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FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#76: Sep 14th 2013 at 4:30:23 AM

Alright, enough dilly dawdling. Here's the first half of the sheet I cooked up; parts of it may make more sense with the finishing context of the second half, yes, but at least this way I'm not dropping an entire book here. I'll post the other half tomorrow, even if it's a double post.

Coincidentally, my guys have almost the same military tech disadvantage as Flanker's guys.


  • Name: Grexians. (The Grexian Empire, or The Grexian mercenary company as far as everyone else knows at the start.)

  • History: At some point long ago in the history of the [Akash's nation] Human faction, aliens were encountered and friendly relations and trade deals soon followed. Most people were okay with this, but not a certain group of xenophobic extremists who started the "Grexian movement". By their opinion, Humans were inherently superior and should have no relations with aliens except at one end of a gun. So strong and outspoken was their opinion that they... actually changed just about nothing. The aliens' presence in the society was prevalent enough that it could easily lead to economic collapse if they were to suddenly turn against the aliens or exile them. Society at large ignored the Grexian movement, preferring the trade they were getting from the aliens over some fascist superiority complex.

Eventually even those amongst the Grexian movement realized that continuing to hold angry rallies and the occasional hate crime were accomplishing nothing in the grand scheme of things. And that trying to kill or kick out the aliens was simply far too inconvenient a task at this point. So, they calmed down and finally settled down to live with the aliens just like everyone else... Hah! No. Actually they managed to get a hold of three massive colony ships and left en masse, taking only those of the Grexian movement along with, determined to create their own nation where aliens would be turned away or killed right at the gate.

But that's about where things stopped going according to plan for them. An ion storm knocked out most systems on all three ships, sending them drifting through space almost completely blind. With no communication between the ships, each just aimed for nearest habitable system and had to hope that the other two made their way to the same place where they could regroup. They managed to hit the same system, but not the same planets. Unable to contact each other, each ship was forced to assume the other two had perished or gone for another system, and started to etch out a living of their own.

The first ship landed on a planet that wasn't very mineral rich, but was extremely fertile and generally hospitable to Human life. They started living a fairly peaceful life there. The second ship landed roughly on a planet that was a bit more barren on the life side of things, but extremely mineral rich. They started a whole new industrial revolution, not taking long to turn the barely-breathable air into something nearly toxic that required lots of indoor, contained environments and gas masks. The third ship crashed on a planet that was teeming with life and average on minerals, but faced a certain problem; the air was safe to breathe, but the wildlife was not safe to live near. Everything on the planet seemed determined to kill them, forcing them to fight nearly constantly to survive.

Time went by, the original members of the Grexian movement passing on and leaving things to their descendants, who went on pretty much as they'd been doing so far. The people on the second planet quickly got space travel working once again, and went out, immediately running into the other two planets and their respective inhabitants. The first and second planets were running into some severe differences in ideology and how they cared for their respective environments, but were ultimately willing to live and let live. When the occupants of the third world were encountered however, things quickly went South. Crews slaughtered and ships captured to reverse engineer, the second planet members realized they were in trouble when the third planet started launching raids at their two neighbors. With tensions between the first and second planet already high, it didn't take long for the first to blame the second for this new problem, and what was essentially a three-way war followed, with the members of the third planet sure to win.

It was only the timely intervention of a diplomat from the first world that stopped this wanton slaughter. Through some investigative work with what information he had from the other two factions, he quickly discovered that all three factions had originated from the same settlers, the Grexian movement. After managing to pull the heads of the three factions together for a diplomatic talk, he explained this to them, and offered a new solution; to unite all three worlds under the same banner, the Grexian name. He pointed out to them that working together to emphasize their respective strengths would get them farther than any of them could ever hope to achieve separately. By some miracle, it worked, and together they founded the Grexian Empire, utilizing a system of four castes for their new society.

The members of the first planet were now the Agricultural caste, in charge of supplying food and other miscellaneous goods for the entire empire. The members of the second planet were now the Industrial caste, in charge of making the ships, weapons, armor, and other manufactured items for the empire. The members of the third planet were now the Military caste, in charge of protecting the empire and its investments, and strike out at their enemies if need be. The fourth caste, originally made up of the ruling members of the three planets, moved to a large space station constructed solely for their habitation and protection, which has been added to and expanded over the years; they were now the Diplomatic caste, the government to rule the other three castes and make decisions regarding their relations with other space faring factions.

At this point in their history, the Grexian Empire was still pretty much completely isolated, having managed to originally land in a section of space most space-faring civilizations would refer to as "the middle of nowhere". With pretty much no outside forces to interact with, the Grexians mostly kept to themselves and worked on building up their empire from something cobbled together from the remains of three crashed (and now heavily outdated) ships to something actually respectable on a galactic scale. Their society altered to fit their new caste system, and a belief similar to that of the German Third Reich of ancient Earth believed sprouted up. Similar to, not in that they believed in some race of super Humans inherently superior to other Humans in every way, but in that they believed a Human could be specially bred to be inherently superior to other Humans in a given field of expertise. To this day, they're not quite arrogant enough to believe that they've actually reached that state, in fact they believe that it may be simply statistically impossible to achieve en masse, but they do believe they are close; and it's something that they continue to strive for in their respective fields.

A relatively minor event in this period of time is perhaps also worth some mention. With having so many people growing up to more or less all do the same task, somebody got the bright idea to start using clones. At first everything was alright and everyone seemed on board with the idea. Then the clones, realizing they were basically a race of slaves to the normal Humans, rebelled. The rebellion was short on account of the overwhelming force of the Military caste, but it was bloody, and ever since the Grexian empire as a whole has held a high distrust and dislike of clones, never again using that technology.

At the point of the start of the RP, the Grexian empire is still working on maintaining their secrecy, for the protection that it offers. (After all, nobody can try to invade you if they don't know you exist.) To see what the rest of space around them is like however, and to get some minor trade in, they've sent out parties of the Military caste posing as mercenaries. This allows their Military caste to actually get some field experience in against what may eventually turn out to be hostile neighbors, and in payment for their work they take useful materials, which they bring back to the empire.

  • Government: As mentioned in their history, the diplomatic caste now fills pretty much every function of the Grexian high government, determining their policies, laws, and making decisions for the Empire as a whole, while collections of commanding officers, chief engineers, and head serfs run the day to day things of each of the other three castes. (You can probably guess which corresponds to which caste.)

The diplomatic caste itself works like a sort of capitalist Democracy, based on merit. The caste doesn't work with a real currency, (in fact, none of them do) but instead with "votes". When a member has X number of votes, that means that in each new issue that comes up, that member can cast X votes however he or she pleases, even splitting the votes between multiple options. These votes are reusable in every new issue, but cannot be transferred from one member to another. (So that family lines can't earn up an enormous amount of votes simply through inheritance.) A complicated and ever-shifting web of political intrigue and such now dominates the Diplomatic caste, where members promise a certain number of votes towards one decision in return for some favor. Usually a number of votes towards a later decision, but sometimes for such things as marriage proposal. (Will get back to that in culture.)

