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The Carlisle
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Postby The Carlisle » Thu Jun 04, 2015 10:30 pm

Highfort wrote:Perhaps gladiatorial combat would be big outside of Great Khan? In the city I can see it being an issue as one would like to maintain the pretense of civility but outside the city many disputes may be settled via combat (faster and conducive to the nomadic culture of the desert-dwellers, who don't have as much time to set up and arbitrate courts).

I guess, but not so much gladiators. Dueling would be a more appropriate term. Settling disputes with the draw of a gun. I can see that working out in the towns and settlements. Though, the nomadic tribes won't do this, as most are the size of family units. Corporal beatings is the default punishment for them.
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Mincaldenteans
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Postby Mincaldenteans » Thu Jun 04, 2015 10:31 pm

The Carlisle wrote:
Highfort wrote:Perhaps gladiatorial combat would be big outside of Great Khan? In the city I can see it being an issue as one would like to maintain the pretense of civility but outside the city many disputes may be settled via combat (faster and conducive to the nomadic culture of the desert-dwellers, who don't have as much time to set up and arbitrate courts).

I guess, but not so much gladiators. Dueling would be a more appropriate term. Settling disputes with the draw of a gun. I can see that working out in the towns and settlements. Though, the nomadic tribes won't do this, as most are the size of family units. Corporal beatings is the default punishment for them.


However, if you want to make this canon Agy, just choose a different locale outside of the desert, plenty of space to make something happen.

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Highfort
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Postby Highfort » Thu Jun 04, 2015 10:33 pm

In addition, for faiths, I was thinking that the region could be divided among old Terra-based faiths which were carried over by the original settlers and newer Postapocalyptia-based faiths which developed among the tribes.

Some suggestions for old faiths:
  • Tengriism (revived in Turkic nations and historically the primary religion of the Khanates)
  • Islam (huge in Turkic nations)
  • Russian Orthodox Christianity (given that Russian is one of the languages spoken)

Some suggestions for new faiths:
  • Great Khan Cult (worships the wreck of the Great Khan as a holy artifact sent by divine powers; make regular pilgrimages to Great Khan in order to see it and steal bits of it as holy artifacts)
  • Guardians of the Grovebacks (worship the huge Grovebacks and protect their young; believe that these creatures are the incarnations of the spirits of the planets; perhaps the adherents colonize the backs of these creatures and tend to them?)

Mincaldenteans wrote:However, if you want to make this canon Agy, just choose a different locale outside of the desert, plenty of space to make something happen.


I'd prefer to focus on the immediate Great Khan setting first. I might retroactively try and develop a form of dueling or gladiatorial combat for outside the immediate setting later. Or someone else can take that up, if they so wish.
Last edited by Highfort on Thu Jun 04, 2015 10:36 pm, edited 1 time in total.
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The Carlisle
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Postby The Carlisle » Thu Jun 04, 2015 10:43 pm

I added a bit about the Russian minority within Great Khan. Might do some more expanding.

Also, since trade is a huge mechanic in Great Khan desert, religion will spread along the trade routes. Islam and Tengriism will dominate, with Russian Orthodox making a small but growing population. In fact, despite their small size, the Russians have an effective missionary program, spreading the word of Christ to towns and villages.
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Postby The Carlisle » Thu Jun 04, 2015 10:53 pm

Also guys. While Great Khan Desert and its capital has lots of room for development, there is sooooo much more space to fill. Like, its big, but its also mostly unlivable wastes. There is so much more space that you can fill with life and creativity. While I'm flattered that my idea has taken off with such passion, make sure to put some passion into your own areas. That way, we can share the passion!
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Highfort
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Postby Highfort » Thu Jun 04, 2015 11:04 pm

"From the sky fell / This Great Khan / From the sand her body rises / In defiance" - Initiate's Chant, an excerpt from The Most Great Khan

The Cult of the Great Khan emerged in shortly following the "landing" of the floating behemoth in the middle of what would become the Great Khan Desert. Though the vessel's crew discouraged veneration of the object - fearful that they would be driven out by fanatic believers - a cult nevertheless sprung up in surrounding villages and among some nomadic groups that the Great Khan was the manifestation of the Kindred Spirit, a deity-like being who watched over Rigel Three and had precipitated the gravity well incident in order to encourage the inhabitants to stay and colonize the planet.

