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The Madhouse [Role Play Group - Open]

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27 Jan: Should OP hold players to a standard for their personal conduct outside that game/group?

Yes - because their actions reflect negatively on my RP/group, even if those actions are done in other places
11
22%
Yes - because I can't trust them to not do the same in my own group/RP
8
16%
Maybe - it depends on if Mods were involved
7
14%
Maybe - it depends on what my group wants to do
7
14%
No - because people make mistakes, and this player's mistake didn't happen in my group
11
22%
No - because it's none of my business
6
12%
 
Total votes : 50

User avatar
Giovenith
Retired Moderator
 
Posts: 21421
Founded: Feb 08, 2012
Left-wing Utopia

Postby Giovenith » Sun Dec 17, 2017 10:29 pm

Poll-ish idea: What's the most unintentionally funny thing you've ever seen?
⟡ and in time, and in time, we will all be stars ⟡
she/her

User avatar
The Knockout Gun Gals
Senator
 
Posts: 4929
Founded: Aug 06, 2012
Inoffensive Centrist Democracy

Postby The Knockout Gun Gals » Sun Dec 17, 2017 10:46 pm

Giovenith wrote:Poll-ish idea: What's the most unintentionally funny thing you've ever seen?


Unintentionally burn an ongoing RP to ground because of an IC conflict.
The Knockout Gun Gals wrote:
TriStates wrote:Covenant declare a crusade, and wage jihad against the UNSC and Insurrectionists for 30 years.

So Covenant declare a crusade and then wage jihad? :p

User avatar
The Madhouse Role Play Group
Bureaucrat
 
Posts: 61
Founded: Dec 29, 2016
New York Times Democracy

Postby The Madhouse Role Play Group » Sat Dec 23, 2017 10:09 pm

Liebste Madhouse Freunde,

Ein frohes Weihnachtsfest und alles Gute zum neuen Jahr! :p
Image

User avatar
Insaeldor
Negotiator
 
Posts: 5385
Founded: Aug 26, 2014
Inoffensive Centrist Democracy

Postby Insaeldor » Sat Dec 30, 2017 10:04 pm

Arytorska, a land of rolling hills and thick old forests that span hundreds of miles, sprinkled with towns and hamlets. A land once united under the rule of King Sviatoslav. Through his military exploits he marched his armies through much of what we now know as Arytorska and uniting the petty kingdoms of the region. Legend has it that he wore a suit of armor made of the bones a prophesied dragon Bogzhyverya which was given to him by the earth mother Syrva Zemla. He spent 30 years of his life by the sword in unifying his Kingdom and establishing a new society of his creation until his passing.

However nowadays this is little more than just a story told to children to distract them from the realities of the world. Arytorska is a land engulfed in civil war. The land a nation in name only. Dozens of Knyaz’s ruling over an equal number Knyazhestvo’s and all were at war with one another. No allegiances, no loyalties, only the reckless race to become the most influential. King Sviatoslav’s lineage is a shell of its former glory, the Boy King Gnevovit II was the last of the old monarchy, his father impaled and left to rot on a hill with the petty commoners that found themselves in the path of the armies of Hvalzlatagrad. His mother died by suicide as the armies of Zajogard pounced on a Royal convoy through the forests of Ctisava. He now rules with an iron fist and with the impotence of the regency he exerts complete control over what is left of their former kingdom.

The land is embroiled in war, it's not uncommon to travel abroad and find the bodies of dead soldiers scattered across. But the many peoples and races of the kingdom have found ways to try and cope, while men get drafted women take on the home duties and children work to supplement the income of the household, many go hungry. It's said that if the butcher has meat in store you don't ask what it is, you just take it. After all it's better than bread a broth right? Crime is a real issue, people don't dare travel the roads alone and highwaymen and bandits roam the countryside with near impunity willing to take women and kill men to get what they desire. Little can be done as armies are always on the field at battle and the guards are focused on keeping the cities safe. The civilian population has no allegiance to the political entities of this world, they have Allegiance to those who provide and protect them.

You are a criminal, petty thief or a violent murderer, it doesn't matter now. You've been captured by the forces of King Gnevovit II and have been held in the dungeon in the capital of Vjencograd. You're punishment is death for your crimes, a typical punishment from the most evil of murderers to the lowliest of breads thieves. It didn't matter it all ended the same way. You've been dragged to the open square where the headman has his axe freshly sharpened ready to use. As you shuffle towards your imminent demise you hear the sounds of screaming in the background accented the sounds of clashing metal and then the popping of bows as they launched arrows through the sky. The guards who were their to ensure you deaths leave to defend the city, you are left for dead in the execution square. After a few fleeting moments a band of well armed and armored soldiers closed in on your area. One of them, dressed in a lavish silver lined armor, blue cape whipping in the wind, and a bloody sword in hand approaches you.

This is however not the end, but that start of a new journey and the start of a new age for Arytorska.


A T T R I B U T E S


Strength: dictates what types of weapons you're able to use and the heft of your armor. The higher your strength the heavier the armor and the larger the weapon you can use.

Speed: How fast one is able to move also dictates agility. The higher your speed the faster you are and the more minke you become.

Endurance: How long you can do physical work, from running down a road to entendres combat, high endurance means you're going to get tired slower than the average person. This is directly linked to hot long you can fight and how many hits you can take.

Intelligence: Dictates the amount of magic you have at your immediate disposal. The higher your intelligence the higher your magic pool becomes and the more you can use in a single go.

Willpower: Dictates your ability to heal and regenerate magic. High Willpower gives you better healing options (magical and non magical) as well as the ability to regenerate magic faster.


S K I L L S

Acrobatics: How fast and agile you are. The higher this skills the more you're able to move around skillfully through the world.

Alchemy: Alchemy in the world of Arytorska is the knowledge of how organic materials react together. This skill allows you to make Poisons and Potions that can affect the abilities of those who consume them. The higher the skill level the more potent the potions and poisons.

Apatimancy: Apatimancy is the magical study and use of illusion and the alteration of both the mind and environment. The use of these spells are to charm and pacify or to anger and enrage a person or group of people or to distort reality to gain the upper hand in combat.

Archery: The bow and arrow are the most primitive of weapons, perfected over millennia of use and informed refinement. Keep your opponents at distance and strike quickly and quietly.

Blade: Advanced yet primitive, the blade skills determines your ability with blades weapons from small and narrow stilettos to two handed cleaving claymores.

Blunt: The most primitively of combat instruments, Blunt weapons come in a variety of different forums, from heavy chunks of wood straight from the tree to magnificently crafted morning stars. The higher your stat the better your ability at using these weapons becomes.

Conjuration: The magic of creating artificial life. Conjuration is a magic by which one can create creatures for wolves to even humans using nothing but magic. The higher this stat the more complex your Conjuration can become

Geomancy: The magic of the ground. Geomancy specializes in shielding magic, one can either crest a shield of magic or engulf the self in a magical aura that helps protect them. This magic relies heavily of the energy of the world and is more potent the closer you are to ground. The higher this stat the more powerful your shield can be.

Hand-to-hand combat: The martial skills of defense goes back to when man first learned of its condition for war. The hands and feet are the weapons we have at all times and can be trained to kill in combat. The higher this the more damage your attacks do.

Healing: Medicinal magic, healing come in many forums from singular injury healing to casting vast healing auras. The higher this stat is the more you can heal and the more people you can heal.

Heavy Armor: Large And imposing, heavy armor is constructed out of pounds of heavy metals and leather straps. The bulkiest of the armor types that gives the wearer the pinnacle of protection but restricts movement and speed. The higher this stat the heavier the armor one can wear and the faster they can move.

Light Armor: Lightweight and extremely flexible, light armor suits those who seek speed over protection. Movement is prioritized over general protection. The higher this stat the more effective light armor is when worn.

Medium Armor: A balanced affair, medium armor attempts to find a balance between light and heavy armor. While it doesn't give as much protection as heavy armor it doesn't affect your speed as harshly. The higher this state the more effective medium armor is when worn.

Necromancy: Magic of death, necromancy is the ultimate taboo throughout all societies within Arytorska. Those who practice it however have discovered the how to reanimate the dead. The higher this stat the more reanimated corpses one can make and the longer a single reanimated corpse can last in battle.

Neromancy: Magic of water. Neromancy allows you the ability to control water and it's various states of existence. The higher this stat the more damage your magic does on target.

Pyromancy: Magic of fire, Pyromancy allows you the control of fire and its properties. The higher this stat the more damage your magic can do on target.

Shield: The shield is a common battlefield implement, important for guarding your body and giving dynamic protection to the body. The higher this stat the more protection given to you by a shield.

Speechcraft: The art of the deal, speechcraft dictates your persuasiveness and ability to haggle. A potent alternative to combat using this skill can make avoiding conflict, gathering information, and getting supplies a whole lot easier. The higher this stat the more chance your character has of using charm and persuasion to dictate an outcome in your favor

Stealth: The art of using the shadows, Stealth is used to maneuver silently and to avoid potentially unsatisfactory combat. The higher this stat the harder one is to detect when hidden.



C L A S S E S


Classes are a pinnacle aspect of the world as it plays and allow you the skill sets to do your job. You're character has a base of 5 for all skills and attributes and their class, race, and gender all add or subtract to these. Below is a list of attributes and skills with brief run downs of each.

Warrior

The warrior class is a simple hack and slash character class. You have the ability to use most types of armor and weaponry. However you are brought down by the fact that you are adept at all things combat yet a master of none.

Attribute modifiers

Strength: +10
Speed: 0
Endurance: +5
Intelligence: 0
Willpower: 0

Skill modifiers

Acrobatics: -5
Alchemy: -5
Apatimancy: -20
Archery: 0
Blade: +25
Blunt: +25
Conjugation: -10
Geomancy: -10
Hand-to-hand combat: +5
Healing: -20
Heavy Armor: +20
Light Armor: +10
Medium Armor: +10
Necromancy: -20
Neromancy: -20
Pyromancy: -20
Shield: +15
Speechcraft: 0
Stealth: -15

Mage
The Mage class gives you the powers of the aetherial realm, energy courses through you and through years of sheer determination and training you have perfected the manipulation of these energies. While you're not a person of physical prowess you are still to be feared and respected on the battlefield.

Attribute Modifiers

Strength: 0
Speed: 0
Endurance: 0
Intelligence: +10
Willpower: +5

Skill Modifiers

Acrobatics: 0
Alchemy: +5
Apatimancy: +20
Archery: 0
Blade: -15
Blunt: -15
Conjugation: +25
Geomancy: +25
Hand-to-hand combat: -5
Healing: +20
Heavy Armor: -20
Light Armor: -10
Medium Armor: -10
Necromancy: +20
Neromancy: +20
Pyromancy: +20
Shield: -15
Speechcraft: +2
Stealth: 0

Rogue
Finesse and personality are the Rogues strong points. Not interested in direct combat the Rogue tries to find ways to put maneuver his opposition and attack them at their weakest points.