Additional votes are earned amongst the caste in two ways. For starters, every member gains a small number of votes on each of their birthdays, but until they reach adulthood they cannot use these votes for themselves, and instead the votes are split between their two parents evenly. This is mainly what motivates the normally uninterested Diplomatic caste into bothering to have children. (Besides the law, which I'll get to later.) The second method is by doing away tasks for the caste when a Diplomatic caste member is needed for an issue outside of their station; things like negotiating prices with a foreign nation for the 'mercenary' work, or peacefully settling tense situations. The amount of votes earned from these endeavors is dependent on just how important the endeavor is the Grexian empire, and votes may even be taken away if the member fails badly. Because this is the only method besides getting older to obtain votes, there has not yet been record of such an away task that the member hadn't volunteered for.

  • Military: In one word, terrifying. With half an entire world being basically one giant military installation, the other half purposely left wild so that trainees can fight the dangerous monsters there, and everyone born there automatically enlisted and trained from birth in the art of war? You can bet that the Grexian Military caste is a force to be reckoned with. And with another whole planet dedicated to pumping out industrial projects, a lot of which is for the Military caste, they are not lacking in sufficient hardware either.

The primary soldier for the Grexian Military caste, the pure bred members of the caste, are the rangers. Rangers specialize in adaptability on the battlefield, capable of using just about any standard small arms as well as knowledgeable in knife and hand to hand fighting. Rangers take the roles of scout, front line soldier, and sniper as necessary. Just a generation ago, a movement in the Diplomatic caste was barely passed; to see if the Military caste could be expanded in capabilities, some cross breeding between the Military caste and the other two main castes (Something that before was pretty much unheard of.) was mandated, leading to two new, only barely tested breeds of Military caste.

The result of crossbreeding with the Agricultural caste was soldiers who naturally tended to be larger and stronger than their comrades, who became dubbed as gunners. Gunners act as heavy weapons specialists in the Military caste, due to the relative ease with which they wield larger weapons, even while clad in heavier armor.

The result of crossbreeding with the Industrial caste was soldiers who weren't physically much different than rangers, but had an easier grasp of the ins and outs of their technology, who became dubbed as techs. Techs exchange some of the more extensive combat training the other breeds get for technical and medical training, and act as a sort of universal combat medic for both injured soldiers and malfunctioning equipment.

  • Technologically, the Grexian Military caste uses only modular, adaptable equipment. Their primary piece of equipment is a full body zip-up suit that all of their soldiers wear, dubbed the nanosuit. (If you've played the first Crysis or Crysis Warhead, yes, it's a toned down version of that. Not Crysis 2 or Crysis 3 though, because they made it work differently there.) The nanosuit by default comes with four modes that can augment the soldier in different ways through a small, quickly recharging reserve of energy; however, normally only one mode can be used at a time. Armor mode makes the suit harden under impact, providing limited protection; strength mode enhances the user's raw strength, letting a normal man throw another across a room or absorb more recoil from weapons fire; speed mode increases running speed, especially for extremely quick but quite energy draining sprints; and finally stealth mode renders the user invisible, draining energy at a pace in direct correlation with how fast the user is moving, and unfortunately drains the entire supply instantly if prematurely disrupted by say, firing a gun.

The nanosuit works as the primary base, but except for scout units is usually added onto. Most soldiers wear an additional layer of more traditional metal armor on top of the nanosuit, which naturally provides more protection no matter what mode they're in, but has the downside of rendering stealth mode unusable. Gunners usually have even more armor added, which also renders speed mode unusable, but makes them quite durable, especially in armor mode. A related piece of technology, the overcharge pack, is usually carried only by techs. Using the overcharge pack on a nanosuit causes it to activate all four modes at maximum settings simultaneously. However, the resulting power drain not only causes the effect to only last ten seconds, but also causes the nanosuit to stop functioning entirely afterward for at least another ten seconds.

Weaponry wise, the Grexian military utilizes advanced conventional projectile weaponry, so mostly firearms that are nearly identical to 21st century Earth's, just better in the small details. The biggest advancement they've made in that department is a better utilization of railgun technology, including a man portable small arm version that they use as an extremely powerful sniper rifle. This extends to their vehicles and spaceships, which fight with a combination of direct fire kinetic cannons, swarms of missiles, and long range railguns. Planet side, the Military caste uses a combination of heavy tanks, APCs, and various VTOLs and air superiority craft. To get around, their space ships use a fairly standard combination of non-exceptional warp engines and impulse engines. The biggest downside the Grexian Military currently faces is an almost complete lack of energy weaponry and shielding. The latter of which they only have fairly weak models of on their ships, while the former they have so far chosen not to pursue since they don't seem necessary to them.

Link to part 2.

edited 14th Sep '13 5:37:44 PM by FirockFinion

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Flanker66 Dreams of Revenge from 30,000 feet and climbing Since: Nov, 2009 Relationship Status: You can be my wingman any time
Dreams of Revenge
#77: Sep 14th 2013 at 6:22:03 AM

@Parable:

Okay! I am perfectly fine with doing that*

. Is 6-7' or 7-8' still too large?

I'm personally just glad it wasn't too horrible (that and despite saying "This isn't going to be a marathon post!"... it turned into a marathon post). ^^;

Locking you up on radar since '09
Parable State of Mind from California (4 Score & 7 Years Ago) Relationship Status: Holding out for a hero
State of Mind
#78: Sep 14th 2013 at 10:44:16 AM

6-7 is good. And your territory is fine. Mine is bigger, in fact, and I know at least two other players are making much wider territories.

IMPORTANT NOTE: UNLESS YOU HAVE ALREADY STATED YOUR INTENTION TO MAKE A HUMAN NATION HERE OR TO ME IN PRIVATE, NEW APPLICANTS MAY NO LONGER CREATE THEM.

"What a century this week has been." - Seung Min Kim
Stratofarius huzzaaaaaaaah Since: Aug, 2011
huzzaaaaaaaah
#79: Sep 14th 2013 at 10:59:19 AM

I'll work on my next factions later today. For now, Parable, what did you think of the first one?

Parable State of Mind from California (4 Score & 7 Years Ago) Relationship Status: Holding out for a hero
State of Mind
#80: Sep 14th 2013 at 11:14:35 AM

I'm iffy on it. Partly because it reminds me of another alien civilization in Clawthewolf's space delivery RP that got rejected, which I recall you argued very much in favor of that rejection, and partly because there is no indication the Tul'Gar are capable of space flight.

"What a century this week has been." - Seung Min Kim
Stratofarius huzzaaaaaaaah Since: Aug, 2011
huzzaaaaaaaah
#81: Sep 14th 2013 at 11:17:23 AM

[up] Oh, but this race isn't exactly "super immortal" and they aren't capable of space flight. I designed it more as a race who allows others to come and trade, but doesn't leave their system.

edited 14th Sep '13 11:17:39 AM by Stratofarius

Parable State of Mind from California (4 Score & 7 Years Ago) Relationship Status: Holding out for a hero
State of Mind
#82: Sep 14th 2013 at 11:23:29 AM

Being immortal wasn't the only objection I had to that species. In any event this sounds better suited to this games version of a side character. I'll wait for the other three.

"What a century this week has been." - Seung Min Kim
Stratofarius huzzaaaaaaaah Since: Aug, 2011
huzzaaaaaaaah
#83: Sep 14th 2013 at 11:27:36 AM

But it was one of the biggest ones. I think you're thinking of "why don't they just attack everyone", and the Tul'Gars recognize that strength means respect. So while they don't exactly like the fact that there are other races out there more "powerful" than them, they don't go after them because they know it'd be mass suicide considering they'd have more powerful weapons than them- the Tul'Gars welcome dying in the battlefield, but they don't exactly like losing. As for "why don't the other races in the planet attack them", the Tul'Gars are a powerful military force on the ground and they're allies with the most advanced race on the planet, who protect them.