The cult maintains a small following in Great Khan itself, mostly priests and missionaries who help maintain the ship alongside her original crew and other workers. They occupy the lower areas of the hull, with the upper portions being reserved for the Archeological Association, the government, and others rich enough to afford the affluence of living in a futuristic room overlooking the main city and surrounding area. This cult spreads the word of the Great Khan through verbal chants, dances, and a few written books which contain information about the Kindred Spirit and why it brought the Great Khan from her place in the sky to settle upon the earth.

Outside of the city, the Cult of the Great Khan is popular among a few nomadic tribes. They regularly make pilgrimages into the city under the pretense of trading and restocking with supplies, though they spend much of their leave touring the lower levels of the Great Khan and furtively stealing away bolts, wall pieces, and other tiny artifacts of their venerated ship.

"The Great Khan is love / Is life / Is kindness / Is Kindred / Is Spirit" - Khanate Creed

Tenets of Great Khan worship mix the tolerance of Tengriism with typical cargo-cult behaviors. Due to its followers having contact with Tengriists, Muslims, and Christians, the cult morphed to take on aspects of all three faiths while preserving its own unique traditions.

The cult asserts that the Great Khan is the manifestation of the will of the Kindred Spirit upon Rigel Three. As part of its apocalyptic end-times narrative, it states that one day the Great Khan shall fly once more and deliver her loyal, loving followers into the Great Beyond, a utopia in space where no hunger, disease, violence, or death shall beset those loyal to her.

As a manifestation of the Kindred Spirit's will, the Great Khan possesses herself a spirit. Renditions of this spirit typically mix machine, woman, and sometimes dust, and her followers often claim to have seen her patrolling within the halls of the Great Khan while they were on pilgrimages. The spirit is considered part of a trinity: the Kindred Spirit, the Great Khan's Body (the ship herself), and the Great Khan's Will (the spirit).

The cult preaches tolerance and love for others, citing that the Great Khan has given permission for her body to be used by everyone. They are in staunch opposition to the oligarchy which rules over Great Khan, considering their closing-off of her upper levels to be sacrilege - they believe everyone should have the opportunity to see and pay homage to the Kindred Spirit through Great Khan's Body. This tolerance has resulted in the cult's members being treated fairly amongst the outer towns, though the AA and the rich distrust their desire to open the Great Khan up to everyone.

Among the most valued tenets among the Great Khan include hard work - especially in machinery and metalworking, so as to maintain the Great Khan's body - honesty, humility, tolerance, and sharing. Cult ceremonies and festivals always include the exchange of gifts, no matter how trivial (as created gifts tend to be valued more than purchased ones) as well as showing off new mechanical inventions and developments. Technological advance is considered the will of the Kindred Spirit, so that one day the Great Khan may fly once more.

"Great Kindred Spirit / Deliver us aboard / Your Great Khan / From the pain / Of the Desert" - Khanate Death Chant
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Illan
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Postby Illan » Thu Jun 04, 2015 11:13 pm

The Carlisle wrote:Also guys. While Great Khan Desert and its capital has lots of room for development, there is sooooo much more space to fill. Like, its big, but its also mostly unlivable wastes. There is so much more space that you can fill with life and creativity. While I'm flattered that my idea has taken off with such passion, make sure to put some passion into your own areas. That way, we can share the passion!


I'll have passion in the form of sick bazaar parties in the desert.

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Postby Swith Witherward » Fri Jun 05, 2015 12:39 am

Half awake musings...

Ticaret Oasis?

Ticaret Oasis is the place to go for the best scrounged materials, machinery, or unmentionables. If you want it, and have the patience to look for it or wait for it, you can find it at Ticaret - for a price, of course.

Government
TO holds itself to no government. It is held by the Aksu tribe - a sprawling family, really - and governed by Ali Aksu and his brother, Bayram. You are either akraba (kinfolk) or yabancı (outsider).

Environment
Oh, I'm thinking something green and purdy. Vibrant, loud bazaars. Seedy backrooms. Plenty of places to acquire a drink and a fuck, or weapons, or vehicles. There are livestock markets as well, but the thing that sets it apart is the craftsmen. Custom equipment can be had, for an exorbitant price.