Attribute Modifiers

Strength: 0
Speed: +10
Endurance: [color=]+5[/color]
Intelligence: 0
Willpower: 0

Skill Modifiers

Acrobatics: +20
Alchemy: +5
Apatimancy: +10
Archery: 0
Blade: +5
Blunt: -5
Conjugation: -10
Geomancy: -10
Hand-to-hand combat: +10
Healing: -5
Heavy Armor: -20
Light Armor: +10
Medium Armor: -10
Necromancy: -20
Neromancy: +5
Pyromancy: +5
Shield: -15
Speechcraft: +20
Stealth: +20

Healer
The weakest of the classes in regards to combat, they more than make up for their deficiencies in combat by being one of the single most important aspects of the battle. Able to heal players from near death the healer allows you to do more with fewer men.

Attribute Modifiers

Strength: 0
Speed: 0
Endurance: 0
Intelligence: +5
Willpower: +10

Skill Modifiers

Acrobatics: 0
Alchemy: +10
Apatimancy: 0
Archery: 0
Blade: -15
Blunt: -15
Conjugation: 10
Geomancy: 0
Hand-to-hand combat: -10
Healing: +50
Heavy Armor: -20
Light Armor: -20
Medium Armor: -20
Necromancy: 0
Neromancy: 0
Pyromancy: +5
Shield: -20
Speechcraft: 0
Stealth: +5

Battle Mage
Well regarded on the battlefield as something to be avoided at all costs, the Battle Mage is feared for its ability to both deal close in melee and distanced magic attacks.

Strength: +5
Speed: 0
Endurance: 0
Intelligence: +5
Willpower: +5

Skill Modifiers

Acrobatics: -30
Alchemy: +10
Apatimancy: 0
Archery: -20
Blade: +10
Blunt: 10
Conjugation: +10
Geomancy: +10
Hand-to-hand combat: +10
Healing: +10
Heavy Armor: +10
Light Armor: -20
Medium Armor: -20
Necromancy: 0
Neromancy: +10
Pyromancy: +10
Shield: +10
Speechcraft: 0
Stealth: -30


Spellsword
Fast and nimble the Spellsword is an extremely versatile fighter. While more prone to using his blade than his magic he's still a force to be reckoned with


Attribute Modifiers

Strength: 0
Speed: 0
Endurance: +5
Intelligence: +5
Willpower: +5

Skill Modifiers

Acrobatics: -20
Alchemy: +10
Apatimancy: 0
Archery: -20
Blade: +20
Blunt: +5
Conjugation: 0
Geomancy: 0
Hand-to-hand combat: +10
Healing: +10
Heavy Armor: +5
Light Armor: +5
Medium Armor: +15
Necromancy: 0
Neromancy: 0
Pyromancy: +10
Shield: -5
Speechcraft: 0
Stealth: -15

Nightblade
The Nightblade hides in the shadows and waits for its prey to pass. A master of stealth and illusion the Nightblade makes use of his innate stealth to attack enemies when they least expect it.

Attribute Modifiers

Strength: 0
Speed: +10
Endurance: 0
Intelligence: +5
Willpower: 0

Skill Modifiers

Acrobatics: +20
Alchemy: +15
Apatimancy: +15
Archery: 0
Blade: +5
Blunt: -5
Conjugation: +10
Geomancy: -10
Hand-to-hand combat: +10
Healing: +5
Heavy Armor: -20
Light Armor: +10
Medium Armor: -10
Necromancy: -20
Neromancy: +5
Pyromancy: +5
Shield: -15
Speechcraft: 0
Stealth: +25


Barbarian

Attribute modifiers

Strength: +10
Speed: 0
Endurance: +5
Intelligence: 0
Willpower: 0

Skill modifiers

Acrobatics: -5
Alchemy: -5
Apatimancy: -20
Archery: 0
Blade: +5
Blunt: +25
Conjugation: -10
Geomancy: -10
Hand-to-hand combat: +10
Healing: -30
Heavy Armor: 0
Light Armor: +25
Medium Armor: 0
Necromancy: -20
Neromancy: -20
Pyromancy: -20
Shield: +5
Speechcraft: 0
Stealth: -25


Vityaz
Defenders of the realm, the Vityaz is a highly specialized warrior trained in martial combat. They serve loyalty to their Knyaz and defend his holding without question, however some have fallen from grace and taken their skills to market.

Attribute modifiers

Strength: +5
Speed: 0
Endurance: +10
Intelligence: 0
Willpower: 0

Skill modifiers

Acrobatics: -5
Alchemy: -10
Apatimancy: -10
Archery: 0
Blade: +30
Blunt: +15
Conjugation: -10
Geomancy: -10
Hand-to-hand combat: -10
Healing: 0
Heavy Armor: +30
Light Armor: -20
Medium Armor: -20
Necromancy: -20
Neromancy: -20
Pyromancy: -20
Shield: +20
Speechcraft: +20
Stealth: -25


Templar
A Templar, a warrior who has given his services to the Gods. A Templar is a holy warrior bent on ridding the world of the evil abominations which lurk in the shadows.

Attribute modifiers

Strength: +5
Speed: 0
Endurance: +5
Intelligence: 0
Willpower: +5

Skill modifiers

Acrobatics: -5
Alchemy: -10
Apatimancy: -10
Archery: 0
Blade: +10
Blunt: +15
Conjugation: -10
Geomancy: -10
Hand-to-hand combat: -10
Healing: +15
Heavy Armor: -10
Light Armor: -20
Medium Armor: +20
Necromancy: -20
Neromancy: -20
Pyromancy: -20
Shield: +15
Speechcraft: +10
Stealth: -25


Scout
The Scout is a flash and agile warrior adept at both close and short range combat. Years of hiding in the treeline and watching over others has made you one of the most well rounded combatants.

Attribute modifiers

Strength: 0
Speed: +10
Endurance: +5
Intelligence: 0
Willpower: 0

Skill modifiers

Acrobatics: -5
Alchemy: -5
Apatimancy: -20
Archery: +15
Blade: +15
Blunt: +15
Conjugation: -10
Geomancy: -10
Hand-to-hand combat: +5
Healing: -20
Heavy Armor: 0
Light Armor: +20
Medium Armor: +10
Necromancy: -20
Neromancy: -20
Pyromancy: -20
Shield: +5
Speechcraft: 0
Stealth: +10

Archer
Marksmen with their Bows, the archer is a class which specializes in long range combat. Capable of maintaining long distances between them and their targets.

Attribute modifiers

Strength: 0
Speed: +10
Endurance: +5
Intelligence: 0
Willpower: 0

Skill modifiers

Acrobatics: -5
Alchemy: -5
Apatimancy: -20
Archery: +35
Blade: +5
Blunt: +5
Conjugation: -10
Geomancy: -10
Hand-to-hand combat: +0
Healing: -20
Heavy Armor: 0
Light Armor: +20
Medium Armor: +10
Necromancy: -20
Neromancy: -20
Pyromancy: -20
Shield: 0
Speechcraft: 0
Stealth: +10

Witch Hunter
The Witch Hunter is a class tasked with hunting down and extermination the most horrific abominations that plague the realm. There line of work makes the quick, fast, and deadly silent.

Attribute modifiers

Strength: 0
Speed: +10
Endurance: 0
Intelligence: 0
Willpower: +5

Skill modifiers

Acrobatics: -5
Alchemy: -5
Apatimancy: -20
Archery: +15
Blade: +10
Blunt: +10
Conjugation: -10
Geomancy: +10
Hand-to-hand combat: +0
Healing: +10
Heavy Armor: 0
Light Armor: +20
Medium Armor: +10
Necromancy: -20
Neromancy: -20
Pyromancy: -20
Shield: 0
Speechcraft: 0
Stealth: +15

Kulachniy
A group of finely crafted guards, the Kulachniy are those who have honed their skills in the martial disciplines to a point of excess. World class Pugilist they are not be trifled with especial in the narrow roads of town which their skills are gear to.

Attribute modifiers

Strength: +10
Speed: 0
Endurance: +5
Intelligence: 0
Willpower: 0

Skill modifiers
Acrobatics: 0
Alchemy: -5
Apatimancy: -20
Archery: 0
Blade: 0
Blunt: 0
Conjugation: -20
Geomancy: -20
Hand-to-hand combat: +35
Healing: -20
Heavy Armor: +20
Light Armor: 0
Medium Armor: 0
Necromancy: -20
Neromancy: -20
Pyromancy: -20
Shield: 0
Speechcraft: 0
Stealth: 0


R A C E S


Arytorskians
A people of many professions and of many capabilities. They're a tall fair skinned people who can be found throughout the former kingdom and constitute the majority of the population. They are considered the “ruling people” by those who are under their authority as they command nearly all the governing authority through their monopoly of the nobility.

Concentrated in the agricultural heartland region. The Arytorskians are known mainly for their political dominance. An intelligent people who have benefitted from the old kingdom and have used that to their advantage. They now dominate the economic and agricultural social classes. Their prowess as warriors should also not be understated.

Attribute Modifiers
Endurance: +5

Skill Modifiers
Blade, Blunt, & Medium Armor +10

Mekanizma:
The Mekanizma are a race of living metal, no blood flows through them, no organs rest inside them, it's not even known if they reproduce. They existed in the mertvayazemlya to the east of Shchuka past the razdelyat'sya, when the Arytorskans first settled the land, during the First Migration thousands of Mekanizma crossed into the land of the Arytorskan kingdom, all had forgotten who they were before they came across the razdelyat'sya in an event known to them as the Great Amesysia.

Several other migrations have occurred over the years and each time the result is the same, thousands of Mekanizma wondering, devoid of memories. Now they survive off their abilities, they are strong, but fragile and have been bested in direct battle many times. They've taken to the shadows as they weigh less than the average man and have a greater sense of natural balance. They've served the courts of many kings as spy masters and assassins.

Attribute Modifiers
Endurance: +5

Skill Modifiers
Light Armor, Speechcraft, & Stealth +10

Vyakti:
The first beings, those who Inhabited the whole of Mir (Dhythun in their language) and who have cultivated it since the start of time. They have smooth almost silky skin with a mix of blue, green, and pink hues that swirl across their bodies. infants are born with a plane eggshell white skin, upon sexual maturity they grow these colors and when they grow too old to reproduce their skin becomes mauve-taupe in color. They are a people steeped in tradition, very religious, and attuned to the world of Mir and the natural energy that surrounds it. Many are adept magic users from birth and were up until the falling of Dezhnekto the only race who was capable of using magic.

The Vyakti have lived alongside mankind for centuries, sometimes living peacefully amongst each other, other times at each other's throats in times of war and spite, the current times are different. These people have served as spell casters for millennium and under the tutelage of the Kingdom of Artytorska they thrived as the go to mystics of the kingdom. In the time of civil war they have done well as army mages casting spells and healing soldiers on the battlefield.
Attribute Modifiers
Intelligence: +5

Skill Modifiers
Apatamancy, Neromancy, & Healing +10

Nemec:
The Nemec or as they refer to themselves, the Götha are another human race of Arytorska. While very much the physical equal of the Arytorskan they possess a unique language and culture. They have a long history of superb swordsmanship and many say they are unequaled in one on one battle.

A people as old as the land they grew up alongside the other native races and were unique in as they spoke a more gutters language and practiced a unique religion. However as the Arytorskians, Humans who came from the west began settling and conquering the other races the Nemec split along ideological lines. Some sided with the invading Arytorskians, others fought against them. As the years have past and the political landscape shifted the Nemec have found themselves controlling the most industrious cities and being the most highly sought after warriors in the old kingdom.