Parable State of Mind from California (4 Score & 7 Years Ago) Relationship Status: Holding out for a hero
State of Mind
#84: Sep 14th 2013 at 11:39:44 AM

Still on the fence. Will wait until I see the other three.

"What a century this week has been." - Seung Min Kim
Locoman Since: Nov, 2010
#85: Sep 14th 2013 at 12:44:48 PM

Here we go, finished signup sheet.

  • Name: Najani
    • Appearance: At first glance, the Najani resemble the pterosaurs of Earth's past; they attain powered flight through thin brachiopatagia stretched between a hypertrophied digit and their upper knees; although their legs possess minor secondary aerofoil extending from their lower calves up to the knee. When in flight, an average Najani possesses a wingspan between eight and nine feet. These can be raised and lowered as needed when not in flight; on the ground, the Najani adopt a semi-quadrupedal stance, and move via an awkward, shuffling hobble. Their remaining four digits are elongated and can be used to manipulate objects in conjunction with semi-prehensile toes. Like many terrestrial avian species, the Najani do not possess true vocal cords, instead, they produce sounds by forcing air through a malleable trachea, making most Najani gifted and capable linguists; their homeworld has thousands of various dialects and languages and most Najani are polyglottal. Males possess large raiseable crests filled with a complex network of blood vessels; these can fill with blood and turn a deep blue colour in highly emotional states and are slightly larger than the more drably-coloured females. the However, their boosted hearts still struggle under the strain of maintaining both their large brains and powerful muscles and their lifespans remain ephemerally brief; a Najani becomes sexually mature at three years, mates at ten years, and dies of heart failure at about twenty-five years of our time. Yet perhaps because of their feverishly short lifespan, the Najani burned through their development with alacrity, where other civilizations lagged behind.

  • History: The Najani homeworld is largely covered in shallow seas and island archipelagos as a result of post-ice age meltwater overflowing low-lying coastal plains. Their unique hearts functioned as an extremely effective turbine; able to power the large dorsal muscles required for flight and permit the development of larger brains and sophisticated reasoning. The earliest tools used by their species were stone tools used for prying open tough bivalves and crustaceans, which slowly developed into droppable spears and fishing hooks. By the year 1600 AD on Earth, the Najani had largely entered an age of primitive yet self-sustaining aquaculture, leading to their first population boom. Only a few centuries later, the Najani developed a working peat-burning steam engine, leading to a frenetically paced Industrial Revolution.

The Najani's first and only major war occurred approximately 30 years before their age of interstellar flight and their eventual contact. Known as the War of the Tattered Wings, the conflict was initiated by a union of several despotic city-states with the goal of expanding their borders over now-conquered territory and reuniting the borders of an ancient Najani civilization, opposed by the states of the Superior Guild. Only a few years before the outbreak of the conflict, one city-state had discovered the concept of nuclear fission, and the needs of war turned this discovery into a potent weapon. The Island of Sick Winds, a former island city exposed to a 40 kiloton nuclear bomb and now utterly uninhabitable. Realizing the costs of both side's actions, the war ended only a few days afterwards; yet with new knowledge of the power of the atom, the Najani turned their attention to the skies.

20 years before contact, the Najani had begun a Space Revolution; new innovations and designs revolutionized the lives of citizens across their homeworld. Owing to their physiology, the Najani were already gifted with a profound knowledge of aerodynamics and flight patterns. Only a few months after the first crude satellites entered orbit, the first Najani explorers set their paws on the dust of their nearest moon. Only a few years passed before the first pressurized aviaries took shape on other worlds, where the Najani could soar as never before. The first evidence of extraterrestrial life came as a derelict ruin on another planet; some ancient warship from a long-dead culture had drifted into their solar system and eventually collided with the nearest rocky planet it found. Najani explorers soon stripped the ruin bare and feverishly began reverse-engineering its secrets, learning the secrets of faster-than-light travel in only a few weeks where other races took centuries. Armed with new knowledge, the first Najani colonists took flight into the interstellar void, determined to meet whatever race had inadvertently given them this gift.

  • Government: The Najani's homeworld is divided into several hundred city-states (each one roughly occupying one island archipelago or continent and the surrounding seas), each with their own independently selected governments. Most forward-thinking city-states utilize a system of elected guilds to decide future leaders from within each guild. Each guild controls one or more important aspects of the city-state; these are in turn overseen by a Superior Guild that serves as a rough equivalent of the human United Nations. In recent years, the Superior Guild has also become the representative of the planet as a whole when dealing with extrasolar politics and extraterrestrial visitors, overseen by a single Mother who serves as the face of the planet. City-states that refuse to join the Superior Guild or are denied access due to mistreatment of citizens or abuse of resources are generally considered to be failed or backwards states, and offworlders are heavily discouraged or prohibited from visiting them.
  • Military: The Supreme Guild maintains a strict policy of diplomacy before any kind of aggression; partially in the name of a good reputation, but mostly becase any personal injury, especially to the fragile wings of a Najani, is among the worst fate one can endure. Even so, each city-state maintains its own standing defense force as necessary, using resources and personnel from within their zone of influence. While a handful of advanced, forward-thinking states (and most offworld colonies) utilize ferromagnetic projectiles and electromagnetic pulse weaponry, most undeveloped states still utilize chemical slugs and ballistic rockets. The Void Flocks * is extremely small when compared to other, older races, though it uses a heavily hybridized and refined mixture of other race's technologies to compensate.
  • Infrastructure
    • Economy and Industry: Most Najani civilizations never developed money or abstract currency in their history, and for the most part trade on their homeworld is conducted through a mixture of haggling and bartering for equal goods or services. As such, the current Mother of the Superior Guild requests an equal shipment of foreign goods instead of currency for material goods exported from their homeworld. Their primary exports are generally technological in nature; the Najani homeworld is comparatively sparse in heavy metals or minerals, and the Najani import most of their modern building materials from offworld colonies or alien allies.
    • Law: Each city-state enforces its own set of laws in conjunction with the customs, religions, or traditions in that area. While most enlightened city-states practice a form of criminal rehabilitation, some harsher city-states sentence the victim to the ancient punitive measure of "clipping"; having their wingtips punctured before deporting the criminal to remote island penitentiaries for life.
    • Transporation: Because of their innate mobility, the Najani never saw reason to develop the wheel, plane or boat as a means of transportation at any point in their early history. However, with increased offworld traffic visiting their planet (particularly the equatorial cities, widely considered to be excellent tourism spots for neighboring aliens) and the rise of heavy industries such as fossil and ore mining, the Najani world has become connected by a network of robotic trains and boats, hauling bulky loads or ground bound-passengers from city to city. Airplanes and antigravitational technologies (save for incoming and outgoing spacecraft) are unanimously banned everywhere on their planet, for reasons that should be obvious.
    • Agriculture: With almost 85 percent of their planet covered by water, the Najani mostly rely on a combination of aquaculture and independent hunting to gain sustenance; in modern times, this has been offset with both foods coming from other worlds and several dedicated aquacultural worlds. With the exceptions of a few recreationally enjoyed plants, the Najani are entirely piscivorous.
  • Culture: Najani culture is primarily matriarchal, as a result of their evolutionary history. Traditionally, females would maintain nests at one rookery, while polygamous males flew from island to island alone or in small flocks to disperse their genes far and wide. While gender equality is mostly realized among most of the developed city-states, women are traditionally seen as being the more responsible sex and shoulder the burden of municipal planning and urban development.
    • Arts: Najani highly value artistic expression and creativity, particularly the art of body-painting and tattoos. Many Najani have their wings tattooed at some point in their life as a form of individual expression. Others regularly paint their faces and chests with brightly colored paints and dyes, some almost invisible to the human optical spectrum. In contrast to their rich visual culture, the art of music is relatively undeveloped on their world and few musical instruments exist, though vocal traditions and chants are common to almost all cultures- some have refined the art of a capella into an entirely new form of culture.
    • Religion: Religious beliefs are rare among most Najani; though a scattered handful of fundamentalist city-states have endured to the present day. Those few religious Najani generally venerate prophets and acolytes of one or more creator deities, although their exact appearances and motives vary from sect to sect. This religious apathy may stem from their scientific history; Najani scientists and naturalists discovered the principles of natural selection and evolution early on in their history, potentially removing the need for a higher answer.
    • Nomenclature: Najani females and males cultivate different naming traditions. Males are seen as being independent and self-reliant; they generally choose on name when they are able to speak. Females, on the other hand, possess three names: an individual moniker, a clan or city moniker, and a final name pertaining to an assigned role or duty in their city. Female names can therefore grow extremely long, and are generally unpronounceable to outsiders.
  • Territory: The Najani currently inhabit approximately ten star systems; their home world orbits the star known to humans as Procyon, in three marked waves of colonization. The first planets colonised have the highest total populations of any colony, and serve mainly as secondary population centers and manufacturing hubs. The second wave of colonization is also the first that brought the Najani into contact with extraterrestrials; these primarily serve as outsourced aquafarms and resource gathering centers. The final and most recent colonization wave extends farther into unknown space than any other Najani owned-world; these "frontier planets" are still slowly being colonized and, in some cases, terraformed.