I'm just spit balling here. Feel free to scrap the idea or add to it.
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Mincaldenteans
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Postby Mincaldenteans » Fri Jun 05, 2015 12:41 am

Swith Witherward wrote:Half awake musings...

Ticaret Oasis?

Ticaret Oasis is the place to go for the best scrounged materials, machinery, or unmentionables. If you want it, and have the patience to look for it or wait for it, you can find it at Ticaret - for a price, of course.

Government
TO holds itself to no government. It is held by the Aksu tribe - a sprawling family, really - and governed by Ali Aksu and his brother, Bayram. You are either akraba (kinfolk) or yabancı (outsider).

Environment
Oh, I'm thinking something green and purdy. Vibrant, loud bazaars. Seedy backrooms. Plenty of places to acquire a drink and a fuck, or weapons, or vehicles. There are livestock markets as well, but the thing that sets it apart is the craftsmen. Custom equipment can be had, for an exorbitant price.

I'm just spit balling here. Feel free to scrap the idea or add to it.


I like it, personally, I wouldn't mind seeing this develop more here or in IC when the crew eventually comes across it :)

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The Carlisle
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Postby The Carlisle » Fri Jun 05, 2015 1:02 am

Maybe I should up the population of Great Khan. It was a battleship after all, and I don't know if slave drives exist here (IE use AI and droids for self-maintenance). So maybe a more apt pop is 20-25,000 or so. Don't want it too high. Its no Dubai, but it's pretty big. Also, want to change the Russian population to 1,000.
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Highfort
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Postby Highfort » Fri Jun 05, 2015 1:06 am

The Carlisle wrote:Maybe I should up the population of Great Khan. It was a battleship after all, and I don't know if slave drives exist here (IE use AI and droids for self-maintenance). So maybe a more apt pop is 20-25,000 or so. Don't want it too high. Its no Dubai, but it's pretty big. Also, want to change the Russian population to 1,000.

That's a huge growth in population. For comparison, the sea-based Iowa-Class Battleships of the US Navy averaged around 2,700 officers and crewmen. A space or air-based battleship would probably need more for maintenance and combat, but I would argue around 7,000 is a more realistic figure. Add in immigrants and nomadic settlers and maybe you'd hit 14 - 15,000. That's still pretty big.
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The Carlisle
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Postby The Carlisle » Fri Jun 05, 2015 1:10 am

Highfort wrote:
The Carlisle wrote:Maybe I should up the population of Great Khan. It was a battleship after all, and I don't know if slave drives exist here (IE use AI and droids for self-maintenance). So maybe a more apt pop is 20-25,000 or so. Don't want it too high. Its no Dubai, but it's pretty big. Also, want to change the Russian population to 1,000.

That's a huge growth in population. For comparison, the sea-based Iowa-Class Battleships of the US Navy averaged around 2,700 officers and crewmen. A space or air-based battleship would probably need more for maintenance and combat, but I would argue around 7,000 is a more realistic figure. Add in immigrants and nomadic settlers and maybe you'd hit 14 - 15,000. That's still pretty big.

Yeah. I didn't know the exact estimates. I'm not a space ship expert :p . But that sounds more reasonable. 14,000 seems big enough for a primate city in this vast desert.
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Postby Esternial » Fri Jun 05, 2015 5:53 am

Illan wrote:
Esternial wrote:I hope it will. It would also give insight to Zee.


I'm already on that. I created BLACKLIGHT as a backstory for my earlier (and new) character.

It serves as more of a side-arc, a backstory, rather than direct plot.


Aw, so I can't be an experimentee?

I'd prefer not. Sorry :/

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Postby Jessjohnesik » Fri Jun 05, 2015 6:32 am

Holy shit four pages. :p

Not sure if others will find it to be good idea, but I like the prospect of having a political battle over the desert, with the Khan's efforts constantly being thwarted by others, notably, as a character idea, a ruthless Khanum who seeks to overthrow the Khan and who thinks she is entitled to the throne. We could have them be brother and sister who are fighting for leadership after the previous ruler died. Essentially while the Khanum is so successful because she has managed to get lots of support, even as the Khan sits on the 'throne' and is effectively the ruler as of now.
Also, corporations and other entities from the various parts of Rigel also seek some control over the territories in question because they are rich in resources(or other reasons; such as AA wanting artefacts or some shit). Plus Great Khan seems like a valuable settlement in such an area, so I'd imagine at some point the Khan and Khanum will have a face off with each other and the others. Which would be fairly epic I think.