Attribute Modifiers
Strength: +5

Skill Modifiers
Blade, Shield,& Heavy Armor +10


R E L I G I O N


Ruyskan Pantheon
Dedicated to the gods of the world, the Ruyskan Pantheon is dedicated to over a hundred different gods and goddesses who each control their own subset of the world. Many worship one god as supreme or a series of gods. There is no single way to worship. The Ruyskan Pantheon is the leading faith amongst the Arytorskans, their faith is intrinsically tied to their culture and to their traditions, here are the main sects within the Pantheon

Cult of Grombog: Devotion to the primal forces of nature. A follower of the God of the Storm, Change, and Natural Processes are given a attribute modification of +2 Strength and Willpower and a +10 Blade and Alchamy skill modification

Followers of Vajnik: Those who follow the teaching of the God of War, Honor, Duty, and Justice are those who wish good fortune as they make their way across the battlefield. They seek to be the greatest of warriors and to best their foes in honorable combat. Followers are given an attribute modification of +2 Strength and Edurence with a skill modification of +15 Blade and +5 Blunt

Seminary of Permolysha: Focused on the aesthetics of live and the beauty of the world the Followers of the Goddess of Beauty, Sensuality, and Love are given a attribute modification of +2 Endurance and Speed and a skill modification of +20 Speechcraft

Heiligansicht
The Nemec have their own series of deities. The vast majority believe of the Nemec believe in the Three Gods. Ahtbord, Ercanger, and Mahtgast. These three gods represent the basic primal forces of the world and are key in keeping the world balanced and in a state of normalcy.

Follower of Ahtbord: scholarly and devoted to the abolition of evil, a Follower of Ahtbord the God of Light and Creation is given an attribute modification of +2 Willpower and Intelligence and a +10 skill modification to Healing and Alchemy

Follower of Ercanger: you are one who embodies nature and the earth and seeks to right the wrongs of man, a Follower of Ercanger God of Nature, Life, and Change is given an attribute modification of +2 Endurance and Speed plus a +10 skill modification to Geomancy

Follower of Mahtgast: Practitioners of the dark arts, you seek the enlightenment of the hidden knowledge entrapped by the darkest of mystical arts. Followers of Mahtgast the God of Death and Destruction gain an attribute modification of +2 Strength and Endurance as well as a skill modification of +15 to Necromancery and +5 to Pyromancy.

Order of Dezhnekto

The Order of Dezhnekto is a religion based around the event of the falling of the moon Dezhnekto, the moon now hovers just a few hundred feet off the ground in the plains of Zheltozelenygladkiy to the south west. The moon fell from the sky slowly and to the ground. The moon Dezhnekto (translates to giving one) is said to be why Arytorskans and Nemecs can use magic, this is the primary religion of the Vyakti who view the fallen moon as the source of their connection to the world and the energy that surrounds it. Followers of the Order get a attribute modification of +2 Intelligence and Willpower as well as a skill modification of +3 Apatimancy, Conjugation, Geomancy, Healing, Neromancy, and Pyromancy and +2 Alchemy


A P P L I C A T I O N


Here is the moment I'm sure you been waiting for, here you may craft your character. Weather then be a old Vityaz destined to wonder the world in search of purpose, a young mags wishing to prove himself to the world, or anything you can imagine, the possibilities are endless.

Remember, delete everything in parentheses
Code: Select all
[floatright][img](Character Image)[/img][/floatright]
[b]Name:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Appearance:[/b] (what does your character look like? Note if you already have a picture in the floatright image section you may delete this section. Or you can delete the floatright imge section and just use this, I actually recommend that if you creating a Vyakti character) 
[b]Race:[/b] (which of the races listed above does your character belong to?)
[b]Class:[/b] (which of the classes listed above does your character belong to?)
[b]Religion:[/b] (which if the religions listed above
[b]Attribute Modifiers:[/b] (calculate the attribute modification you get based on your race, class, and religion)
[b]Skill Modifiers:[/b] (calculate the skill modification you get based on your race, class, and religion)
[b]Biography:[/b] (explain the life of your character up until the starting point of the RP)


Image

Name: Anzünden Neumachthaber
Age: 29
Gender: Male
Race: Nemec
Class: Spellsword
Religion: Follower of Ercanger (publicly)
Follower of Mahtgast (Secretly)
Attribute Modifiers:

Strength: +7
Speed: 0
Endurance: +7
Intelligence: +5
Willpower: +5

Skill Modifiers:

Acrobatics: -20
Alchemy: +10
Apatimancy: 0
Archery: -15
Blade: +30
Blunt: +5
Conjugation: 0
Geomancy: 0
Hand-to-hand combat: +10
Healing: +10
Heavy Armor: +15
Light Armor: +5
Medium Armor: +15
Necromancy: +15
Neromancy: 0
Pyromancy: +15
Shield: +5
Speechcraft: 0
Stealth: -15
Biography: Anzünden was born in the petty kingdom of Felthuzkirchen. His mother was a madden of King Hölleheim, his father a knight who led the kingdoms armies into battle on the onset of the civil war. He was raised in the court of Hölleheim and grew close to both the Master of Arms Eilhart and the Court Mage Lagash an old Vyakti. He was raised in this enviorment where he was expected to be a knight just like his father, he trained with Eilhart for much of his childhood, but he also was given an education in the arcaine arts by Lagash. His formative years were also an introduction to the world of politics as he accompanied many diplomats on missions to establish alliances and treaties. Hölleheim even offered his hand to Zheyndama (princess) of Ctisava, Miltseva in exchange for a favorable military alliance.

However after the armies of Felthuzkirchen lost to the army of Myavsneg Anzünden's fortune drastically changed. Höllenheim cast his father as a traitor and a coward after he authorized a retreat. His father was captured and executed by the use of a Breaking wheel, his mother was captured and added to Hölleheims harem and at the request of Eilhart Anzünden was exiled. Eilhart brought him to his maternal uncle who operated a farm in the nearby kingdom of Hyulreich. It was their that Anzünden Started to formulate his revenge, and grow his ambition. Anzünden was stripped of his original surname Züchaft.

From age twelve to seventeen he worked on the farm and continued to train his swordsmanship when he could and read books of arcaine knowledge when able to. At age seventeen he left the farm and joined the army of Hyulreich as a infantryman. He first saw battle at Malentsveteniyev where he helped lead a charge against the armies of Guteniederung. His exploits in the battle helping to personally lead the charge against the enemy garnered him respect with the ranks of the men. He was eventually given the rank of Heerführer by the age of 25 after showing his continued value on the battlefield and by forging loyalty within his troops. A few months later he would lead a coup against the king of Hyulreich, his men defecting and proclaiming him king. He however did not take the throne of Hyulreich. Rather he forced the king to pledge unconditional loyalty to him, his army became independent, fight for him and not a kingdom.

Within the year he march on Felthuzkirchen where Hölleheim had retained power as an old man, nearly 85 at this point. Anzüngen quickly took the city, he then personally strapped Hölleheim into the breaking wheel and then personally prone his limbs with a cudgel, using his knowledge of healing magic Anzüngen would continue this practice for 13 days, 1 day for each year of his exile. Anzüngen then put his second cousin on the thrown and then had him pledge his loyalty. After this Anzünden took on the new surname of Neumachthaber.

A further 4 years of constant warfare saw him capture several other petty kingdoms, his ultimate goal to become the king of a united Arytorska. His men fighting for him under the banner of his personal army and he would eventually take the town of Kinovar just outside the old Royal Capital of Arytorska. He now has forced his way into the old Royal capital, rumors of a group of distinguished men and women ready for execution had made him come as the attack earlier then wanted in the hopes of recruiting more potential field commanders and diversifying his armies capabilities. He now looks upon them curious as to what they may offer him.



IMPORTANT
OOC




Character Creation Resources

Here are a series of Important and helpful links to checkout when creating a character, it'll also have so needed information to make informed choices in the naming of your character to help them fit better into the world of Arytorska. Resources for physical descriptions, language, and names. Feel free to show me other helpful links you think could be added to this.


Arytorskans

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As you may have gathered from reading a lot of the place names I used in the OP, the Arytorskans, the dominate race within the kingdom are a Slavic people who have lived in this area for millennia. Linguistically I used various sources to derive names from. Usually Russian root words but I've drawn from both Western and Southern Slavic as well as old church Slavonic to really round out the feel of the language as Slavic but unique.

Medieval Slavic names
list of Slavic roots and prefixes I actually recommend using google translate to obtain the latinized versions of these words (i.e. Using it to turn совет to sovet, still a Slavic word but transitioned from a Cyrillic script to Latin script)
Proto-Slavic Nouns
Old Church Slavonic nouns


Nemec

Image
The Nemec are a Germanic people who are the second most common human race in the region, they have a series of independent kingdoms running across the southern fields and inhabit many cities. Linguistically I haven't been able to find as many helpful resources so I've been sticking mainly to German to help construct placenames and the like. These people are generally a bit larger then the average Arytorskans as they are subject to a more laborious existence, however on the whole it's nearly impossible to really tell the difference between the two races.

Ancient Germanic Names
German Toponymy
Old High German Nouns


Mekanizma

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The Mekanizma are the enigma of Arytorska, the come from a land beyond its control and from a land that no one knows anything about. Once they left their homeland their memories escaped them, they do not remember why the came to Arytorska nor what their homelands was like. They can natively speak the Arytorskans language albeit with major morphological and syntactical differences, but close enough for mutual intelligibility. Linguistically many go by two names, the alphanumeric name given to each one which is used between mekanizma, they then have a social name which can either be of Vyakti, Nemec, or Arytorskan origin depending on the dominant race of that mekanizma's home. Example, the given name for a particular mekanizma would be ДЙЖ-167-л which would be used by and with other Mekanizma but he may go by the social name of Chedomir, Tiufal, or Zage-si depending if he grew up or lived in a Arytorskan, Nemec, or Vyakti community respectfully and would use it to introduce himself with them.


Vyakti

Image
The Vyakti are the oldest race on the planet Mir. They were populating the area well before the Arytorskans or the Nemec arrived and still continue to populate it. While their name is derived from Hindi the spoken language of these people is derived from the various languages of ancient Mesopotamia, Sumerian is the primary linguistic source I used for their language and naming convention. Unlike the others I actually just used Sumerian fairly strictly l. Like I described them earlier they are a human race with a splotchy blue and pink skin so I understand if you have a hard time finding a picture, like I said in the actual app you don't actually need to too and a description will work just fine.

List of Sumerian Kings
History of Sumer
Sumerian to English translation sheet
Sumerian Name Generator


Loot

What a good ol' DnD style RP without a bit of loot? However unlike DnD this RP's mechanics are fairly simple so loot will not be done in the traditional sense. I've had to make some modifications to allow this to work within the established mechanics of the RP.

Loot will be given out at specific times within the story as rewards for achievements in the plot as well as at random intervals when I feel it's needed. Mostly I be rolling a d100 to determine the rarity of your loot, I'll roll again to determine what you get, and then I'll console character builds to see what works best for your character (or worse for it if I'm feeling cheeky). Down below will be a list of rarity levels and the number you'll have to roll to get it.

•Common Gear: if you roll between a 1 and a 50 then you will be given common gear. Common gear is as it sounds, basic metal, basic design, nothing special but it does the job. Also if you loot enemies this will always be the category of equipment they have unless stated otherwise.