naomihansen Gun Cat Enthusiast from elsewhere Since: Aug, 2011 Relationship Status: Gay for Big Boss
Gun Cat Enthusiast
#86: Sep 14th 2013 at 1:11:20 PM

Okay, yay, I'm actually starting to fill up my sheet more. (And I finally have a species name, more yay!)

edited 14th Sep '13 1:11:33 PM by naomihansen

"I do not approve of the fact that my favorite quotes are too long for this character limit." - Me
Stratofarius huzzaaaaaaaah Since: Aug, 2011
huzzaaaaaaaah
#87: Sep 14th 2013 at 1:51:54 PM

  • Name: The Free Mind Society
  • Appearance: They all look like angels. Pretty straightforward.
  • History: This group, after separating from the others, moved out to the mountains, setting up camp on the base. As their numbers expanded, their camp started to grow, surrounding the base of the mountain before slowly climbing it. Houses were built on the edge of the mountain, one higher than the other. In order to avoid accidents, the leaders of the Society knew they had to do something to make transport between each level of their Mountain City more effortless. The first suggestion? Grow wings. The person who suggested that was immediately banned. The second one? Research ways to make their cities float. Soon began a Technological Boom, with the government investing on industry and research, giving them new technologies that allowed them to dig into the mountain, which in turn gave the industry more materials. The Society passed through the Middle Ages and the Enlightened Era in a matter of decades, and one hundred and fifty years after the separation, they were already into the Contemporary Area, with a level of technology similar to the 1970's on Earth. This immense Technological Boom led to miners, workers and farmers being replaced by machines in an instant, and without the need to work on the land, the people turned to the Arts. Movies, theaters, television shows, books, poems, sculptures, the people were getting smarter and smarter, but they kept hitting a brick wall: they couldn't dedicate all their energies to the arts because at least three quarters of it had to be dedicated to keeping the machines that moved the nation updated and working. And so, that first idea was brought back, and through genetics, scientists slowly introduced a gene that gave people the ability to develop wings into the population. The gene became permanent, and soon the next generation started developing wings naturally. All machines dedicated to transportation between the many levels of the Mountain City were removed, with people now having the ability to fly. This cleared up a huge amount of energy and money to be invested on the arts, but there was still work to be done. The government procceeded to work together with the city's brightest minds to revitalize the entire nation: by this point, there were buildings all over the Mountain and near its surrounding areas. Steam energy was replaced by a new type of energy that could create hovering platforms without the noise, without the pollution, and with even less energy consumption. The nation, which looked polluted and beaten up, became a modern work of art, with the streets reflecting the light of the sun like gold, each level of Mountain City being a city by itself, hovering in the sky. The citizens of the Society soon plunged into an eternal Golden Area of creativity, creating the planet's biggest artists (from sculptors to philosophers).
  • Government: The Society is run by the Council of the Free Minds, which is made up of one person representing each of the city's strengths, with said person usually being the best of its area- for example, the greatest painter represents the Painters, the greatest writer represents the Writer, etc etc. They decide what happens in Mountain City, and they control the police and the military forces. The council changes every five years, and things like censorship are expressively forbidden by the law. The Council are assisted by Mayors, one for each level of Mountain City, who report what's going on in each level to the Council.
  • Military: No one in the Society wants to fight, so the nation's military and workforce is made up of machines sporting the same technology that powers the city. Turrets fly around the city's perimeter, protecting it from aerial attacks and from anyone trying to invade the city through the air. A sturdy wall is located around the lowest level, and it's filled with traps, machine gun turrets, rocket turrets and poison turrets, which are either activated by the Council, the lowest level's Mayor, or by sensors hidden on the ground surrounding the nation. The police force is made up of androids, the only ones that follow the three rules- an adroid can only be allowed to kill and harm other sentient beingss with authorization from all Council members, all Mayors and a public vote, and even then these androids can only harm intruders. They run on programs created with help from the Tul'Gars, which means they are semi-experts in hand to hand combat. However, the Society is naturally peaceful, and will always seek a diplomatic resolution to a conflict.
  • Infrastructure:
    • Economy: The Society sells creativity. It has a space port located on the highest level of Mountain City, which acts as a fair, where all citizens can sell their creations. Philosophers and inventors are shipped out to other planets to work with other nations. Of course, the Society doesn't rely only on the arts- a factory run by machines is inside the mountain, and it produces valuable minerals to be sold to the other nations. No one, apart from the machines, enters or exits the factory. Farms are located on the lower level, and they produce food only for the Society.
    • Technology: Think Columbia from Bioshock Infinite, now remove the limitations established by that time period. Hovercrafts are the way to move around through each level, although one could always fly from one place to the others. Each level hovers in the sky thanks to technology fueled by three types of fuel produced inside the mountain with the non-valuable ores found there. Even if one deactivates its main fuel (an oil-like liquid), the floating cities have three alternate fuel sources. The residuals produced by using these fuels are later used to produce more fuel, on an endless cycle.
    • Genetics: Ever since the genes required to develop wings were introduced in the population, the government has slowly been using genetic to perfect its population. First, the food is genetically mutated to grow faster in order to support the population. Third, the water provided by the government (water collected from the rivers on the lowest level) is modified so they can introduce some extra mutations into the population. As a result, the Society has effectively eliminated any deficiencies that affect the brain, has made it so that some levels of the city have a stronger left side of the brain, and some levels have a stronger right side of the brain and has given the citizens of the Society a longer lifespan.
    • Transporation: Old members of the Society use hovercrafts to move around, but everyone else either walks or flies.
  • Culture: The arts are glorified and used to analyze life, the universe and everything else. Logic and creativity work together so that every citizen of the Society can have a discussion about the concept of democracy no matter their age (unless they're a baby, of course). This leads to them having a more critical (and sometimes cynical) look at life, which in turn leads to smaller breeding rates (some families don't have children at all, often spending their time embroiled in discussions). Some concepts, like the power of emotions, remain the same, although romance is a much more grandiose concept, since everyone in the city is William Shakespeare, or at least someone in the same level as William Shakespeare. Peace is glorified too, but mostly because no one in the Society knows how to fight or even knows what fighting is.
  • Territory: The Society occupies the other 75% of the planet. They are situated around a mountain, the biggest of the planet, and have spread so far that the lowest level of Mountain City, the one still located on the ground, is like a small country in itself, taking over all of the continent. As you get higher, the levels get smaller, with the second lowest level being the size of a big country and the highest level the size of a village. They also have control over a major space port located near their planet, used mostly for transportation and for importing whatever they need. This Space Port is located on a moon, which also harbors the Intergalactic Fair, where Society members can sell their creations.
  • Trivia: To keep the Society's concept of violence non-existent, the turrets located on the air and on the ground are designed to be as silent and as inconspicuous as possible.