I might make an assassin char who was being exploited but ran away and poses a danger so people try to hunt her down when they get the chance. Or some shit like that, RP isn't up yet so I haven't really thought on my char yet.
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Illan
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Postby Illan » Fri Jun 05, 2015 7:30 am

Swith Witherward wrote:Half awake musings...

Ticaret Oasis?

Ticaret Oasis is the place to go for the best scrounged materials, machinery, or unmentionables. If you want it, and have the patience to look for it or wait for it, you can find it at Ticaret - for a price, of course.

Government
TO holds itself to no government. It is held by the Aksu tribe - a sprawling family, really - and governed by Ali Aksu and his brother, Bayram. You are either akraba (kinfolk) or yabancı (outsider).

Environment
Oh, I'm thinking something green and purdy. Vibrant, loud bazaars. Seedy backrooms. Plenty of places to acquire a drink and a fuck, or weapons, or vehicles. There are livestock markets as well, but the thing that sets it apart is the craftsmen. Custom equipment can be had, for an exorbitant price.

I'm just spit balling here. Feel free to scrap the idea or add to it.


YOU STOLE MY BAZAARS! :P
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Esternial
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Postby Esternial » Fri Jun 05, 2015 7:35 am

I'd also suggest we keep Ayr's original "TV show" format. It was pretty fun and quirky.

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Illan
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Postby Illan » Fri Jun 05, 2015 8:08 am

Also, in my tribe of creation (I have yet to find a proper name) they typically wear cloaks/poncho type attire, along with those who have "come of age" wearing Masks (See picture), if they are male, and wrappings/hoodlike attire, if they are female.

Here's an example pic (and my character's pic, later on):

http://4.bp.blogspot.com/-dISBQSOD_98/U ... 6hbmvh.jpg
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Esternial
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Postby Esternial » Fri Jun 05, 2015 8:22 am

Blacklight

A very old organisation, initially founded as a PMC, Blacklight has turned into a private law enforcement agency, tied to a long list corporations that use their services for security, espionage or other services. Due to its function within the corporate world, Blacklight carries a great deal of influence and is considered a powerhouse within the private sector with a monopoly on secrecy.

Despite their official role as an agency, Blacklight has taken over several companies over the course of its existence, some of which have little or nothing to do with their field of work. Needless to say, what most people know about Blacklight, which is already very little, is only a small tip of the iceberg. Conspiracy theorist hold the name "Blacklight" synonymous to the "New World Order".

On Rigel-3, Blacklight has a modest influence. Because of the near-anarchic conditions of the wasteland, the agency has trouble expanding and maintaining their network, and is mostly present in the few highly-populated cities on the planet. There are Blacklight offices in each major city, hiding in plain sight from prying eyes. Nobody knows where they are. They also own several facilities in the wastelands, heavily secured and hidden from whomever might be interested in their contents.

The reason for their presence on the planet is unknown, but wherever there are alien artifacts to be found, Blacklight is often nearby, hidden from view. They've got more than a few eyes and ears in the Archaeologists' Association and use middlemen to make contact with raiders or vagabonds, sometimes even paying them to stir up conflicts to advance their agenda.

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Postby Mincaldenteans » Fri Jun 05, 2015 8:44 am

Esternial wrote:I'd also suggest we keep Ayr's original "TV show" format. It was pretty fun and quirky.


The credits part or the open and end scene (if the latter, I can't hope to match his flare and wit :unsure: )?

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Mincaldenteans
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Postby Mincaldenteans » Fri Jun 05, 2015 8:46 am

Esternial wrote:Blacklight

A very old organisation, initially founded as a PMC, Blacklight has turned into a private law enforcement agency, tied to a long list corporations that use their services for security, espionage or other services. Due to its function within the corporate world, Blacklight carries a great deal of influence and is considered a powerhouse within the private sector with a monopoly on secrecy.