•Uncommon Gear: if you roll between 50 and 70 you will get Uncommon gear, usually it boasts higher than average statics and can also sometimes be enchanted (roll d20 for enchantment, below 10 not enchanted, above ten enchanted).

•Rare Gear: if you roll between 70 and 90 you will get Rare gear, like uncommon gear it boast much higher statistics then other gear and will almost always be enchanted and have far stronger enchantments (roll d20, below 5 unenchanted, above 5 enchanted).

•Exotic Gear: of you roll between a 90 and 99 you will obtain exotic gear. Exotic gear is gear that is forged in ways which give it unique properties and help to forge a strong defense or offense. They are by their nature enchanted and are commonly subject to the influence of magic during the smithing process.

•Legendary Gear: if you roll a 100 you will obtain legendary gear. Legendary gear is enchanted by the gods to allow heroes of the mortal realm their powers. Many times a piece of legendary gear will have multiple enchantments that drastically affect your abilities on the battlefield and put you in the good graces of the gods who have given the gear to you.

Note, this will be the case for almost all loot picking unless stated otherwise before, for example if we attack a temple known to house the legendary armor of a god you will obtain legendary gear regardless. If you loot a dead enemy then it'll always be common gear unless I've stated they have other types of gear on them. YOU DO NOT NEED TO WORRY ABOUT ROLLING I will do all the rolling to ensure transparency on the matter. It's also one less thing you need to worry about so you can focus on story telling.

Money as loot will be done differently, I will roll five d30's five times. I'll take the average from each roll and then take a total average from that. The total average will be the amount of money you find. If it's a chest I'll do the same thing but with a d100 instead.


Mechanics

A lot of people have asked me how important the mechanics in this RP will be. Short answer they are important but you don't need to really worry about them all that much. But here's the long answer for more celerity.

The mechanics system has a few reasons as to why it exists. It's meant to give players a noticeable set of Strengths and weaknesses that have a tangible value to them. I find it much better than a generic "Strength and weakness" section because we have a set value for what you are bad at and what you are good at and can reference that to other things. It helps save us from an issue in fantasy writing which is the intentional or unintentional creation of Mary and Gary Sue's. it's also designed to be easy to jump into, if you've played an Elder Scrolls game you're pretty much familiar with this setup since I based it heavily off the character creation system found in TES4 Oblivion. It also helps to give this RP a distinguishing gimmick to attract potential RPers and to give this whole thing a really fun and interesting scenario.

The Mechanics will determine what you can and can not do and how good or bad you are at some things. But on the whole this will still be a very traditional RP in terms of how you will write it out and go through it, the most noticeable changes you'll see in the IC will be on my end as I have to set up enemies, give out loot, and drive the story from both the perspective of a DM and as a player myself. So don't worry to much I'll let you know when you should check your stats and all that fun stuff.
Last edited by Insaeldor on Tue Jan 02, 2018 7:50 am, edited 1 time in total.
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Swith Witherward
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Postby Swith Witherward » Sun Dec 31, 2017 10:12 pm

Insaeldor, that looks awesome. Have you got an OOC up for it yet?

Giovenith wrote:Poll-ish idea: What's the most unintentionally funny thing you've ever seen?

This shall be the next poll!

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Last edited by Swith Witherward on Sun Dec 31, 2017 10:14 pm, edited 1 time in total.
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Insaeldor
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Postby Insaeldor » Mon Jan 01, 2018 4:21 am

Nah, still a work in progress. Currently collecting links for character creation resources and working out some kinks to other parts, like the loot system, probably going to just do a thing where I give out stuff to fit with the storyline and then have a special loot system where I roll a d20 to determine how rare the loot is after a major plot event.

Plus I'm still going to work on the general plot outline and then the physical in character post so thatway ive got everything I need before I post the OOC.
Last edited by Insaeldor on Mon Jan 01, 2018 4:35 am, edited 1 time in total.
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Insaeldor
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Postby Insaeldor » Sat Jan 06, 2018 9:36 pm

hey guys, Arytorska is live if any of you are interested.

viewtopic.php?f=31&t=433440
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Imperial Idaho
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Ex-Nation

Postby Imperial Idaho » Sat Jan 27, 2018 2:08 am

Image

PERIL IN THE PALOUSE
An Apocalypse Survival RP
Pub
[url]Theme Song[/url]
Op: Imperial Idaho
Co-ops:


"Every wave, regardless of how high and forceful it crests, must eventually collapse within itself."
― Stefan Zweig


Introduction:

Many times through history man has grown exponentially, without cared limits or boundaries, and many times man has bit the bullet for it. Not just one man, hundreds of thousands, millions, strewn across the plains and mountains of the world, victims of wars on foreign shores or the irrevocable ruining of their societies. Seen in the year 476, with the apocalypse that was the fall of Rome, and in the fields of Flanders in 1918, when the final nail was hammered into the coffin that carried the European Golden Age of the 19th century. Two Thousand and Six would become one of these years, however not nearly as foreseeable to the common man as any of the others. An Electromagnetic Pulse would hit the earth, ruining near everything society would depend upon. The continuing process of making society more and more complex would fail, and when men looked back to the simple and old ways, too few knew them to be simply sustained.

The world is about to change forever. People will die, the herd will be culled of those who make mistakes or cannot adapt, but hopefully some of the herd will remain to build a new one.



Rules:
1. Don't be an ass.
2. Op is Tzar.
3. No godmodding/metagaming.
4. I reserve the right to appoint Co-Ops, deny apps, and kick players from the RP if need be.
5. The Op and Co-Ops will resolve IC disputes if need be.
6. No One liners, for Dialogue however you may bypass this rule.
7. Stay active, inactive characters will be red shirted.
8. If your going to be inactive for a while but wish to come back (say your going on vacation or just got really busy) please tell an OP or Co-op so we don't kill off your character.



Setting:

Where does this RP start? Well the Palouse of course! To be more specific however, the Spokane International Airport. People ferry in and out of the buildings, arriving, departing, or picking someone up On the fateful early morning of May 7th, 2006, any aircraft leaving the airport will stop in it's tracks or fall to the ground, the same with anything entering, and the lights will go off for good. Cars stop and crash, never again to outclass the horse or foot. Fires will begin, crashing vehicles, general panic, and a total overwhelming of public services allow them to grow unopposed. Men and women alike will riot and have their heads beat open by other panicking opportunists looking for a chance to grab loot, most of it useless nowadays. In days the airport and Spokane will be overtaken by the howling of mobs, gunfire, and burning.

But none of that has happened yet. Not for another 5, 10 minutes. A short time, but if you were to know everything was about to become ruined forever that might feel like a lifetime, fortunately, nobody does. As for now, everybody goes about their business as usual. That is of course until planes start falling out of the sky, and cities burn.



Application:

Notice: I will be placing limits on characters with combat or survival based occupations/careers and the like, and will accept them with more scrutiny. The limits are as follow, 1-2 Law Enforcement types (Cops, Air Marshalls, firefighters), 1-2 Survivalists (Doomsday preppers, Park Rangers, etc.), and finally 1-2 Soldiers (Soldiers on leave, Veterans, the obvious).

Code: Select all
[b]Name:[/b]
[b]Hometown:[/b]
[b]Ethnicity:[/b]
[b]Age/DOB:[/b]
[b]Pic/Description:[/b] (Use a SPOILER if picture is stupidly large.)

[b]Occupation:[/b]
[b]Equipment:[/b] (At the start effectively limited to generic travel gear and the like excluding exceptions, however as the RP progresses feel free to keep this updated with gear you find)
[b]Skills:[/b] (Limited to three main skills)
[b]Weakness:[/b]

[b]Bio:[/b] (Two paragraphs minimum.)

[b]RP Examples:[/b] (Your Bio will be judged as an example if you don't have one)

[size=50]DO NOT REMOVE: 1890[/size]


Another Post-Apocalyptic RP straight out of downtown!
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Cerillium
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Postby Cerillium » Sat Jan 27, 2018 9:24 am

Imperial Idaho wrote:snip

Nice!
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New York Times Democracy

Postby The Madhouse Role Play Group » Sat Jan 27, 2018 9:38 am

This week's question, "Should OP hold players to a standard for their personal conduct outside that game/group?", stems from a discussion regarding sports teams "punishing" players for their conduct apart from the team. (Reference: https://learning.blogs.nytimes.com/2014/09/09/do-sports-teams-have-a-responsibility-to-hold-players-to-a-standard-for-their-personal-conduct/.)

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Vacif
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Postby Vacif » Sat Jan 27, 2018 10:47 am

The Madhouse Role Play Group wrote:This week's question, "Should OP hold players to a standard for their personal conduct outside that game/group?", stems from a discussion regarding sports teams "punishing" players for their conduct apart from the team. (Reference: https://learning.blogs.nytimes.com/2014/09/09/do-sports-teams-have-a-responsibility-to-hold-players-to-a-standard-for-their-personal-conduct/.)


Have yet to actually ever post any of my OPs, but I feel like it's just better for the RP itself if outside occurrences stay outside. While I feel that it is appropriate to address wrong doings, when you drag things that happened in another thread into your own, it brings in the additional drama that derails the current OOC. It's overall just a really big hassle and as long as they aren't doing what they're doing in the other thread I really don't feel like I can terminate/punish their person in my thread. I may TG them regarding their behavior but if they aren't doing anything wrong here. Well I'm not gonna penalize them.
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Shadowwell
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Ex-Nation

Postby Shadowwell » Sun Jan 28, 2018 3:20 pm

Welcome to Omega Station Lore and Hub Thread
OOC-Lore Thread (Here)-IC


ImageImage




For many centuries, ever since we first gazed up into the sky, Humanity has thought that we were alone in the universe, we were wrong. Humanity really first took to the stars nearly 5 centuries ago, 493 years to be exact, in the year 2183, when we sent out our first ships capable of interstellar travel. We would learn much about the Milky Way and we would spread, now that we had found suitable hunting grounds and new wondrous world. Our expansion would stop in 2333, when we would meet our first alien race, the first, but not the last.

Our encounter with the Nah’ni, a mysterious Insectoid race, would leave us changed, not just due to the revelation that we were not alone. The Nah’ni were and still are a peaceful species, they were rather kind and open, even towards outsiders. This openness led certain members within the United Nations of Earth to think they were weak and easy for pickings. They attacked the Nah’ni Imperium and were rebuffed with ease, minimal casualties on either side. The effects of that decision, to attack the Nah’ni, would change humanity forever.

The decision to attack the only species other than our own that was capable of space travel that we had met, was met with displeasure, especially with how it ended. The different ideological groups would fight, fight for many years, and then two distinct groups would be formed, the Martian Union and the Terran Confederacy. Since the great split between Humanity, we have discovered many other species and spacefaring nations, and we have also gotten into many wars and conflicts.

150 years ago a neutral zone was established to discuss political matters peacefully. That neutral zone is Omega Station; it is located in a solar system that lays perfectly center where the borders of all the nations belonging to the major powers intersect. It is considered a nation and sovereignty in its own right mostly separate from the rules and prejudices of the other nations. The Station itself is an ancient construct, the remnants of a nearly extinct race whose empire is only mentioned in legends, even in the records of some of the oldest races and nations.