edited 17th Sep '13 4:27:50 PM by Stratofarius

clawthewolf from Sweden Since: May, 2011 Relationship Status: They can't hide forever. We've got satellites.
#88: Sep 14th 2013 at 2:09:55 PM

-Still WIP-

  • Name: The Solar Republic or SR for short.
  • History: The Solar Republic as its own independent nation is very young, just 10 years old. It was originally formed when a group of planets from the now non-existent Kaladian Empire wanted to secede. The Kaladian Empire attacked, trying to subdue the revolutionists but they fought back and managed to push back the Imperial forces, they then took the fight to them and attacked taking over one solar system. Inspired more and more colonies joined the rebellion until the empire was completely overwhelmed and turned into the Solar Republic. Right now it is trying to deal with any remaining Loyalist forces and the pirates who during the wars lawlessness rose to prominence
  • Government: Federal government with each planet providing a senator and having a governor. On top of it all is the Prime Minister and his government that decides things on a federal level.
  • Military: Based on the previous Empires military structure the Solar Republic has a strong and well funded military which serves primarily three purposes: Fight pirates and insurrectionists as well as acting as a deterrent against anyone thinking that this new nation would make for an easy prey. As the SR have to prove it is a force to be reckoned with it uses top-of-the-line hardware, using the latest laser and magnetic projectile weaponry. It is divided into 4 primary branches:
    • The Marine Corps: The ground forces of the SR, well trained, well equipped, experienced after a decade of non-stop war and steadily determined to not let what they've fought for go to waste. Their motto is "Fortitudo et Pertinacia" meaning Determination and Courage.
    • The Navy: The SR's Space forces, under this branch serves every military spaceship the SR has. It is divided into five fleet, one for every five systems. It focuses a lot of mobility and hard hitting tactics with the goal being to strike fast and hard before the enemy can even respond. They also handles air support and provides transport for the Marine Corps. Their motto is "Ex Luce Fatum", From Light, Fate.
    • Solar Intelligence Directorate or SID for short: The SR's military intelligence service. Their job is to investigate any threats to the nation, provide security from any outside intelligence services and investigate any strange alien tech they come across. Motto: Scientia Fortis Defendit, Knowledge protects the strong.
    • Special Operations Command: Under the empire the SOC was a part of the Marine Corps but after the revolution it was put into it's own branch with it's own funding and command structure though it is not uncommon that some units are effectively part of another branch. There a four big units that are members of this branch and many smaller ones.
      • SSS, Special Space Service: The most elite of the SR's special forces, they perform missions no other unit can perform as well as infiltration, hostage rescue, recon and counter terrorism. Motto is "Victoria Fortis Elegit", Victory chose the Bold.
      • ODPT, Orbital Dragoon Powered Troops: Technically part of the Marine Corps this unit was only made part of the Spec Ops Command last year. Their primary job is to drop down in pods into hostile fortifications and clear the way for following marines by for example taking out anti air, they also have a fierce rivalry with the Rangers. As the name entails they are primarily recognized by wearing the Mark III Juggernaut Powered Armour. Their motto is "In igne victoria", In fire, Victory.
      • Special Recon, Search & Rescue and Assault. Rangers: A unit whose primmary purposes are written in their technical name. The Search & Rescue also involves people stranded on uninhabitatet or hostile planets. They are also known for their rivalry with the ODPT. Their motto is "spes nos defendit", hope protects us.
      • 55th Special Fighter Detachment. Nebulas: A fighter squadron attachment to no fleet but instead transferred to wherever necessary and is composed of the best pilots in the entire Navy. Their motto is "fama et patria", fame and country.
  • Infrastructure:
    • Economy: The SR is trying to re-establish old trading agreements with other nations but until then the many corporations and taxes are keeping the economy steady, meaning that it neither gets worse, nor is improving. Despite this the war has done some real damage and the economy is still comparatively weak.
    • Transportation: Space travel is mostly unrestricted outside of pirate infected space, allowing anyone with a spaceship to travel freely. On the ground maglev trains and air are is the most common forms of transportation.
    • Industry: The SR's industry was greatly damaged in the war as both sides wanted to remove eachothers ability to produce new materiel but is close to have been rebuilt after 10 years.
    • Law: Each planet is largely responsible for its own lawkeeping after many law enforcing bureaus was dissolved when the Solar Republic was formed. One of the sole remaining federal bureaus is the Marshals whose job is to hunt dangerous planet-hopping criminals with the help of local police forces. As such pirates and other criminals have quite a lot of free room by the frontier colonies, for now.
  • Culture: The SR follows the legacy of modern western civilizations of Earth with free speech, religion and art. Despite this however the military is still an important part of the nation and the ones who fought on the side of the rebellion as portrayed as heroes. As a nation is it also quite socialistic, having a "we are in this together and we need to help each other rebuild" philosophy, at least, that's what's promoted by the government. With the nation, previously having had a quite isolationistic nature but now opening up they are grabbing culture wherever they can, though there are many who objects to this, particularly those in the inner colonies.
  • Territory: The SR controls roughly 25 star systems surrounding its capital system Arcadia, most of the population of 20 billion is concentrated on 5 worlds: Arcadia the new capital world, Kalradia the old capital, Uti IV, Memphis V and Lorran III, the rest of the population are spread out over the other planets and space stations.
  • Trivia: A prominent backing force that aided them win the revolution was the Verandi Empire

edited 17th Sep '13 4:16:54 AM by clawthewolf

Flanker66 Dreams of Revenge from 30,000 feet and climbing Since: Nov, 2009 Relationship Status: You can be my wingman any time
Dreams of Revenge
#89: Sep 14th 2013 at 3:12:55 PM

Alright, awesome! I've edited the post with the updated height.