Despite their official role as an agency, Blacklight has taken over several companies over the course of its existence, some of which have little or nothing to do with their field of work. Needless to say, what most people know about Blacklight, which is already very little, is only a small tip of the iceberg. Conspiracy theorist hold the name "Blacklight" synonymous to the "New World Order".

On Rigel-3, Blacklight has a modest influence. Because of the near-anarchic conditions of the wasteland, the agency has trouble expanding and maintaining their network, and is mostly present in the few highly-populated cities on the planet. There are Blacklight offices in each major city, hiding in plain sight from prying eyes. Nobody knows where they are. They also own several facilities in the wastelands, heavily secured and hidden from whomever might be interested in their contents.

The reason for their presence on the planet is unknown, but wherever there are alien artifacts to be found, Blacklight is often nearby, hidden from view. They've got more than a few eyes and ears in the Archaeologists' Association and use middlemen to make contact with raiders or vagabonds, sometimes even paying them to stir up conflicts to advance their agenda.


Nice! Oh AA, we should revisit them, for old time sake :p

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Esternial
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Postby Esternial » Fri Jun 05, 2015 9:49 am

Mincaldenteans wrote:
Esternial wrote:I'd also suggest we keep Ayr's original "TV show" format. It was pretty fun and quirky.


The credits part or the open and end scene (if the latter, I can't hope to match his flare and wit :unsure: )?

Both.

We'll figure something out ;)
Last edited by Esternial on Fri Jun 05, 2015 9:49 am, edited 1 time in total.

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Postby Cylarn » Fri Jun 05, 2015 11:03 am

Created my guy.
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Postby Mincaldenteans » Fri Jun 05, 2015 1:09 pm

Cylarn wrote:Created my guy.


Accepted, nicely done -nodnod-

Guys, also, let's focus on other stuff outside the Khan. Este and Swith have given their ideas, looking for others.

I guess I can open up the apps, it's in the OP. Just know that IC won't be up until I feel there's something concrete to firmly get the group on the way

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Postby Highfort » Fri Jun 05, 2015 1:30 pm

Name: Temir Talgat
Sex: Male
Age: 43
Height: 6'1'' (1.85 meters)
Weight: 170 lbs (77 kg)

General appearance:
Image

Though he has little practical reason or propensity to show his face, he has brown eyes and a weathered, slightly wrinkled appearance due to sun and windburn. His skin stretches tightly over his high cheekbones and is discolored due to scarring and the aforementioned burns, appearing mostly a light brown with some pale splotches. His hair is kept in a short crop cut to ensure it doesn't catch on fire when he's working in the forge, and it's black with slivers of grey. He has no facial hair and keeps clean-shaven.

Skills:
  • Metalworking
  • Maintaining mechanical equipment
  • Bartering
  • Sniping (up to 500 yards / 450 meters)

Stuff they own:
  • Sniper Rifle (self-made; chambered in 7.62 x 39mm rounds)
  • Ammunition for Said Rifle (around 80 rounds, usually)
  • Simple Cane/Walking Stick
  • Books - The Most Great Khan (worn and slightly dog-eared), Khanate Chant Guide (heavily dog-eared with scraps of paper to mark pages)
  • Personal Journal (dog-eared, scraps of paper glued in, papers placed to mark locations, leather-bound)
  • Quill Pen and Inkwell
  • Khaki Rucksack
  • Two One-Liter Water Canteens with Shoulder Straps
  • Metal Eating Utensils - knive, fork, spoon, plate
  • Blacksmith's Equipment - tongs, hammer, bellows
  • Straight Razor

Personality: Temir is a devotee of the Cult of the Great Khan and has dedicated his life to the cause of pursuing the restoration of the eponymous ship so that she may fly once more and take him and the other loyal cultists into the Great Beyond. He often speaks of this dream with much fervor, though he is a trader by necessity and thus knows how to hold a conversation about other things. He's fidgety when not working with metal or on some tangible project and has a tendency to tinker with things in his spare time if he's not given a task. Generally well-meaning and kind, though don't expect him to be selfless if you insult his religion or its adherents.

