region is approved.
    No sorry, I would say it is strictly a technology resource and should not count as a crop.
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    I missed that Lyrae had acquired TP 2 for Cyreilean Marching Powder and do not wish to take a resource from them so will be marking it as TP 1 in my actions. If this isn't acceptable I suppose LYR will have to make a resistance roll.

    I'd also like to discuss what bonus the Gilded Garrison grants at some point hopefully this round.

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

    Resistance roll? With my Economy of 1?

    AHAHAHAHAHAHA!

    Yeah...I have a 1/36 chance of tying that roll. It’s possible! Just very unlikely. I would greatly appreciate it if you switched that to TP 2

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

    Permission granted for the switch of TP targets, @Roarke

    @everyone - There are a few updates to the round opener. Mostly finding a few more bases for Organizations!

    The Harmony sends a small delegation to system B22 and find a star system that is populated by an advanced race of thinkers. On their arrival the discussions were slow going until one of the natives offered the use of a strange helmet, when the helmet was put on the proxy used to communicate several bodily functions were increased. After some negotiations the Harmony left on good terms with the natives. What's more, a relay for the Cosmic Couriers has been located in the area! HMY Inquest into B22 which contains a [Great] resource of [Neural Amplifiers] and an Open Learning Center! TP#1 is owned by the Cosmic Couriers, whom have a base in the region! The system is guarded by 2 Units of enhanced fighters. HMY gets +1 to establishing a claim in B22
    The Svaatyr fleet investigates a world inhabited by what can only be described as surly dragon people. The local dragon men eagerly welcome the Svaatyr fleet in the system, attempting to bribe the fleet with all the artisanal mustard they can manufacture. Guided… gently by the neighboring sisters of silence, the dragon men have thrown away their warrior ways for more enlightened hobbies. Across the planet lay vast plantations of Dejan mustard, named after what the locals believe to be the greatest conqueror in history. (SVA discovers L20 which contains a [Great] resource of Dejan Mustard, a Sisterhood of Silence Base, and a Learning Center for The One!)
    Additionally, the maps have been updated. I have included the Full Map (the big one that has been included every round) and also a smaller, more detail oriented map, which has some grid-work to hopefully lessen the mistakes from players and GMs for future rolls (and results!).
    Spoiler
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    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

    Well, Randoman got me all excited about coming back, so here goes. Looks like I'll be taking over the Systems Alliance Collected Nations.

    Dipanan Collected Nations


    Starting Region: M27


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

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


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

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

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

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

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

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

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


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

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

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

    Colonies:
    • Shelohu- A small but promising colony, developing slowly due to the difficulties of establishing infrastructure underwater on their flooded planet. Most business is agricultural algae and crustacean farms complemented by tourism.
    • Nozambe- As a mining colony on a frozen and lifeless planet, Nozambe's population fluctuates according to the influence of the market, with few permanent settlers and lots of transient miners and geologists.
    • Mbambasha- The most prestigious colony due to its high quality of life, Mbambasha is a garden world with large swathes of prairie. Most settlers have adopted a migrant lifestyle herding cattle or the large edible snail-like species native to the southernmost continent.
    • Algany- Originally expected to be an extraordinarily fruitful colony, settlers have been continuously surprised by the differences between Algany's jungle and that of Katarsha. Most of the original colonists were forced to evacuate shortly after landing, as the ecosystem quickly revealed itself to be more toxic than previously assumed. Algany is currently home only to a small contingent of research staff looking for antidotes to environmental toxins to allow for further development. Funding for the research on Algany comes mostly from Ellal, and their similar voting history contributes to accusations that Algany is a "puppet planet" for the larger state.
    • Kulawe- Although a promising world for orchard development, Kulawe is best known for its history. Shortly after its founding, Kulawe was seized by a traditionalist monarchist movement, and is now known for its lack of civil liberties. Though it has a representative on the council, it is not well respected, and is currently suffering from economic sanctions from the other collector nations.
    • Miragupta- The most far-removed colony, Miragupta boasts a superficially similar ecosystem to Mbambasha but a very different culture. It is an important refueling station for ships travelling towards the core, but its lack of close oversight from the other nations has also led it to become a central hub for white collar crime, tax evasion, and starry-eyed adventurers seeking to visit alien species.




    Spoiler: Government
    Show

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

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

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

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



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

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

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


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

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

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

    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

    Biggest play I ever made: "I want to eat something over there." Anticipated the trope of "being able to move" that you see in all stories these days.

  23. - Top - End - #113
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Quote Originally Posted by Potato_Priest View Post
    Well, Randoman got me all excited about coming back, so here goes. Looks like I'll be taking over the Systems Alliance Collected Nations.