Coincidentally, my guys have almost the same military tech disadvantage as Flanker's guys.

Coincidences: gotta love 'em. tongue

Locking you up on radar since '09
Parable State of Mind from California (4 Score & 7 Years Ago) Relationship Status: Holding out for a hero
State of Mind
#90: Sep 14th 2013 at 4:13:16 PM

My sign-up.

  • Name: The Verandi Empire
  • '''History: Like many human nations, the Verandi Empire has its origin in a group of people who left old Earth for reasons long forgotten. The first settlers of the twin planets of Zaphnath and Paaneah in the Verandi System left at a time when interstellar space travel was in its infancy, and were fully aware they would never see home again. These settlers lucked out though. Not only were there two inhabitable planets in the system they had arrived in, there were other rich stars a very short distance (as far as stars are concerned) away. The planets of the Verandi System and these close stars became the Inner Worlds which Verandi Civilization was built on.
    • The nation founded started off as a republic. Soon after the Verandi started exploring outside the Inner Worlds, a period of turmoil descended upon the nation. Records are sketchy and often far fetched in their descriptions of just what took place during this time. Something about dark flowers and killer shadows are mentioned repeatedly but information on the former is scarce and non-existant for the latter. Chaos reigned for the better part of two decades. These were the Nightmare Years, where death and destruction went hand in hand with fear and turmoil. From these dark times however emerged a leader, Thaddeus Dex Ducis. Dex Ducis' strict and heavy handed methods were controversial but brought back much needed stability. Flaunting the term limits of Verandi law, Dex Ducis remained in power and did away with much of the bureaucracy, installing his own hand selected personnel to administer the nation. Ultimately, Dex Ducis decided that the best way to end the Nightmare Years was to completely transform the nation. To this end the republic became an monarchy, genetic modification was banned, space travel was heavily regulated, and Dex Ducis gave himself the old historical position of king.
    • After that, the Verandi Empire slowly expanded. Colonizing new worlds, fighting and trading with it's neighbors. When crime began rising New technology that allowed for computer-neuro interface took off immediately in Verandi until a militant cyborg group turned terrorist and used the technology to start controlling others. Conflict broke out between the populous and the so called "Technocrats" and their mind slaves until the Star Knights, led by Psyla Delaporta hunted them down. As a result of the Technocrat Terrorist Wave, however, the Verandi now shun most forms of technological implants.
    • As more star systems were settled new planets rose in importance. These worlds outside the original five systems were naturally referred to as the Outer Worlds. Within a century the Verandi Empire controlled over a dozen inhabited star systems. In more recent years several new stars have been explored and settled. These are known as the Frontier Worlds.
    • Verandi has been active on the galactic stage, and promotes mutual understanding and peaceful pursuits between nations. It's most recent mix up in foreign affairs however, was of a military nature, where the aided the rebel forces of long time rival, the Solar Republic, then watched with smugness as the shaky new government attempted to keep itself stable at the expense of projecting influence abroad.
  • Government: Verandi is a monarchy. Absolute insofar as the reigning monarch can impress his or her power on the system feudal lords. The monarch holds the title "Zaphnath Paaneah", from an ancient language that indicates Heaven speaks through the ruler. Under the monarch are the lords of individual star systems, whose social position is high but influence is dependent on the prosperity of said star system. Beneath them are the planetary lords, a position that doesn't actually require a planet to rule, but simply a large enough population that acts independent of another celestial body. The reigns of power pass to the oldest child of the current ruler immediately upon the death of the ruler. The current ruler is King Hemant the IV.
  • Military: The imperial military is actually on the small side. In times of conflict, the individual planets who maintain their own small military forces known as the Planetary Guard, will raise up troops in support of the national army. The exception to this is the imperial space force, which is raised and supported entirely by the crown. The space force is comprised of a number of warships that patrol border systems as well as space stations for supply depots and administrative control, fortresses made from hollowed out asteroids that orbit planets, and shipyards for construction, maintenance and repair. Because of their extreme distrust of technological or biological alterations, the Verandi military has created a powerful robotic force to augment their traditional military and even the odds against other enhanced enemies. The terrestrial forces have very little in the way of energy weapons but the space force is much more up-to-date.
  • Infrastructure: Verandi frequently lags behind other nations in terms of technology, often adapting the creations of other for their own use decades after they were introduced. Most Verandi use palm computers, or P Cs, small computer and communication devices that fit in a persons hand with a holographic display for a monitor and keyboard.
    • The Verandi Empire spearheads genetically modified agricultural production. Several planets were terrraformed specifically with raising crops and animals for food in mind. There are constant experimentation with new gene lines of crops and fruits, partly to improve its quality and quantity and to head off malicious viruses that rapidly mutate and destroy food.
    • Interstellar travel within the empire is controlled and regulated by sponsored corporate interests, nobility, and the military. Most Verandi leave their home systems only on special occasions because of the high prices.
    • Transportation on planets however, has been kept at efficient levels. Verandi maglev trains systems are in most major cities connecting major metropolitan areas as well as other cities. The lines are typically built above the ground to allow for automobile roads, prevent environmental destruction, and provide riders with a more scenic view. More rural areas utilize animal transports. The cities themselves are often far apart from each other, due to early colonists having the luxury of being able to pick the best locations from the air and not having to navigate through dangerous wilderness to get to new settlement areas. As a result, many Verandi planets have large swathes of uninhabited wild areas with towns and cities scattered about.
    • Law enforcement in the Verandi Empire is largely the responsibility of the individual worlds. Police districts are laid out according to population and geography and report to the planetary lord. In case of emergency the lord can call out the Planetary Guard to keep order.
  • Culture: Verandi culture is a mix-mash of the new space age and the return of old traditions long abandon on Earth. Spoken promises are considered as binding as written agreements, hunting is still popular, though in cities this has given way to sports such as soccer, basketball, and racing. Duels of honor are still depressingly more often heard of then not, despite official efforts to stamp out the practice.
    • Family life is important, a typical Verandi will list having a family as one of their greatest desires. Though there are several religious factions among the Verandi, regular adherence to their doctrines is common among the people.
    • Early Verandi wore practical clothing as a matter of course simply to make survival easier. After the Nightmare Years had passed and order restored, fashion became more of a luxury. Verandi favor clothing that reflects style and elegance. Colorful and frivolous clothing are normal with nobility adding majestic garb to their everyday wear such as capes, jewled circlets, and walking canes.
    • Festivals can be a nation wide time of celebration or planet specific. The I-Jam Music Festival is the largest musical accolade in the empire. I-Jam, hosted on Paaneah, brings prominent music artists of all genres from across the nation to perform, celebrate musical culture and introduces new artists. At the end of the festival the I-Jam Awards are presented to the best artists of the year.
    • Verandi typically eat four meals a day; Breakfast in the early morning, lunch around noon, snack in the late afternoon, and dinner in the evening. Traditionally breakfast is the shortest meal of the day, except on non-working days where traditional meals are served. Lunch is served in the middle of the workday and normally consists of fresh or quickly prepared food. Snack is a light meal regardless of the day. Dinner is normally the largest meal of the day, served after sunset. It function as quality time for family and friends, a time to talk and eat prior to going to bed.
  • Territory: The Verandi Empire reigns over 16 inhabited star systems with a population of approximately 19 billion.

edited 18th Sep '13 4:14:20 PM by Parable

"What a century this week has been." - Seung Min Kim
FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#91: Sep 14th 2013 at 5:23:51 PM

Link to part 1.