Traits, quirks, habits: Tinkers with objects and machines - especially metal ones, Mutters cult chants to himself when idle or resting, Talks about his faith when bored, Drinks heavily when in a bad mood

Likes: The Cult of the Great Khan, Great Khan, metalworking, reading, drinking, technology
Dislikes: Archaeologist Association, thieves, blasphemers (against the Great Khan), oligarchs, scam artists

Reason for becoming a Vagabond: Temir saw an opportunity to further the cause of the Great Khan by searching for possible ways to restore her to flight capability in the form of finding and reverse-engineering the various alien artifacts that dot Rigel Three. He also saw an opportunity to spread the word of the Great Khan to others while on his travels, acting as a sort of quasi-missionary while on his quest to unearth the future salvation of the Great Khan.

Bio: Temir Talgat was born with an unknown name to one of the unknown families that settled on Rigel Three during the colonization period. His roots trace back to Terra and to a family of Kazakhs living in Mongolia as traders. He would only learn of his heritage later, however, as he was abandoned shortly after his birth when his parents realized they neither had the resources nor the time to care for an infant on the harsh expanse of Rigel Three. This abandonment led to his adoption by the nomads that roam the Great Khan Desert and his naming as Temir Talgat - the Iron Face.

Raised in his youth to be a merchant like the rest of his adoptive family, he came into contact with the Cult of the Great Khan during his adolescent years and quickly embraced their teachings and culture, considering them the long-lost family he never know. Much more interested in technology and shaping and fashioning metal than he was in bartering, he made his final barter run for his tribe when he was twenty-two before leaving to join up with the Cult.

He spent the majority of his life in Great Khan working as a Cult Mechanic, maintaining and refurbishing the lower levels of the Great Khan Body to ensure the ship would be in proper condition for worship rites and for visitors on the ritual Pilgrimage to the Body. It was through this vigilance over the Body that he became a master metalworker and tinkerer, learning the craft from his fellow Mechanics and honing it. This culminated in his creation of his very own sniper rifle as part of a bid to be granted permission to work night shifts - when actual armed guards were off-duty. He was granted both the night shifts and the training and worked on becoming a proficient marksman as he continued to explore and care for the Great Khan.

As time passed he grew wary of this sedentary existence. Eventually learning of his nomadic roots and parentage, he resigned from his position as Senior Cult Mechanic and decided that this restlessness was a sign from the Kindred Spirit. He was destined for greater things than a simple life spent in the city - he was destined to resurrect the Great Khan and make her flight-worthy once more, so that she could deliver her followers to the Great Beyond. As such, he packed his belongings, brushed up on his bartering and negotiation skills, and set off for the nearest town. What he was looking for, he wasn't sure. But he knew it could not be found in the city.
First as tragedy, then as farce

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Esternial
Retired Moderator
 
Posts: 54394
Founded: May 09, 2009
Inoffensive Centrist Democracy

Postby Esternial » Fri Jun 05, 2015 1:56 pm

Megalith

Image


Think of a train. Now imagine it a shitload bigger and no longer reliant on tracks. Now imagine it with a big-ass cannon. Congratulations, you now have a vague idea of what Megalith is and how it can royally fuck up your life if it's heading straight for you. Even if it's just a speck on the horizon, you already know your life is forfeit, as long range artillery and heavy missile ordinance are its way of announcing it's arrival into shitstorm station, located right in the middle of your neighbourhood.

That is, if it were 100% functional. Unfortunately, this baby slurps power with wild abandon on a good day, and most of its systems have been heavily neglected. Fortunately, it's really big on the inside, mainly because it's also pretty fucking huge on the outside, and functions as a settlement. Ever since it was re-purposed to house a small society, some engineers have managed to make it mobile and restore some of its defensive systems, but in its current state it needs constant maintenance. The inhabitants push it only as far as they need it to, having never used its most powerful armaments, so whether or not these still work is left up to everyone's imagination. Better not to piss them off though, or they might test it on your face and everything around it in a one-mile radius.

Fortunately for everybody else in their region on Rigel-3, Megalith is a (mostly) peaceful city of nomads, even though pretty much everyone agrees that just because your city is mobile you're not a nomad. Because they wish to live without conflict, they never stay in one place too long and try to keep Megalith moving, even if its not spectacularly fast, to avoid being targeted by malicious folk. After all, if stationary, it's little more than a fancy wall.
Last edited by Esternial on Fri Jun 05, 2015 2:22 pm, edited 4 times in total.

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