Since it was made the capital of the neutral zone, and formally named, it has always been run by an Administrator, to ensure it runs well and remains peaceful. The First Administrator was simply known as the Caretaker, he was the only living being on the Station, when it was first discovered, long ago. Since then the Administrator has been elected and chosen by a council formed from the major powers. Though every Administrator is an accomplished and decorated being, they are more often than not those who have fallen from grace or such with those in power in their nation. It has been around a century and a half since this was put into practice and a new Administrator, the 15th, is about to take command of the Station.



Welcome to the Hub Thread for Welcome to Omega station. I have put quite a bit of work into this, as can probably be inferred, but it is not quite done. Though I would like to consider myself relatively creative in certain endeavors, I still need some help with this rp. I welcome any suggestions or improvements you lot can bring to this, from suggestions for merchandise to other races to events for the station to ideas for NPC’s or Visiting Characters.
This rp has a rough tech limit equivalent to low FT, I would say. As such I will not be accepting every merchandise concept or character or race. The race thing more has to do with I want to provide the players with a variety of choices but not to overwhelm them utterly, though the shear amount of information here might do that, lol.

In this rp, you will play characters on the station, members of the staff, citizens etc. You can also play visitors to the station, they will not stay on the station throughout the rp, but will still play their part. This rp wil mainly focus on the character d how they react and chnage as the situation on the station and the galaxy around them does the same.


Resources and Lore

About Omega Station
Image
Omega station is an utterly massive construct, from docking arm to docking arm, it is many kilometers long, the size of the station even dwarfs the flagships of some of the Nations. No one truly knows how old the station itself is, as it was ancient even when the Nah'ni first discovered it, millennia ago, as was the Caretaker. Since the Caretaker vanished, many of the stations areas and functions have been shut down and locked out for use by most of the Stations personnel.

The only parts of the station that are still accessible by mostly everyone are the Docking ports adn bays, as well as the lounges and hotel areas opened up near them, the two rings, Habitation and business, as well as parts of the central cylinder and Command Center atop the cylinder. Each of the docking arms holds 16 ports for ship(s) of varying sizes, while the areas at the end of each docking arm serve as landing for small freighters, shuttlecraft, and Cargo.
The year is 2676 and peace reigns, for the most part, within the Milky Way. Humanity first truly took to the stars in 2183, on October the 13th, a Friday, prior to this date they were bound to the one solar system, Earth’s system. In 2183 Humanity sent out its first exploratory fleets, and from there it only spread. We discovered many worlds and phenomena, some of which had only been theoretical until they were found.

This continued for decades, centuries even, but every expansion has to stop. Humanities expansion stopped, when they discovered, that they were truly not alone, not the only sapient technologically advanced race within the vast confines of space. The first space faring nation humanity encountered was the Nah’ni imperium, a race of beings whose had gained biological adaptations that served the same purpose of nearly any technological equivalent. That was in 2333 exactly 150 years since humanity took to the stars.

They were a kindhearted race, mysterious, yet open to outsiders. The Nah’ni had untapped resources on their Hive Worlds, this drew the greed and attention of those in power. Humanity, came into conflict with the Imperium, who were able to fend them off with ease. The way the United Nations of Earth went about this, caused changes, within the nations of the Milky way and humanity itself. The UNE split, earth had long since been abandoned, it was bereft of civilian populations, mostly, serving as a vacation spot and research center for humanity.

Humanity fought with itself for many years, the fighting ended in 2450, and two nations now existed where a single semi-united humanity once was. The Martian Union took over earths home system and established a capital on Mars. They were the embodiment of humanities desire for conquest and advancement. The other nation was the Terran Confederacy, they took many of the border worlds and embody humanities industriousness and reliability and most of all their ability to change.

Though it took a while for the nations of man to recover, they did, the Terran Confederacy forged relationships with the Nah’ni and other species and nations that would be discovered. The Martian union would do the opposite, practically shunning connections with the other races and space nations. This attitude would eventually lead them to war, along with most of the Milky Way.

The Union came into conflict with the members of the Ihbb republic, and they in turn started to terminate their trade relationship with the Terran Confederacy and other nations, this forced the other nations to become tense, eventually coming into conflict as well. Each of the nations were not at war with one another exactly, but neither were they friendly, eventually after nearly a century of war and conflict it ended. In the years afterwards, a neutral zone was developed and accords were put into practice.

That neutral zone is Omega Station; it is located in a solar system that lays perfectly center where the borders of all the nations belonging to the major powers intersect. It is considered a nation and sovereignty in its own right mostly separate from the rules and prejudices of the other nations. The Station itself is an ancient construct, the remnants of a nearly extinct race whose empire is only mentioned in legends, even in the records of some of the oldest races and nations.

Since it was made the capital of the neutral zone, and formally named, it has always been run by an Administrator, to ensure it runs well and remains peaceful. The First Administrator was simply known as the Caretaker, he was the only living being on the Station, when it was first found, well over 5 millennia ago. He ran the station peacefully for many decades, before disappearing nearly a century ago, without a trace.

Since then the Administrator has been elected and chosen by a council formed from the major powers. Though every Administrator is an accomplished and decorated being, they are more often than not those who have fallen from grace or such with those in power in their nation. It has been around a century and a half since this was put into practice and a new Administrator, the 12th, is about to take command of the Station.
On Technology and the Merchandise of the various Nations
Generally speaking technology in the year 2675 is much more advanced than it is now. Directed energy weapons are a thing, as are personal forcefields, ultralight ultra-strong composite armors and most things in between from androids to limited matter synthesis. The technology each nation and race/species holds is not exactly equal. Just as each nation has different and varying peoples, the technology each holds is different, yet similar.

Martian Union:The Martian Union is a militaristic expansionist nation, and their technology reflects that, they favor energy weapons with a fair spattering of ballistic and kinetics thrown in, their engines and sensors, of all types are generally more effective and efficient than their counterparts in other nations. They have power suits, which hook into their energy weapons making them more efficient and also generating a field of energy that protects them from ballistics and physical harm.

These power suits range from the smaller lighter Power Armor which simply enhances their wearers physical attributes to the Battle Suits, which are large bulky things used solely in combat, for the most part. Most of their techs, from the Power Armor to their battle tanks, serve very specific rigid purposes, but there is such a variety of it that they do not need to be varied in use individually.

Terran Confederacy: The Terran Confederacy has simple reliable gear, which is easily replaced and customizable. They favor ballistic and kinetic weaponry, and their ships are efficient and some can even operate with a minimal crew and half the ship missing, though that is a rarity. Most Terran items are lightweight yet exceedingly sturdy, from clothes weaved from Nah’ni silk to the base Combat Armor which allows for the composite plates to be replaced and removed to be fully tailored to any situation, this has made it favored by private security forces.

Just as the armor can be customized with a reliable product as its base, their other military tech is roughly the same. Their tanks and vehicles all have a single reliable customizable base, and the same can be said for their fire arms. The basic pistol for the Terran Armed Forces allows nearly any part within its design to be tweaked or replaced to improve the base performance and to increase their effectiveness in one aspect or another. Their energy weapons work on a similar principle, but they are rarely used in large quantities as their ballistic weaponry is more streamlined and favored.

Nah’ni imperium: Though the Nah’ni Imperium does possess technology as many recognize it, but they do have many products that are used or sought after by the more conventional races. Nah’ni pheromones are highly sought after, ranging from the ‘Medical’ Pheromones, which are used as ingredients in high quality medicines from sedatives and analgesics, to far more illegal medical supplements.

Other highly sought after Nah’ni products include armor and weapons made from the exoskeletons/carapaces of fallen Nah’ni, mostly legally obtained, though they are often used in illegal ventures to bypass scanners that detect elements present in conventional armor and weapons. Some Nah'ni are capable of producing extremely strong extremely light silk. This silk is sold raw to other Nations, most notably used by the Terran confederacy for their armor and bullet-resistant casual wear. Though they sell it to other nations, the Nah'ni do use the silk for certain things.

Thangar Consortium: all Thangar products are exquisitely and artistically crafted, and even their effects are beautiful in a way. The Thangar, do not have ugly drugs, exactly, like Meth and Crack from Old Earth, no ‘drugs’ of the Consortium will leave the user disfigured or scarred, but they are even more dangerous for it to those of weak body and mind. All consumable products made are strong with lingering effects, when taken in moderation, they are harmless.

Most Thangar weapons and armor are astonishingly heavy, much too heavy for normal races, but despite that, they are highly sought after. Wealthy collectors will seek Thangar constructs, simply for how they look, even if most of their armor is too small and their weapons too heavy, they are beautiful nonetheless. Aside from that, many of their products are works of art, paintings, sculptures, and other similar things, some wealthy citizens of certain Nations and sovereignties will go to great lengths to acquire either the works of art or the artist themselves.

Ihbb Republic: Primarily, the Ihbb republic deals in Augments, both genetic and cybernetic, things that will make you stronger, but they are not for the weak of body. If you undergo a treatment with a weak body, you could die, but that is one of the lesser effects. Other products they deal in are stimulants, they are not exactly illegal drugs, but might as well be, to weaker races. Most Ihbb food and drink are laced with stimulants such as caffeine, Ephedrine, and other stimulants.

Since coming into contact with humanity, they have taken coffee and other natural sources of stimulants and improved them, making them stronger and more effective on the Ihbb. Iseth, also known as Ihbb Coffee, is a popular drink for avid coffee enthusiasts and others have taken the drink and made many varieties of it increasing its fame. Out of all the Major Powers, they are the ones who possess the most Draug'n tech, and most of their technology is based from things left behind by the Progenitors.

Confederacy of Independent Systems: The CIS, has no absolutely unique products, but it still holds a wide variety of products due to the many cultures that make up its membership. The drink known as Ihbb Coffee was changed not by humans but by a race from the CIS, the Weseh, a species of feline humanoids that are rarely seen. They were the first to experiment with Ihbb and human Coffee, improving and changing them in ways no one had done before.

Draug'n Ascendancy: Aside from Omega Station and Draug'n tech used by the Ihbb, Technology and items created by the Draug'n are extremely rare to find. The few examples of tech and products that have been found are extremely advanced, one prime example is the Security Chief of Omega Station.
humanity, is a widespread species, found within the ranks of other Factions and Nation’s, not just the Terran Confederacy and the Martian Union. Humans despite all have similar appearances, are rather diverse, they all have 4 limbs, two arms, two legs, and have the same amount of other appendages typically. Humans range from 4 foot 10 to over 6 feet in height, but there are extreme outliers, skin color varies as do eye and hair color. Just as their appearances are diverse, so are their personalities and temperaments.

Martian Union:
The Martian Union is the Human Nation that clings what humanity was the most. They are the more technologically advanced of the two human nations, having cybernetics, energy weapons, personal force-shields, and even power armor and battle suits. They have very few non-human citizens and those that do live within its borders are either very wealthy or poor and heavily discriminated against, due to bad past experiences.

They have a limited amount of planets with mines and resources, due to the split that formed the Martian Union and the Terran Confederacy. Due to this they have been forced to adapt, instead of forming trade agreements with other races and nations, they have instead developed rather efficient collection, refinement and replication systems for what resources they do have. This efficiency lends itself to all their commercial technology, which is usually decades behind their military tech, and even more so for their military technology.