    Dipanan Collected Nations


    Starting Region: M27


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

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


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

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

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

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

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

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

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


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

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

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

    Colonies:
    • Shelohu- A small but promising colony, developing slowly due to the difficulties of establishing infrastructure underwater on their flooded planet. Most business is agricultural algae and crustacean farms complemented by tourism.
    • Nozambe- As a mining colony on a frozen and lifeless planet, Nozambe's population fluctuates according to the influence of the market, with few permanent settlers and lots of transient miners and geologists.
    • Mbambasha- The most prestigious colony due to its high quality of life, Mbambasha is a garden world with large swathes of prairie. Most settlers have adopted a migrant lifestyle herding cattle or the large edible snail-like species native to the southernmost continent.
    • Algany- Originally expected to be an extraordinarily fruitful colony, settlers have been continuously surprised by the differences between Algany's jungle and that of Katarsha. Most of the original colonists were forced to evacuate shortly after landing, as the ecosystem quickly revealed itself to be more toxic than previously assumed. Algany is currently home only to a small contingent of research staff looking for antidotes to environmental toxins to allow for further development. Funding for the research on Algany comes mostly from Ellal, and their similar voting history contributes to accusations that Algany is a "puppet planet" for the larger state.
    • Kulawe- Although a promising world for orchard development, Kulawe is best known for its history. Shortly after its founding, Kulawe was seized by a traditionalist monarchist movement, and is now known for its lack of civil liberties. Though it has a representative on the council, it is not well respected, and is currently suffering from economic sanctions from the other collector nations.
    • Miragupta- The most far-removed colony, Miragupta boasts a superficially similar ecosystem to Mbambasha but a very different culture. It is an important refueling station for ships travelling towards the core, but its lack of close oversight from the other nations has also led it to become a central hub for white collar crime, tax evasion, and starry-eyed adventurers seeking to visit alien species.




    Spoiler: Government
    Show

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

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

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

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



    Spoiler: Resources
    Show


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

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

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


    Spoiler: Philosophy
    Show

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

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

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

    Given this submission has already been approved once and you've only added a bit to the colonies which don't appear to be hiding in world exploding lasers in their write-ups I'm going to go ahead and call you Approved
    Thanks to Gengy for the avatar.

  24. - Top - End - #114
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    GM Question: Does the reduction to effectively 1 for a Resolution action carry over between leaders? Quoting the relevant section of the rules

    Resolution actions can only be used when you have a 10 in the given attribute, and apply to a single dice roll. This represents expenditure of a great deal of money, resources and other capital on a single venture. You automatically roll the maximum possible on that roll; however, the attribute in question is reduced to 1 for the next round of play before returning to 10 the round after that. Resolution actions may be used an unlimited number of times per leader, though only once per round. Additionally, Military resolution actions may not be used to affect battle rolls.
    The section I have bolded seems to suggest it may only apply to the leader with the 10 but I'm unsure what the intention of the Resolution action is. I am considering using a Resolution action with my Diplomacy next round alongside a leader changeover (thanks dice roller) but if this would effectively put my new leader at Dip 1 for Round 6 regardless of their rolled stats I likely won't choose this option especially if Unrest from ruler changeover is still in play in E5.

    EDIT: Follow-on question are the claims established by a Great Success on an Inquest tied to the reign of the leader who is ruling when they're established or do they last until used or no longer relevant due to someone else claiming the region?

    EDIT2: Same question as the above but in regards to Fabricated Claims
    Last edited by Reggiejam; 2019-07-31 at 09:49 AM.
    Thanks Gengy for the avatar!

  25. - Top - End - #115
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    @Asmodeus @Role - I apologize, but the FCO P5 conversion of the KCW capital region was missed during the round opener. That has since been changed.

    The Federated Churches of Origin's End send out a massive ship to observe the continuing aggression among the Kryptids. While their message regarding the Church of Rust is not well received by the One High Maxim, many of the rest of the space sector are growing weary of constant - seemingly never ending - civil war. The humanitarian efforts made by the Federated Churches are diverse enough that the Technocratic Caliphate and the Casrule Movement start to see the benefits of working with believers of the OI and their Sainted individuals... at the very least, the ideas that the Church of Rust brings has the unintended side effect of spurring new ideas for weaponry in the region. Enough that those who follow the One High Maxim begrudgingly start to visit the Rass within their Rhosh-sent support fleet vessel. Especially as, at the start, the Rass make every effort to treat with each of the three sides of the civil war both completely separately and completely equally. While there is no decisive victor for the conflict that continues to ravage the region, the majority of Kryptids now do seem to ascribe to the Church of Rust, with the One High Maxim still being the majority hold out.
    (P5 Used; FCO successfully converts KCW capital, N24, to Church of Rust)
    I hope that satisfies both of your currently developing stories. Asmodeus, you in particular are often commented upon by the GM Team, as we are loving your commitment to the three different sides (until, I am sure, a natural and story-driven resolution occurs)

    Quote Originally Posted by Reggiejam View Post
    GM Question: Does the reduction to effectively 1 for a Resolution action carry over between leaders? Quoting the relevant section of the rules

    The section I have bolded seems to suggest it may only apply to the leader with the 10 but I'm unsure what the intention of the Resolution action is. I am considering using a Resolution action with my Diplomacy next round alongside a leader changeover (thanks dice roller) but if this would effectively put my new leader at Dip 1 for Round 6 regardless of their rolled stats I likely won't choose this option especially if Unrest from ruler changeover is still in play in E5.