  • Infrastructure: The day to day life for any given Grexian is almost totally devoted to their role in their caste, with an emphasis for efficiency and precision driving them towards perfecting their tasks. Dissent and law breaking among the population, while rare due to the constant reminding presence of the Military caste, is initially responded to by the local authority to the troublemaker in question; in other words their superiors. Sometimes a member of the Diplomatic caste will be called to try and resolve things in a peaceful manner. Should things turn violent or particularly unruly, the Military caste will be called to step in and handle the situation. (Unless the situation is in the Military caste itself, in which case it would be dealt with quite swiftly.)

Like the Military caste, most equipment used amongst the other castes follows a model of being highly modular and adaptable to different circumstances and situations. Most of the innovation and development happens in the Industrial caste, though occasionally one of the other castes will improvise their own innovation, which the Industrial caste usually quickly adopts into the standard models for future manufacturing.

Access to information and communication technology is universally available amongst the population, including the ability to transmit to one of the other planets with relative ease. However, while the former is commonly used, the latter is mostly only used for professional purposes; not because casual communication is barred, but because it's usually seen as unnecessary. The most common casual use of communication is to call a spouse, lover, or family member, and the conversation is usually short.

Transportation planet-side for the three main castes is mostly split between public trains/subways, and VTOLs, both of which come in various sizes and are used almost exclusively for professional purposes. The Agricultural caste comes in as an exception with various farming equipment vehicles, while the Diplomatic caste uses just elevators and zero-grav chutes, being in a giant space station. Transport ships constantly ferry between the three planets and the station, mainly just carrying supplies or equipment to transfer from one of the castes to another, but occasionally taking passengers as well. Taking Military caste members to defensive stations at the other planets and the Diplomatic caste's station for defensive assignment is somewhat common; as is rotating them off of said assignments.

  • Culture: By most Human standards, the Grexian's society is completely bizarre. They're so set on their caste system that everyone is born into their role, starting at their equivalent lowest position and having to work their way up as they grow. In fact, except for the Diplomatic caste, Grexians don't even get real names; instead they get designations, with the structure of the designation based on their caste. These designations would of course be eventually reused by a future generation, too. However, they usually use a nickname on top of the designation for more casual conversations. Transferring to another caste for a different role is rare, and only allowed if one can prove that they're capable of performing the necessary tasks of the alternate role.

Also, except for the Diplomatic caste's 'votes', the Grexian society lacks any currency, being completely communistic. Instead, the level of a Grexian's lifestyle, (like how big and fancy their home is) is based completely on their rank in their caste. To prevent someone from simply loafing around to abuse the communistic nature of their society, the punishment for not actually doing your job is demotion where applicable, and exilement where it isn't.

Retirement only happens when a Grexian is simply too old to keep performing their tasks reliably, but by that point in their life, a Grexian has usually been doing their role for so long that it is not hard for them to get an exemption from duties, out of a respect for how much dedication they've put to their role. At this point, they may or may not receive one last promotion for a better level of lifestyle, depending on the circumstances surrounding them. Then they are allowed to choose almost any place in Grexian territory to go retire to, where they usually take on some minor hobbies to fill out the rest of their days. The diplomatic caste are the only ones allowed to retire on their space station, but are also the ones with the oldest retirement ages, due to the lack of physical strain of their role.

But the most truly bizarre aspect about Grexian society is their laws around marriage and parenthood; mainly that it's extremely regulated, and mandatory. That aforementioned attitude towards maximum efficiency originally started leading to what were simple population regulation laws, which evolved into their current state for maximum ease. Currently it works like this; every Grexian has until a current age (about 21 years old) to find a suitable partner to marry on their own. If, for whatever reason, they don't find a suitable partner, the government will pair them up with someone else who likewise didn't find a partner, and force them to marry. Then, whether married by choice or by government pairing, every couple is required to have two children; these children are basically to eventually be their replacements. Couples may then volunteer or be selected randomly to have more children by government mandate. This is to cover those who have died by accident before having kids, or in cases where it's time to expand the population for one reason or another.

Because of all that, marriage in Grexian society is seen quite differently than elsewhere. Couples living separately is common, and love is not assumed to be a part of any given marriage. In fact, anti-adultery laws are practically non-existant, as is divorce, since a marriage in Grexian society is more like a contract to have kids than a lifelong commitment between lovers. That's not to say that all marriage in Grexian society is loveless; it's just that loveless marriage is common enough that neither case is seen as some kind of given or shock to Grexians.

The closest the Grexians have to a religion, if you can really call it that, is their aforementioned belief in Humans perfectly bred for a given job that many Grexians hope to either be or be the parent of. Grexians also tend to believe in an afterlife and reincarnation, oddly enough, though the nature of said afterlife is dependent on what caste you're talking to at the time; the only universal constant between the four is that the afterlife is a generally nice (if rather mundane) place, and you can only go there if you devote yourself dutifully to your tasks. This is even something they believe extends to non-Grexians.

In terms of arts and other culture, the Grexian empire is actually somewhat lacking. Except for slight jokes on their respective lingoes, (Like the Military caste making joke nicknames for their equipment, or the Agricultural caste making joke names for various crops.) the only members of their society who usually have the time for culture is the retired Grexians. However, due to the respect these retirees usually have, it's not uncommon for their works to trickle down through their caste or even the other castes. Grexians overall tend to have a fondness for music, though mainly just for a small number of long handed-down songs, such as their old national anthems from when they were three separate colonies.

As with their long ago ancestors, the Grexians still hold some measure of xenophobia. However, long isolation with practically no alien interaction to speak of has dulled this from the outright hatred and murderous intent it used to be, to a simple disliking. Also, a newer hatred towards clones has managed to override some of said xenophobia.

  • Territory: At the start of the RP, just their home system with their three main castes' planets and the massive space station for the diplomatic caste. It's a small yellow star system, with only three other planets; a pair of gas giants with a number of moons and a frozen ice planet farther out unsuitable for any sort of known life. They occasionally mine resources from these other planets.
    • The Agricultural caste's world, named Ezra, has no moons. As mentioned, it is a lush, fairly tame world with relatively small and shallow bodies of water dotting its surface, but lacking in minerals. Relatively small but packed cities with little to no underground infrastructure dot the surface, each of which have a presence of Military caste defenders, while almost all the rest of the land is farmland or forests.
    • The Industrial caste's world, named Doradus, has two moons, both of which now mainly function as Military caste bases to defend the planet. As mentioned, it's a planet rich in minerals, but lacking in life. Almost all indigenous life has since gone extinct to due rampant pollution. It has one ocean covering about a fifth of the surface, but it was already inhospitable before the Grexians arrived, on account of being acid instead of water. Most of the land is covered in large factories, with extensive underground facilities housing most of the population.
    • The Military caste's world, named Sare, has three moons, which like Doardus's now act as military defensive installations. Sare has moderate mineral resources, and is over two thirds large, deep oceans separating two large continents. The smaller of the two continents is entirely stripped of wildlife, instead containing a seemingly endless and massive military base with tons of redundant defensive lines and walls, filled between with all sorts of training areas, barracks, and bunkers of both the above and underground variety. The larger continent is mostly covered in what looks like lush rainforest; which of course is extremely dangerous from both predatory animals and carnivorous and/or poisonous plants. The oceans are also filled with dangerous creatures, as if that wasn't enough.
    • The Diplomatic caste's space station currently remains unnamed, with a free orbit around the star, the exact position of which being one of the few things kept secret from public knowledge. It is now fairly large for a space station, holding nearly ten thousand Diplomatic caste inhabitants as well as stationed Military caste defenders. Most of the station has artificial gravity, though there are some outer sections and free fall grav chutes that lack gravity. It's well fortified, and contains plenty of escape craft just in case.