Within the Union, It is a show of status to have relics from Old Earth, these relics can range from old programs or the rare surviving CD or DVD all the way to the rare printed book, as most are digital. Earth has long since been abandoned by civility and civilization, its relatively few inhabitants are able to eke out a primitive life, a lucky few can find unique relics and acquire a place beyond Old Earth, within the Union, though they are servants more often than not, such a life is still better. Occasionally treasure hunting teams will go to Old Earth and look for relics to sell to collectors both in the Union and the members of the other Nations that have taken an interest in old Earth antiquities.

Terran Confederacy: The Terran Confederacy is predominantly human, but it enjoys good relations with the majority of the major powers and their races. Despite this it is still at odds with them, in a friendly competitive way. They have done much to repair the tarred image the Union left in the minds of so many. Nearly every product made by or from the Confederacy is reliable and made to be able to be adapted to nearly any situation or just has a rather wide variety of the product that it serves the dame purpose.

The Confederacy is essentially a republic, each of the worlds and inhabitants under their banner has a say in what happens and how things are done. Many of the planets and systems within the Confederacy are resource and mineral rich. The Terran capital is Terra, formerly known as New Earth, and Terrastan, or land of the Terrans. They changed the name of the capital world after the Union started conflicts with races they were allied with, or at least friendly with.

While in the Union, Relics of Old Earth are sought after and seen as a sign of status, they are not the same in the Terran Confederacy. The Confederacy holds fewer Relics than the Union, this is mostly due to the distance between Terra and Mars. Most Relics are stored in museums on Terra in the Capital, Terra Prime. They are not seens as things to be revered, but rather part of what caused the split between Humanity, our decadence and life of ease.
The Nah'ni: The Nah'ni are a surprisingly simple yet complex species of Arthropoids, though they favor insects most of all. They are divided into Castes, from Workers to the Nobility, each Caste is different and literally made for their roles. The members of some Castes are large some are smaller, but they are each unique. Workers work, Soldiers fight and the Nobility Rule, though things are far from that simple. Each Hive of the Nah'ni is ruled by a Queen, with the High Queen ruling them all. The Nah'ni, do not have conventional ships or technology, rather everything is a biological adaptation, from selective evolution or a completely organic construct, like the Ships.

Life span of the Castes
(The numbers are the max recorded age range, on average, and do not include the formative years)

Nobility: Most of the Nobility Caste have the same life spans of Workers, with exceptions. The High Queen can live for up to 1500 years or, Dowagers are similar, while normal Queens only live to be around 700-850 years on average.
Vizier: 1200 years
Crafter: 475 – 650 years
Soldier: 125-150 years
Worker: 165 – 210 years

Caste Division:

The Hierarchy of the Nah’ni is not too dissimilar from that of mundane insects. Though there are obvious differences. This just lists the general overview of the Nah’ni Caste system, and more variants of each Caste member might exist, this just lists just the major ones, additionally, aside from the specific functions of the different Castes, nearly every Nah’ni has certain abilities and characteristics, for example, all Nah’ni have an inherent weakness to both fire and parasite, and all molt atleast once or twice in their lifetimes. A general rule of thumb is the more intelligent a Caste, the more humanoid they are, this is especially true for the Viziers and Nobility.

The highest Caste, is the Nobility Caste, this includes the Queen, once one becomes a/the Queen, they will change, be promoted in a sense. The Nobility Caste can include members of the Queens family as well as their Consort, though that is not always the case. In the Rare cases that the previous Queen survives after they take a role not dissimilar to that of the Vizier Caste, though the term Dowager is used for them. Members of the Nobility Caste, most commonly Queens can be rather long lived; the First Queen herself lived for several centuries.

Those born into the Nobility Caste, are generally smarter, and pick things up easier than most other Nah’ni young. Depedning upon whether both of their parents were of the Nobility Caste, or of others as well, certain young can be more predisposed towards certain actions or acquisition of certain knowledge. The Nobility Caste, as well as the Vizier Caste, are the only Nah’ni that have any sort of Psionic potential.

The next highest Caste, is the Vizier Caste, they are among the most intelligent Nah’ni. They generally have a humanoid appearance, looking more man than insect, though their appearance depends upon the environment they were grown in. Aside from the enhanced intelligence, they also possess extremely advanced senses and pheromones. While they cannot generally read minds in the truest sense, they can infer what others are feeling due to the chemicals and such released as well as any minute twitches or the like. They are used by the Queens as advisors, as well as diplomats to other races.

During periods of War, they are also used as commanders and tacticians, to make use of their inherent traits. During particularly desperate periods in Nah’ni history Viziers have also been grown as assassins, to silence the enemies of the Hive is needed. To this end, most Viziers are stronger and faster than normal Worker, but they lack the durability of the larger soldiers. They are the only other Caste that can live as long as the Queen. Viziers also act as the historians of the Hive, recording information from Dowagers and the past to be used by the next generation of the Hive. In the rare instances that a member is born into the Vizier Caste, rather than simply of it, the offspring is always male.

Below them are the members of Crafter Caste, they are not just craftsman in the traditional meaning of the word, as many are responsible for creating things. They are also responsible for the changes that happen to each subsequent generation of Nah’ni. Those who improve the Soldiers and the other beings used in war are called the Warcrafters. Those that are responsible for the general changes are called the Broodmothers, though they do not truly birth the Nah’ni, they along with the Queen, are the ‘mothers’ of each subsequent generation. The changes they make, are not immediate, and might take a generation or three in order to become fully integrated into the Nah’ni as a whole or that particular Hive/Hive World.

Some changes might be localized to a specific Hive, the Sari Mountain Hive, for example has adapted to the extreme cold, and thus are hardier in such drastic temperatures compared to Nah’ni from more temperate climates, they have also adapted to the barren conditions, being more self-sufficient and not relying on hunting for food as much, though their pattern changes did aid their hunting in the region that they lived in. Other changes might be carried throughout the Swarm as a whole. Before the Soldier Caste came into being, the Workers were unable to defend themselves effectively.

Originally they had but one set of spindly arms and no wings, the First Queen birthed the first of those that would become the Crafters and they in turn changed the Workers. They were given thicker, stronger limbs and carapaces; some were given wings, while others gained scythes akin to those sported by Mantis’. That was when the Nah’ni first started to become what the First Queen wanted her people to be. Though the Soldier Caste would eventually take the spot as the ones to fight for and defend the Hives, the Workers would keep the changes, for defense and harvesting purposes.

Below them is the Soldier Caste, the defenders of the Swarm and those that would rend their enemies. When they originally lived in the Black hills, the Nah’ni had no real means of defending themselves; they relied on swarm tactics, overpowering their foes with the sheer amount of them and the weight of their bodies. After the First Queen created the First Hive and formed the Bond, the Nah’ni could no longer afford to just through themselves upon their enemies and hope their numbers prevailed. In order to defend the Hive, and protect the Queen that had made them more than what they once were, the Broodmothers created the Soldiers.

The First Soldiers, were originally Workers, that had proved skilled and exceptional in combat, they were reborn as Soldiers. They were made much larger and stronger than they once were which was already impressive for their size. They were given sharper scythes which would fold into a second set of limbs from their back. They were given much thicker carapaces to start, which would later be improved upon. Originally the Soldiers were even simpler than the Workers once were, they lived only to fight and protect, but subsequent generations would weed the undesirable traits out.

As the Nah’ni expanded, they took concepts from the other races they met and improved the Soldiers even more. Meeting armored soldiers for the first time, led to the creation of the Nah’ni’s own version. These members of the Soldier Caste would be called Knights, in the languages of the other races. They are generally large easily dwarfing the average normal Soldier, which is already double the size of most Workers. They lack the small set of wings for gliding and bursts speed that most other Soldiers have, in their place they possess massive scythe like blades which can fold out of a set of arms that sprout from their back.

Though Soldiers are more heavily ‘armored’ than most Nah’ni, the Knights take this a step further, they have a set of ‘armor’ that they wear. It is a secondary exoskeleton of sorts that can be removed, it is part of what gives them their massive size. They can only be stored in certain sections of the Hive, or else the armor will die. When ‘worn’ it connects to the Knight fully, through their pheromone vents. The ‘armor’ gives them increased durability, but it also allows them to launch globs of a sort of acidic bile. One component is a Pheromone most Soldiers can produce, the other is provided by the ‘armor’, they are then combined just before being expelled.

Though the Knights are astonishingly powerful, they have equally debilitating weaknesses. They are slow, much slower even than a normal Soldier, and they have obvious weak points. The areas where the ‘armor’ ‘links’ into the pheromone vents are discolored, which marks where they are. If enough of these spots are injured the Knight will be unable to move for a time. Another problem is the secondary exoskeleton, while providing an increase in certain areas also makes them ‘overheat’ rather easily, they rarely travel during the day and if they do, it is in the shade or underground.

There exist other variants of within the Soldier Caste, which are based off of weapons of war made by the other races. One variation is the Ram, its purpose is to tear down the structures in its path, it size is larger than that of the Knight, but they are just as slow, and are a rarity, mostly because the Nah’ni rarely war with those that have conventional cities and structures. A more common variant of the Solder Caste is the Scout, they were first developed shortly after the first Soldiers were, to combat the threat of flying creatures. They are the smallest member of the Soldier Caste as well as the fastest, though some would say they are also among the most dangerous.

They, like Workers are capable of actual Flight, rather than just short bursts of speed or gliding. This is not where their talents end however; they are also capable of jumping great heights, which can be further supplementing by the usage of their wings. Though smaller, they have ‘sharper’ scythes, and are more nimble allowing them to dispatch larger less agile foes easier. However their small size and fast speed means that they have less durability than most of the Soldier Caste, and even less than Workers do, despite this, they have a lower fatality rate than most other Soldiers, this is mostly due to the fact that they rarely are on the frontlines.

The lowest Caste of the Nah’ni and the one whose members are more commonly encountered are those of the Worker Caste, which is how they are referred to by members of the other races. They possess all the features and abilities most of Nah’ni have. These include but aren’t limited to a natural regen, a general resistance to bladed weapons along with a weakness to crushing and piercing ones, a thick natural chitinous ‘armor’, pheromones of varying types, great strength for their size, as well as a general difference, however slight, between the genders.

Though the Nah’ni as a whole have an impressive immune system, the Workers’ is even more impressive, they recover from most illnesses and such faster and injuries affect them less, generally. They have an astonishing stamina and endurance, this lets them work and go without food and water for extended periods of time, it exceeds even that of the Soldier, though Workers lack the durability and such they have. They, like all Nah’ni have enhanced senses, this allows them to track pheromone trails, but they also have more advanced eyesight compared to all Nah’ni but for the Vizier and Nobility Castes.

Two variants of the standard Worker include the Hunter and then the Gatherer. The Hunter leads groups of normal Workers to hunt animals to collect food. They also dress and prepare it for consumption, many Nah’ni eat their meat raw, even while it is living, but others also enjoy it cooked. The Gatherers are similar, but gather food without killing, they grow plants as well as cultivate a form of livestock animal that produces a thick viscous honey like substance that can be consumed, it tastes sweet and non-Nah’ni can find it addicting, as it provides a sort of fleeting tingling euphoria.