    EDIT: Follow-on question are the claims established by a Great Success on an Inquest tied to the reign of the leader who is ruling when they're established or do they last until used or no longer relevant due to someone else claiming the region?

    EDIT2: Same question as the above but in regards to Fabricated Claims
    (1a) If you use a Resolution Action from Leader A the same turn that you change to Leader B, Leader B's stat will be rolled as though the Resolution Action did not occur, but for the first round, be treated as a '1' in the relevant stat.

    (1b) Resolution Actions, currently, cannot be used on an already rolled action. This is something that the GM Team is currently discussing.

    (2a) Great Success Inquest Claims: I am, for the moment, going to say they are tied to the Leader. This just makes sense from an action economy standpoint, and while it may slow down Leader changes somewhat, it will also make unplanned Leadership changes hit a little harder and be more impactful. This may be reviewed and changed at a later date.

    (2b) This makes 'lasting Claims' like those where a player previously owned the region more useful.

    (3) Same gut-level response: Fabricated Claims are not tied to an associated Leader if done Secretly (and successfully). Openly Fabricated Claims are tied to the Leader whom encourages them to occur openly.
    Spoiler
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    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  26. - Top - End - #116
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Does using a resolution action just make you treat the stat as a 1 for rolls or does it also lock you out of special 5 and 10 actions for the round?
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.
    Avatar Designed by EmersonTung, Recreated by Gengy

  27. - Top - End - #117
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    It just treats the stat as a one for the purpose of rolls for the round.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

    Giantitp projects: Caligoven the toxic seas, Baalbek Empire!3, Coatl Empire!4, Short and sweet world building
    Personal stuff: World of Tieg, Nexus: City of the Multiverse, Forgotten Planet Lost Between 2 stars, World of the 9 gates
    Spoiler: The gift that keeps on giving
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    Spoiler: and giving
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    Spoiler: and giving some more
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    Spoiler: Metric tons of giving
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    Spoiler: Keep going
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    Spoiler: Suprise
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  28. - Top - End - #118
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    Default Re: EMPIRE5! - CWBG - Now in Galactic Size

    Lleban's answer is correct, Zab.

    @Asmodeus - Your Raid Action is invalid, and may be changed to a different action. Take a look at the Resources and Trade Rules section of The Rules Thread.

    Quote Originally Posted by Gengy View Post
    Owned trading posts may be Raided using an Intrigue action. Raids may be conducted secretly or openly but will always be opposed by the current owning player. To Raid make an opposed roll with both players using Intrigue and relevant bonuses. Raids cannot be ignored or supported as Buyouts can and will automatically be resisted. A successful Raid passes control of the trading post to the Raiding player.
    Raids - for Empire! 5 - can only occur on Trade Posts that are already owned by another player or Organization. Attempting to Raid an 'Open' Trade Post is like planning a heist for an empty bank. The bank exists, but there's no money in it. Same for the Raid of an Open Trade Post for P16. The Guns can be made, but no one is yet paying for that to happen, so there are no guns built, and the parts are too spread out for an easy raid.

    This is a change from Empire! 4, so as a one time exception, I will allow you to completely change the action, and I will ignore the roll this time. Please keep this in mind for future Raids!

    For those interested... some of the main reasons the GM Team made this change from E4 to E5 was to decrease the strength of the Intrigue stat, increase the strength of the Economy stat, and also promote more conflict. Yes, we do actually want you guys (IC) to start fights and not always agree with each other, so long as (OOC) you work things out to create an interesting story. Please don't make me have to step in and resolve an OOC conflict in what should have remained an IC conflict. No one will enjoy that, least of all me.

    ----- EDIT -----

    @Asmodeus - Additionally, your Die-rolling Thread Post says "Probe" when you are rolling for O23 and M21 explorations. Please remember that Probes are for [Philosophy] rolls, and Surveillance are for [Intrigue] rolls. The die rolls themselves are correct, and your IC Thread is correct, but stating "Probe" during the roll can confuse more than just the GM Team. No changes are needed at this time, because you did roll with a +8 and you only have a Philosophy score of +3, so I am assuming that the Probe is a typo; just be careful moving forward, thanks!
    Last edited by Gengy; 2019-08-04 at 11:56 AM.
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    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  29. - Top - End - #119
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    NecromancerGirl

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

    Por's Sign (D12)
    Submitted for review

    Spoiler: Terrain
    Show
    There are several solar systems with mostly small inhabitable planets in the region, relatively close to each other. The planets inhabited by the Sau have surface temperatures ranging from those acceptable to humanoids to the boiling point of water. Some planets have vast arid deserts and others hot rainforests. The most populated solar system is Por's Sign.



