"But no help came. And so we, here on Kaskanad IV, could only sit and watch as the instability and violence crept ever closer to us, and our only citizens with the means to fight back fled the world for some as-of-yet untouched pocket of the Collective-that-was. Fifty years ago, we awoke with light burning blinding hot in our eyes in the middle of the night. Our capital was gone, reduced to a glass crater, and in its ruin we too became subordinates to a greater and crueller power. Have seven centuries taught us nothing? The cycle of violence is still unending, and the weapons of our self-destruction more potent and carelessly used than ever, and fear as I do for the continuation of our race, who is to say that we deserve to live?"
"The blood of our brethren is on each of our hands."
"We came to this place a broken and defeated people, a people who had lost their homes and their greatest city to those with power, with a ship in orbit to make us, in effect, slaves. Our parents died to get us here, and we've built ourselves new lives, new homes, and new families. The hurt is beginning to heal now, and of that I am glad."
"So I have no right to ask you to lay that down today. We swore fifty years ago we'd have our revenge, and we were young and foolish, and the rage of defeat burned hot and all. But now we've calmed down a bit– I at least have learned a bit of maturity, though my wife and daughter will tell you otherwise. But I still believe that it is the duty of each and every one of us to show that it is the powerless who are the most powerful, it is the meek and gentle who shall inherit our worlds, and it is those who have lost the most who yet have most to regain. I am through with being an exile on my homeworld."
"I offer you for sure suffering, probably death, and a good deal of uncertainty on the side. I also believe in hope, in an iradialad that we can walk to take back our planet and our lives, and I know that's something many of you have shared with me from the beginning. Well, we're finally as ready as we can hope to be, and so on this day, seven hundred years after our species went to war without us, I say it's time we join the fight. For Kaskanad, and more importantly, for all of you."
Kaskanad IV is a world not unlike Earth, though the Aláranidni are by no means human. The days are roughly twenty-four hours in length, and the gravity is around 0.91 times that of Aláran proper. There are four main continents distributed across the planet, with around 71% of the planet’s surface being terrestrial and the remainder seas which are generally isolated and briny. Nearly all of this will be centred on the largest continent, Alenas, where the capital of the same name once stood before it was razed from orbit. And that is the genesis of this conflict, for fifty years before the beginning of this story, on 41 Íkanir 11327, an incursion into Kaskenid space by the neighbouring state of Ruscal Nor resulted in a battle in orbit and the simultaneous landing of an invasion force. After three days of fighting in which neither side seemed to get an advantage, the Ruscalid battleship Ilarim bombarded the capital and levelled it entirely, reducing everything within about a thirty-mile radius to a glassy, cratered ruin.
Forty million people died that day. The glassing of cities to force a quick end to conflicts is not an uncommon tactic in the Aláranid Civil War, yet this renders it no less brutal. The simmering resentment among the native Kaskanid population has not cooled in the intervening half-century– the average lifespan of two centuries contributes further to this. That said, a Ruscalid battleship remains in orbit and their governor remains in his fortified base in the new capital of Kunazor, so public expressions of discontent are few. And yet plenty remain who would love to see their families and dignity avenged.
This is where we hope you will find a rallying point. The focus of this RP will be on the remnants of the Círpryad Kaskanid, or the Planetary Defence Corps of the Kasakanid Army, led by a man named Colonel Lyanel Merynas Ilvaris, who was third in command during the brief war that brought the planet to its knees. He has retired and works as a professor at a university in the city of Altámarin, yet is still a focal point for those who would see the fall of the Ruscalid occupation. Of the other members of the Círpryad, many now serve in the domestic police force or the standard Army, which is now under Ruscalid control of course. However, there are many civilians who sympathise, and whether or not they demonstrate it publicly, they harbour a hatred of the rulers in Kunazor.
However, this is neither a mercenary group nor a legitimate underground: in fact, the excerpt above is nothing more than part of a lecture delivered by the Colonel to a handful of sympathetic graduate students at his university. The cogs are in motion, though, and an organisation whose members have not seen on another in decades are preparing for the fiftieth anniversary of the Círpryad’s dissolution. Here, the group known as Rísiad will take shape, and here the spark of revolution may be lit.