Workers, much like the Vizier and Nobility Castes are capable of the speech of other peoples, but theirs is much more heavily 'accented'. Workers have certain abilities inherent to them that assist in their endeavors. Nah’ni Workers can release jolts of electricity, that can stun prey, this is often coupled with their pheromones to capture people or while hunting. They absorb energy from the sun, which enables them to produce limited amounts which can then be released, in just as limited amounts. Female Workers also have a barbless sting and a mild venom that can cause great pain.

Since the Nah'ni took to the stars, one particular type of Nah'ni, a specialized variant of the Vizier caste, called the Captain, was created. They have a high psionic potential, but it is harnessed, they are the only ones, who can Bond, with the Nah'ni Ships. They are specially chosen among the Casteless Drones, ni their formative years,

One oddity, among the Castes, are the Ships, they are grown, by members of the Crafter Caste. They are large space capable constrcuts, that are surprisingly capable of Sapience and sentience. They bond with their partner, the Captain, and gain an insight into things such as emotions, feelings and such. That is not all the Bond provides however, it also lets the Captain, influence the Ship, to a small extent, controlling certain functions, this is helpful in stressful situations. The bond can affect the Ship and the Captain both, in negative ways, the Ship, can get attached to the crew of the ship, rather easily, this is one reasons why the Crews are rotated out to prevent the ship from getting overly attached. in the most recent Nah'ni Dark Age, many Ships were affected by the loss of their captain and crew and went on a rampage against all Nah'ni.

Appearances of the Castes

Nobility: The Nobility Caste, aside from the Queens, are similar in size and such to Workers, though are different in other way. They are generally more intelligent and cunning, and less dedicated than the Workers. Queens are typically much like the Broodmothers, but different, being more free in many ways. The High Queen, much like the Vizier are humanoid, and while they lack the shear armor the Soldiers do, they are much wiser, and among the only Nah'ni capable of magic.

Vizier: Viziers are humanoid, much like the High Queen, and members of the Nobility Caste, but are almost always male in build, gender and appearance. They have segmented chitin, that provides a bit more flexibility than that possessed by mos Soldiers.

Crafters: Aside from the Broodmothers, who are much larger, they appear rather similar in size to Workers. For the most part they have the same functions, though some are more specialized.

Soldiers: Soldiers are taller than Workers by around a foot, typically. Their exoskeleton's have edges that hang over, slightly covering where the joints and limbs protrude from. Though it depends upon the specific type of Soldier, they are generally among the largest of the Nah'ni, with some exceptions. Though it seems to be seamless, the Carpace of a typical Soldier, is not one solid piece. Unlike in actual insects the Abdomen for the Nah'ni is where the legs emerge from, on the back of that is a solid piece of chitinous exoskeleton, which can endure many blows. The thorax on a Nah'ni serves as the torso region, and the back is again a mostly solid piece of chitin, but where the thorax and abdomen meet there are several weaker but flexible bands of chitin to allow a certain amount of movement. This is not seen most of the time as the gap is obscured by the overhangs from the Chitinous back plates. Similar bands are around the joints to allow more freedom of movement, the only sign that they are different from the rest of the exoskeleton is that they are slightly lighter in color.

Workers: On average they seem to stand from around 4 feet to 5 and a half feet in height. In all actuality most stand at around 5 and a half, they just carry themselves lower. Males, mostly, have wings and scythes, while females also have wings, but no scythe arms, but they have barbless stings and a venom. Some Hives are different though, the Jungle Hive Workers are more spider like and females have spinnerets.


About the Nah’ni

General Info: The Nah’ni as a whole, are rather mellow and peaceful creatures, this translates into their culture heavily. The Nah’ni are very industrious and hardworking, though each Caste have their own things they are more suited for, many Nah’ni do certain things to pass the time. Some make crafts and what other races would consider art. During their long lifespans, compared to humans, Workers tend to pick up and master what others would consider a craft.

Though the general Hierarchy of the Hive is set in stone, certain things can elevate a member of a particular Caste beyond the norm. Those of the ‘lesser’ Castes, if they are able to reach an old age, can gain a certain amount of respect and Prestige. If a Worker lives to be old, this means they have served the Hive well, for a Soldier this means that they are a veteran of many battles and have seen and survived much combat. For Crafters it means that they have become true masters of their craft, for Viziers it means that they have served the Hive and the Queen, perhaps more than one of the latter. Age and mastery are not the only measures of a respected Nah’ni, but they are the most common ways that status is marked.

There is one particular ‘tradition’ that nearly every race that knows about the Nah’ni, knows of. This ‘tradition’ is the Hive Wars, which is a period of time after the High Queen has died, where the various Hive’s and their inhabitants fight for supremacy to see which Queen will become the next High Queen and take the Bond upon themselves. This does not always happen, as if an offspring of the High Queen is acceptable, they could become the next High Queen. During the Hive Wars, the Nah’ni become much more aggressive, towards one another and other races, they are sometimes marked by periods of expansion and conquest as well.

Not every Hive will participate in the Hive Wars, usually only Hives which have stood for many centuries will participate, there are exceptions though. During the 3rd Hive War, this was just after the Nah’ni started to really expand, several Smaller Hives and their Queens teamed up and eventually one. They would rule in a cycle, with each taking the position of High Queen for several decades. However, that was a rarity, those Queens were all Brood-Sisters so they held a bond greater than most Nah’ni. More often than not, the smaller hives stay out of the conflict.

The Nah’ni, do not have names, well not conventional ones, for the other languages at least. Due to the Nah’ni’s language, and the fact that most do not speak any other language but their own, the Names for Nah’ni outside their Hives are generic, and many are just referred to by their Caste as a Title of sorts. Sometimes Viziers or Queens may take a name from the history of other races that they like. Some Viziers have been able to translate other languages into Nah’ni, but due to the presence of mandibles and such many Nah’ni have, few could speak it without a heavy ‘accent’.

Nah’ni are born as larvae, an infants like stage, after this they change into their child form, which is essentially a smaller version of how a Worker looks. They will then molt a few times, for each major stage of their growing period. This all happens during a period of 10-15 years or so, and by the time they reach their final molting stage, most will have chosen their specialization, or had it chosen for them. One this period is over they are considered adults and they can then do their jobs and such, for the most part.

After an incident involving pirates and pillagers and the plundering of the Burial fields, a tradition began, that would evolve. After a new High Queen is Chosen, the previous members of the First Hive will leave. Many stay in the First Hive, but only those not oriented for combat. The Soldiers and any surviving Viziers leave the First Hive and head to the borders of Nah'ni space, they guard it, and serve as the first contact against any intruders. This is not always the case, the Hiveless sometimes just wander the galaxy, this is what most that do not stay in the First Hive, or go to guard the Border do. The Hiveless also do not answer to any Queen, but are still subject under the laws of a Hive, should they visit one.

Though typically the First Hive will be where the High Queen resides, this is not always the case. A previous High Queen that hailed from an ice planet could not deal well with other climates well, so instead of abandoning her own hive, and the climate she was adjusted to, she became the High Queen centered in that Hive World. For a time this left the First Hive without a Queen, but a Dowager took over, with the next successor following them. Similar cases have offspring of the previous High Queen taking over, while being advised by a Vizier and/or a Dowager.

Though the Nah'ni are largely the same, the different Hives, located in different climates, regions, and such, each have their own specific and unique adaptations. The Nah'ni of worlds with much rock and ore are genearlly tougher, more hardy, colored in dark, dull greys and browns, larger, and slower, the Workers are more multipurpose and varied as well. Those of jungle worlds are generally lighter, and faster, the female Workers have spinnerets instead of barbless stings, they can weave silk, which is astonishingly strong. They are less durable as a whole, and the Soldiers while still larger lack the armor the Iron Mountain Soldiers have. Some Jungle Nah'ni can also secrete a potent venom, but it is not fatal, unless many bites are given, it just induces fear and panic, their fangs cannot pierce through thick cloth or armor, only males have this. They usually have brighter colors, but also mottled shades of green and brown to better blend in.

Hives in worlds with prevalent water and plains are more adapted to aquatic and humid environments. They can 'walk' and float on water, the smaller Castes at least. Unfortunately due to living in soft earth, as opposed to hard mountains, they are weaker and smaller than the Hives of 'harder' worlds, but are just as durable, soldiers not included. The average Worker is much smarter however, and are much more reclusive than even normal Nah'ni. They are masters of camouflage and the entrance to their Hive is hidden even to other Nah'ni not of the same Hive. Some of the Worker Caste of this Hive can dive and are accomplished fishermen, though they do not often get a chance to hunt for fish in the dry season.

The exoskeletons of Nah'ni are wondrous things, they are organic, and are grown as part of a Nah'ni, each Caste has their own style of exoskeleton, with different Hives being different as well. Despite being roughly as strong as certain metal armors, though nominally thicker, Nah'ni exoskeletons are much more flexible, though not to the extreme. This flexibility only lasts when the Nah'ni is alive, however. When a Nah'ni dies, their exoskeleton gradually hardens, but also becomes more brittle unless treated right, or preserved.

Despite how many think of them, the Nah'ni are not a Hive Mind, not exactly anyways. The High Queen, can sense the deaths of others of the Swarm, but cannot outright contact them. The only of the NAh'ni who can contact the High Queen, through the Bond are the other Queens, the Captains, and some viziers. The Captains could access the Bond, through their own unique Bond with their Ships, while most Vizier have some psionic potential, so they can tap into the Bond. For most Nah'ni the presence of the Bond is an instinctual feeling, that does not exactly affect them, except in times of war or distress.


Mating habits: The Nah’ni still hold remnants of the traits held by their more mundane insect brethren. The Queen is not the only one that can mate, but typically the Brood of a/the Queen is better, generally. The members of every Caste, or nearly so, are capable of breeding, more often than not, no matter the Caste, the resulting Brood will be composed entirely of Workers. This is not always the case however, though it occurs more often when a new Hive is in its infancy phase, Soldiers, Vizier, and other Castes can be produced by breeding in between the members of a Caste. New Crafters and Viziers are more often than not members of the Queens Brood, during the early years of a Hive, anyways.

Nah’ni young, before they become a full member of whatever Caste, are called Drones. A Drone becomes an 'adult' when they undergo their Change, this is a period that lasts from a few months to several years. It is not too dissimilar from Puberty in other races, though the Change is arguably much greater. They not only go through emotional and mental changes, but major, major physical changes as well. Workers gain a multitude of changes for different functions, depending upon the region, Soldiers become much larger, and that change can take some getting used to, especially if they are a Knight. Using extra limbs and such takes time to adjust to as well, and then the different types of pheromones and such as well.

Though interbreeding between the Castes is uncommon, it is not entirely rare. The results of these rare unions can produce some interesting effects. There are stories of Workers born between a Soldier and a Worker that have increased strength, but are still the same size and such of an average Worker. That is actually how the War-crafter variant of the Crafter Caste came about. The offspring of a Soldier and a Crafter was more predisposed to ‘craft’ more aggressive and combat oriented changes. This was what led to the Broodmothers birthing the first of the War-crafters.