  • Trivia: You know those somewhat racist jokes about people of one ethnicity having trouble telling those of another ethnicity apart? Well, Grexians kind of have that problem for real, as a side effect of the generations of selective breeding in certain environments that's led them to their current state. Thus, each of their castes have one general appearance that most of them fit into, though there are still the occasional exceptions.
    • The Agricultural caste are usually tall, large, and blonde haired with lightly toned skin. Their designation comes from a randomly assigned jumble of 5 letters followed by the old colony name of the sector they work in, so like 'Exyfc Eastwood' or 'Vfcmr Wesslene'. Their nicknames usually come from one of their favorite things or a personality quirk, like 'Strawberry' or 'Mutters'.
    • The Industrial caste are usually a bit shorter than average Humans, red haired, with brown toned skin. Their designation comes from what major factory they work in followed by their identification code that uses alternating letters and numbers, so like 'Alpha 0P3N1' or 'Beta 5A4B2'. Their nicknames usually come from what they're good at doing or something specific to their role, like 'Assembler' or 'Bell'.
    • The pure bred Military caste rangers are around average height or a bit taller, with black hair and lightly toned skin. Appropriately, the crossbreed gunners and techs are like mixes of their parents' castes; gunners being large with lightly toned skin and hair with shades between black and blonde, while techs are about average in height but can have either tone of skin and hair with shades between black and red. Their designations are much simpler than the other two main castes, being just two or three letters that identifies what unit they're in, followed by what number soldier they are in that unit, so like 'APF-29' or 'GB-174'. Their nicknames usually come from one of their usual equipment choices or something particularly memorable they did during a training exorcise or combat, like 'Red Dot' or 'Bunker Buster'.
    • The Diplomatic caste is the exception, being originally founded by members of all three colonies, are still fairly varied in their general height, skin tones, and hair tones. They're also the only caste that still uses a more traditional naming system, albeit with fairly random names, like 'Starlight', 'Envy', and 'Joe'.

edited 14th Sep '13 5:36:24 PM by FirockFinion

You are reading this.
Matues Impossible Gender Forge Since: Sep, 2011 Relationship Status: Maxing my social links
Impossible Gender Forge
#92: Sep 14th 2013 at 9:02:52 PM

So much text.

Now I won't feel bad no matter how much information I pour into my entry.

Time to start reading in order to insure my concept does not float to closely to any of the others.

Stratofarius huzzaaaaaaaah Since: Aug, 2011
huzzaaaaaaaah
#93: Sep 14th 2013 at 9:09:25 PM

Hm, I'm afraid I ended up condensing two races with the Society, and the fourth race wasn't that interesting... so I'm gonna stick with those two, and those two only. Parable, you can choose your favorite so that's my "main" faction.

FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#94: Sep 14th 2013 at 9:16:23 PM

@Matues: You referring to my sheet, or just the thread in general?

@Strat: I don't know about Parable, but I'd suggest the Society.

Since the empire half of the game is about space faring civilizations, a civilization that has no access to space travel wouldn't be terribly relevant.

edited 14th Sep '13 9:17:31 PM by FirockFinion

You are reading this.
Stratofarius huzzaaaaaaaah Since: Aug, 2011
huzzaaaaaaaah
#95: Sep 14th 2013 at 9:23:57 PM

Yeah, don't know why I didn't think that.

Matues Impossible Gender Forge Since: Sep, 2011 Relationship Status: Maxing my social links
Impossible Gender Forge
#96: Sep 14th 2013 at 9:24:26 PM

The thread in general.

I mostly worry that I'll end up composing something to similar to some of the others.

Though a artificially created species that takes collectivism to it's logical conclusion is somewhat unique.

To be a Grey is to be utterly modular. Hell, they don't even view the sudden death of one of their members to be actual death. They can just shuffle the lost one's memories amongst themselves until they can imprint them into a new body.

It's mostly inconvenient.

This, of course, creeps some people the hell out when a Grey dies from a lab accident in mid conversation and another one picks up right where the other left off.

"..Pardon. To continue, your injury appears to be easily treatable, but you may need to stay over night in order to speed recovery."

naomihansen Gun Cat Enthusiast from elsewhere Since: Aug, 2011 Relationship Status: Gay for Big Boss
Gun Cat Enthusiast
#97: Sep 14th 2013 at 9:30:25 PM

[up][up][up] Well, either way, yours certainly sets the bar for word count.

[up]x5 That reminds me, I gotta reread everyone else's sheets—on the diplomacy side, my species prefers to mostly get along as best they can with anybody that they interact with. They seem to be getting a sort-of ally with some sentient robots in their planetary system (at least last I heard), but it'd be really good to see how everyone else would probably behave around them.

[up] Don't worry, I have Hive Mind-like capabilities with my aliens, but true mental fusions are optional for them (unless you're a part of the military) and only between two or three beings, so it's not really that similar.

edited 14th Sep '13 9:34:43 PM by naomihansen

"I do not approve of the fact that my favorite quotes are too long for this character limit." - Me
Matues Impossible Gender Forge Since: Sep, 2011 Relationship Status: Maxing my social links
Impossible Gender Forge
#98: Sep 14th 2013 at 10:03:30 PM

Greys don't have a species wide Hive Mind.

That would, however, be their idea of paradise.

They are basically the same person in a billion billion different iterations who mentally synch with each other as often as resources allow.

In local areas they can act like they're a single gestalt entity, but in large numbers that becomes unfeasible due to information overload.

Everyone can't know everything everyone else knows without exploding, after all.

naomihansen Gun Cat Enthusiast from elsewhere Since: Aug, 2011 Relationship Status: Gay for Big Boss
Gun Cat Enthusiast
#99: Sep 14th 2013 at 10:14:15 PM

Yeah, and mine see getting a full mental link with a fellow intelligent being as being the biggest lifetime commitment anyone could make—bonds like that are seen as more important than even marriage (if the subjects aren't already married to each other), and there's no turning back from it if you don't wanna potentially suffer from some severe mental trauma or brain damage.

So yeah, despite being kind of collectivist themselves, most of them would just rather stick with relying on their empath abilities than try anything like that.

edited 14th Sep '13 10:14:38 PM by naomihansen

"I do not approve of the fact that my favorite quotes are too long for this character limit." - Me
Matues Impossible Gender Forge Since: Sep, 2011 Relationship Status: Maxing my social links
Impossible Gender Forge
#100: Sep 14th 2013 at 10:37:57 PM

Greys are kind of insane by normal standards.

Rather insane actually.

But in a quiet sort of way.

Say, is there FTL travel? If so, how does it work?


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