Armaments:
We shall begin with this because weapons tech is undoubtedly the thing you are most concerned with. There are quite a few subdivisions here, so bear with me if you would. First off, we shall make the distinction between kinetic and “plasma” rounds. The former are precisely what you would expect: any of the current varieties of bullet, shell, or explosive skulduggery falls into this category. Things like flechette rounds are commonly used to combat the light composite armour many ground troops use extensively. Plasma rounds are a bit of a misnomer in the classical sense: for intra-atmospheric use, they are but a subdivision of kinetic rounds, which function by encapsulating hyper-compressed gas into a bullet or shell. This gas, upon contact with a target, explodes violently on contact with the atmosphere, burning the target and emitting a devastating shockwave. In orbital or space combat scenarios, larger and newer ships will in fact use more “conventional” plasma armaments which fire magnetically condensed projectiles of superheated gas, something unadvisable in an atmosphere because of the liability of such things to merely explode in your face.
With regards to the things launching the projectiles, these come in several varieties. As usual, the most widespread long-range delivery platform is that delightful invention known as the (cruise) missile. These can do a great deal of damage, and though nobody tosses around the nuclear variety planetside, it’s still advisable not to entice their wrath. With regards to your friendly old guns, these can be either railguns or the standard variety. Railguns are generally found on larger, armoured units or installations, such as tanks, cruisers, or ground-attack fighters (More on these in a bit.) Occasionally, very well-equipped units will have handheld railgun rifles, but these are rare and you will not have any to begin with. Smaller varieties are impractical due to the power consumption and recoil– even so, shooting one without a stabilising exoskeleton will hurt you if not rip your arm(s) off.
Which brings us to the topic of armour. We regret to inform you that yes, being shot by a tank or even a direct hit from a plasma weapon will likely kill you. But outside of those unfortunate possibilities, infantry armour affords half-decent protection. Layers of composite armour combined with lightweight exoskeletons allow the user to both handle weaponry such as railguns and absorb kinetic rounds– not with impunity, but the composite can take a few hits. Furthermore, the structure of the exoskeleton means that nearby explosions won’t rupture internal organs and break bones, just hurl you bodily through the air. The communications systems and visor on the helmets are EMP-hardened, though not all troops choose to wear full helmets, as a shot to the head will still kill. The visors serve to extend the effective vision range of the individual to around 270°, which is useful in a pinch and to avoid being dropped from behind, though it is disconcerting to get used to. Additionally, some exoskeletons contain gaskets which can tighten around one’s limbs to stem blood loss in the case of injury, and also on occasion an IV for administering medicine.
Armour and Vehicles:
In some ways, the number of parallels between eleventh-millennium Aláranid tech and modern equipment is surprising. Although orbitally mounted weapons exists, they won’t be used except to glass things. The task of dealing with ground forces falls to, well, other ground forces for the most part. Tanks and armoured vehicles are the successors of today’s machines: they remain fairly slow, though it is not unheard of for a light tank to reach eighty or so miles per hour on flat ground. These are equipped as a rule with railguns and and rocket launchers, not to mention a fair helping of standard machine-guns and the like. The treads remain an integral feature, although the power source is now fuel-cells and massive batteries charged from the on-base fusion reactors. The other most important armoured unit is the cruiser, a term used to describe a variety of ground-assault and fire-support craft that fulfil many of the roles of today’s helicopters. These operate off of a few rotors located under the rear of the fuselage, well-armoured and protected by an array of machine-guns. Cruisers are responsible for the insertion of troops, fast conveyance of strike teams and elite units, and medivac support, not to mention their ubiquitous battlefield presence as aerial artillery and missile launchers. Despite their formidable weapons platforms, cruisers remain manoeuvrable and are difficult to remove, as their defences make them difficult to down with missiles. Although artillery are still present in certain circumstances, the mobility of combat and the power packed into tanks and cruisers make their utility limited in smaller-scale combats.