    Spoiler: Population
    Show
    The Sau are the dominant species in the region. They live on the wetter planets. Their bodies are anywhere from 50 centimeters to 2 meters in length, and are covered in blue or green porous skin with a gelatinous feel. They have six long limbs with six webbed fingers each. Some species that live on especially hot and wet planets, where the air is dense with water vapour and flying is easy, have evolved wings from the front two pairs of limbs. The Sau usually use all of their limbs to move around, but they can also walk while carrying objects in the front pair. They have already developed a fairly advanced civilization before first contact (~19th century Earth), and they wear varied, bright-colored clothing, dyed with plants. More colors and greater intensity indicate a higher status.

    The Rito are large worms with beaks and claws that inhabit the deserts. They are meat-eaters, and have been hunting the Sau for many millenia until about thousand years ago, when they grew more intelligent and decided that it would be far easier to make peace with the Sau and instead demand to be fed. Relations between the two races are still tense.


    Spoiler: History
    Show
    According to the legends of the Sau, they were created at the centre of the galaxy, where their god Por dwells. He then gave them chariots that move across the sky, and pointed them toward the planet best suited for life, which they named Por's Sign upon arrival. The worms are said to have been created later as Por's punishment, when the god found out that his children were not following his principles well.

    However, recently some scientists have begun to doubt this based on evidence found in archaeological sites and in the genomes of various living creatures. According to their research, it is likely that all life (not just the Sau) on the planet was created by a single powerful being or coordinated team of beings. Unlike other life in the Galaxy, inhabitants of Por's Sign have no traces of previous evolutionary stages in their genomes, nor any "inactive" genes without function, save for a few, which, based on statistic analysis, appear to be encrypted messages in some kind of language or code. However, the Sau haven't been able to decode them yet.



    Spoiler: Government
    Show
    The Sau have a hiearchy based on the rites that one goes through in various life stages, starting with the naming of newborns according to the names of their mother, paternal grandfather and spiritual sibling, the current alignment of constellations, and the first thing they touch. This composite name determines one's options for jobs and partners.For example: ZarDooLhaLycaRock's mother's name begins with Zar and his grandfather's with Doo. A girl born in the same village on the same day was also given the name Lha, to signify the spiritual bond between their families. On the day when he was born, his home planet and sun were in conjunction with the star Lyca. As Lyca is at the top of the 'Scepter' constellation, he is considered fit to be a leader or organizer. His parents had him touch a rock first, to make sure he would have a good last name, indicating toughness and courage. Friends may call him Zarock.

    The Rito are few in number, and they have no legal system. Disputes are usually solved through a contest of elaborate war dances - usually, one party backs off before real violence starts. They are known to convene if a decision affecting them all needs to be reached.



    Spoiler: Resource
    Show
    Yeather is the Sau name for the petals of the gargantuan, slow-growing blackwood trees' flowers. Every other part of the plant, including the fruit, is either poisonous or too tough to eat. It seems that groups of blackwood trees coordinate their life cycles - all trees in a forest or a grove bloom simultaneously for only a few days, making Yeather fairly difficult to gather. Strangely, since the introduction of galactic time, it has been discovered that they bloom exactly once every Galactic year if possible, regardless of planetary seasons.

    Yeather, if properly cured, does not rot or grow mouldy. It is extremely calorie-dense, to the point that one is at a risk of suddenly becoming overweight if one eats a full flower's worth.
    Obviously, Yeather could be useful as an easily-transported Food for space fleets on long campaigns.


    Spoiler: Ideology
    Show

    Traditionally, the Sau have worshipped the omnipotent god Por, whose advice and commands were relayed thorugh shamans. However, recently most heads of state have instead begun to rely on the solid social hiearchy provided by Orthodox Realtaism, which has become very popular after contact with the Djinye.
    Learning Center: Realtaism
    Last edited by Corona; 2019-08-11 at 10:09 AM.

  30. - Top - End - #120
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    NecromancerGirl

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

    1 Week Left in the Round

    This is a reminder by the GM team that as of this post, the following players have yet to post in this round:

    Ausar
    SOSDarkPhoenix
    DoomHat
    LapisCattis


    (None are at a risk of dropping out this round)

    Additionally, the following player has not yet posted all five actions:

    Wizard_Lizard

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