Air superiority is still an important part of ground warfare. Fighter craft are extremely fast and deadly, and as much of the immediate ground-support role has been delegated to cruisers, fighters are freed to launch missile attacks and devastatingly bomb ground targets. Dogfights at close range are rare since most aircraft travel well in excess of Mach 3 and very few combat fighters are manned, with drones negating the need to avoid excessive g-forces and opening room for additional weaponry and streamlining of the airframe. These are expensive and most are located around the capital and larger army bases.
Starships and Interstellar Travel:
Naturally, the cosmos would not have been colonised without the advent of interstellar travel. For a good while, this proceeded at slower-than-light speeds until the invention of the rippledrive in the mid- to late ninth millennium. After this, the disparate worlds the Aláranidni had settled were brought back together under the Aláranid Economic Collective, whose descent into civil war is the setting for our story. Interstellar travel and faster-than-light communication will not feature heavily in Rísiad, however, since it is limited to the surface of one world. Starships are heavily armoured, and though planetside defences are strong, they are also expensive and will fall to a superior fleet, as occurred over Kaskanad when it fell.
And that about wraps it up. If you have any further questions about technology, merely ask us via TG or a post in the thread and we will gladly answer.
Furthermore, remember that the destruction of Alenas occurred fifty years ago. Those younger than around seventy would not have been in the military or indeed out of school when the event occurred. That said, with a lifespan of two hundred it’s not like our group will look like a retirement home or anything. It’s how these veterans (or those who have grown up under the Ruscalid regime) developed under these conditions that is important.
And now we come to the application itself. One thing we do ask is that you only apply (for now at least) as someone who is sympathetic to the retaking of Kaskanad, not someone loyal to the Ruscalid government. There are a few other peculiarities that figure into it, such as the fact that in Aláranid civilisation one refers to people politely by their first and middle names (if not using merely their surname). For military personnel we ask what the character’s specialisation is: an infantryman would not be able to clamber into a tank and begin wreaking havoc, for example. Furthermore, a character who serves as a domestic policeman ought apply under “Non-Military Personnel”. The “Skills” fields refer to proficiencies of the character, be they holding her breath for ten minutes or having memorised the first fifteen hundred digits of pi. Feel free to be creative here.
As a courtesy, Ceneria has included an example application for one of his characters under the second spoiler if anyone would like to see it.
So, as with all such things, there are a few serving suggestions (read: edicts on which your life depends) that will help you out as you attempt to survive starting a bit of a revolution. We’d be much obliged if you’d follow them nicely, lest we evict you into the void between the stars.
0. I am Esc, your Dark Prelate. Zak’naku afal.
0.5. I am Ceneria (or Cen), your lovable Prophet of the Void. I’ll feed you to Esc if you irritate me, and vice versa.
1. Characters will die. This means our characters will get killed, and yours certainly will as well if you make stupid decisions. We’re in a military environment where one plasma blast will melt your face off; there isn’t sufficient plot armour to prevent that.
2. There is an expectation of post quality. But you already know that, so have some dignity and write well.
3. Don’t bitch at people. This includes us and your comrades; being nice is your ticket to me favouring you with cruisers and experimental plasma weaponry.
4. This is not human civilisation. For the purposes of collaborative storytelling, use all the idioms and normal human names you want, but if somebody says “Back when I was a kid in London,” we’ll eat them alive. The corollary to this is that certain customs ought be observed if possible ICly. This includes addressing characters you don’t know terribly well using first and middle names to show respect.
5. Please ask questions. We’ll tell you almost anything (and a bit more) you need to know about the setting or even plot elements in advance if you ask nicely. Besides, I (Esc) like talking about Aláranid civilisation.
6. We’re assuming some of you will want your characters to be officers in Rísiad. If so, just say so and tell us why your person would make a decent officer, and we shall hand him his rank and commission.
7. We did try our hardest to make this enjoyable, so it’d warm our cold, hard hearts if you ended up enjoying it.
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