The Nah’ni can only reproduce through breeding during their mating season period, which takes place in the first or second half of the year, depending upon the climate and region in which they live. During the Mating season their colors become more pronounced, and certain types of pheromones unique to the season are produced as well. These pheromones are only produced by females of other Castes, though most predominantly Workers, they are kept in the Hive during this time. This rule came about after several incidents involving certain activities of other races becoming less restricted. During this time, Male Workers will ‘sing’ to draw in a mate, members of other races have noted, that while an acquired taste, Nah’ni ‘music’ can be quite pleasant.
Thangar: The Thangar are a diminutive and tough race, they greatly resemble dwarves of old earth Fantasy tales. Regardless of their gender they are a heavily muscled and hearty people, they are far stronger than they look however. Their home planet of Thangar has an extremely high gravity compared to Earth norm, and that combined with other factors has granted them extreme super strength and toughness in normal density and gravity. Their ships and personal abodes typically are kept at similar levels of gravity and such to prevent accidents.

Thangar Consortium: Aeons ago the Thangar Empire spanned Galaxies, but infighting between the Monarchy and the Merchant guilds ended up causing the Empire to shatter. The Consortium is what remains of the once great Thangar Empire. They are a merchant nation and their society is divided up into Castes and Guilds. In matters of importance in ascending order the Castes are Crafter, Merchant and Noble, though the lines between them are not so clear cut.

On occasion a Noble or Merchant can have the skills or have been born a Crafter, and ascended through success. Every Guild is made up of members of every Caste, mostly Crafters making their goods, Merchants selling those goods and Nobles profiting the most, though most Nobles are still skilled merchants, to a point. Crafters are not just responsible for creating and making items, but also for obtaining and assembling them, most likely.

There is another Caste, technically two more, but Exiles/Casteless are not considered a true Caste. The fourth Caste is the Warrior Caste, they are considered both above and below the members of the regular Castes, Warriors can only be Warriors, and cannot ascend or descend from their position, well, not exactly. They fight and they revel in combat, if they were made to pay for the Thangar products they consume they could quite possibly be the single largest income source for the Guilds.

The Exiles or Casteless are simply put, those did not follow the rules. Some are disgraced Warrior who were Exiled, which is akin to a dishonorable death to them. Most Exiles however are Crafters who were unskilled or lost use of their skills, or Merchants who were discovered delivering false good or the like. IT is illegal for Guild Merchants to peddle own or sell Exiled wares.
Draug’n: The Draug’n are a nearly extinct race, from a long since passed civilization. They are rather reptilian in nature, tall with distinctive musculature and scales, most had a tail and wings, regardless of gender. The Draug’n Ascendancy was made aeons ago, even before the Millennia old Nah’ni Imperium came into existence. It fell due to unknown reasons and the race fell into decline. The Ihbb, practically worship and revere the Draug'n as the Progenitors, their creators. They had extremely advanced tech, and it is sought after by all the major powers, though most of the tech, and its uses are locked behind bio-metric lock, that require reptilian bio-signatures as well as other features.

Ihbb: The Ihbb were originally the last ditch effort by the Draug’n to save their declining race. The results were promising but not what the Draug’n wanted, despite this they are in essence the Successors of the Draug’n. The Ihbb are not a single race or species, but rather a collection of closely related reptilian humanoids, but most are more human in appearance than the Draug’n were. They each share some feature or quirk that the Draug’n had, but also lack something.

Some are humanoids with scales and tails, others still such as the Hsiss are snakelike with humanoid upper bodies. The Rogh are tall largely built reptilian humanoids with a ridge of scale lining their spines and their arms and legs end in clawed digits. Though all Ihb are combat capable and even lethal in certain ways, it is the Rogh who are the most capable in fighting.

Another commonly seen member of the Ihbb is the Chyss, they are similar in appearance to the Rohg, but are much slimmer and smaller, being rather innocuous in appearance, appearing nearly childlike, at least compared to the much larger Hsiss and Rogh. Though the Ihbb are most commonly heavily reptilian in appearance and physiology, a select few are extremely human in appearance, these Ihbb were altered, so as to more easily converse with and deal with the more human races diplomatically.

As a whole the Ihbb are heavily muscled, out of necessity, and the majority of them are carnivorous and coldblooded. They are very languid creatures, but are not exactly lazy, they are just rather casual and slow as a matter of physiology. They are slow to rise, they could literally sleep through a hurricane, assuming they stay warm and as such are instinctively drawn to warmth. Despite their casualness, as a whole the Ihbb are rather suspicious by nature, but this is not without reason. They have very honed instincts and intuition, and do not trust easily, but when they do trust, you have a friend for life practically, and they do not react well to betrayal.

Ihbb Republic: Originally, the Ihbb existed as a tribal confederacy of sorts, and even now their culture draws influence from their tribal past. The Ihbb are led by a Council, each species among the Ihbb elects a member to lead them based on differing criteria. For the Rogh, it was originally due to their size and skill in battle, but those criteria have changed as the Ihbb advanced.
The Confederacy of Independent Systems: Unlike most of the other major powers, the CIS is not made up of a single species or culture. Rather they are a union of sorts, a group of races, ruling small amounts of territory, that wish to remain under their own banner, separate from the other Major powers. One well known species is the Weseh, a tall race of feline humanoids, well known for their creativity and curiosity, but they are rarely seen.
Though a few of the species/nations featured here are relatively from scratch, i had to get some outside help, though not jsut in the form of influence.

Species name generator for Aliens. I got the Ihbb, ROgh, Chyss, and Weseh mames from this.

If you need a little help, to get just a base for a race or species, these could help. If that does not help, then this one or this one could. They will at least give you a base or concepts you could use for making a race.

Code: Select all
[u][b]Visiting Character App[/b][/u]
[b]Name:[/b]
[b]Appearance:[/b]
[b]Age:[/b]
[b]Home Nation:[/b]
[b]Occupation:[/b]
OMEGA #423



Code: Select all
[b][u]NPC app[/u][/b]
[b]Name:[/b]
[b]Appearance:[/b]
[b]Age:[/b]
[b]Species/Race:[/b]
[b]Position on station:[/b]
OMEGA #423



Code: Select all
[b][u]Character App[/u][/b]
[b]Name:[/b]
[b]Age:[/b]
[b]Appearance:[/b]
[b]Home Nation:[/b]
[b]Species/Race:[/b]
[b]Occupation/Position on Station:[/b]
[b]Skills/Abilities:[/b] (What skills do they have, are there any naturally abilities they were gifted with, etc)
[b]Equipment:[/b]
[b]History:[/b]
[b]RP Sample:[/b]
OMEGA #423



Code: Select all
[u][b]Merchandise App[/b][/u]
[b]Item Name:[/b]
[b]Item Description: [/b] (Use and descriptions or things not seen or noted in the image if any.)
[b]Nation of Origin:[/b]
[b]Usage Status:[/b] (race/species restricted, contraband, etc)
OMEGA #423



Code: Select all
[u][b]Event App[/b][/u]
[b]Event name:[/b] (What will this event be called in popular media or such)
[b]Event description:[/b] (what is this event and what affects will it have on the station.)
OMEGA #423



Code: Select all
[b][u]Shop/Business App[/u][/b]
[b]Business Name:[/b]
[b]Business Description:[/b] (What does it look like, any general theme, etc?)
[b]Proprietor:[/b] (Who owns or runs the establishment?)
[b]Unique Products:[/b] (Are tehre any unique products or services offered by the Business?)
OMEGA #423

Newest rp concept i am working on. This is nor for the actual OOC, but for the Lore and Hub thread, that will contain much of the info and stuff for the rp.
Last edited by Shadowwell on Mon Jan 29, 2018 6:28 pm, edited 1 time in total.
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Fvaarniimar
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Postby Fvaarniimar » Wed Jan 31, 2018 9:00 am

Oh, wow! This really is very impressive. :clap:
  • It would be nice if we had some more info on the Nahni Bond. They're not a hive mind...ok, so how exactly does being the queen work, then?
  • The castes of the Thangar do seem quite similar to those of the Nahni - Crafters, nobles, soldiers.
    Even the merchants might be similar to Viziers. While they are fairly sensible castes for most species, more distinction might be useful...
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Shadowwell
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Postby Shadowwell » Wed Jan 31, 2018 12:12 pm

Fvaarniimar wrote:Oh, wow! This really is very impressive. :clap:
  • It would be nice if we had some more info on the Nahni Bond. They're not a hive mind...ok, so how exactly does being the queen work, then?
  • The castes of the Thangar do seem quite similar to those of the Nahni - Crafters, nobles, soldiers.
    Even the merchants might be similar to Viziers. While they are fairly sensible castes for most species, more distinction might be useful...

THe bond essentially binds the various Hives to their and the Queens to the High Queen. The High Queen can feel other Nah'ni within the bond, she cannot feel their thoughts, or communicate with them, aside from the Queens, but she can feel their presence. The Bond is essentially something akin to a Psionic link that links the Hives together through the Queens and High Queen. It also lets the Queens feel when the High Queen dies or is on her deathbed.

I keep it vague, as Psionics and psychic powers are rather iffy from a scientific point of view, so it is ultimately just an instinctual reverence all Nah'ni feel, an Instinctual need saying, i should listen to them, or take what they have to say into consideration.

Generally, Queens are elected, i guess you can say, they are the most exceptional of their Caste, with the Qualities it takes to be Queen, though more often than not they are of the Nobility Caste. Then when they take their place within the Bond, they change, to be more regal, more Queenly, you could say. The High Queen is chosen out of all the remaining queens, usualy the strongest of mind and the one with the most potential, as shouldering the Bond is no easy task.

Yes, yes, the Castes are similar, but contextually they are different, i am going to be doing something to differ them in the future, but am focusing on the less developed aspects of the rp verse right now. Viziers, are more like diplomats and Warrior Consorts, than merchants, i mean a certain amount of speaking goes into diplomacy and being a Merchant, but still different. Also, the 'Castes' of the Nah'ni and their names, are actually just translations from the Chittering language of the Nah'ni to a more understandable medium.

EDIT: I have changed Caste to Class and Crafter to Tinker, and Noble to High Born, same thing essentially, but still different words. I will add more to them over the next few days as i type stuff up for the rp.

I have added more info to the OP, since i last updaed it here, and the Lore and Hub thread is up.
Last edited by Shadowwell on Wed Jan 31, 2018 1:42 pm, edited 4 times in total.
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Benuty
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Corrupt Dictatorship

Postby Benuty » Mon Feb 19, 2018 3:16 pm

RP URL: For Today There is No Tomorrow
RP Name: For Today There is No Tomorrow.
Offered by: Benuty.
Status: Active.
Subforum: P2TM.
Theme: Apocalyptic Drama.
Premise: Four groups of people find themselves quarantined in an experimental hospital in Boston as a day of celebration turns sour. The apocalypse in this roleplay has been underway for five years yet thanks to a media blackout by the strict police state people have gone on with life unaware. The very thing keeping people alive from all the radiation which flooded the world in the aftermath of an atomic war in 1978 is now being used to kill many, and corrupt the survivors into things more than human. You and those locked in will watch as Boston burns just like many cities before it has as well. Of course, Boston will not be the only place in trouble as petty drama, and conflict brew between the four groups whether you live or die depends on the choices everyone makes here.
Enrollment: Actively open.
Last edited by Hashem 13.8 billion years ago
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Backatri
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Postby Backatri » Sat Feb 24, 2018 2:15 pm

Excuse me, but could someone give me a quick rundown on how to write a RP application. Ya'know, the ones that begin with CODE: SELECT ALL? I have no clue on where to start, even.
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Zarkenis Ultima
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Postby Zarkenis Ultima » Sat Feb 24, 2018 2:16 pm

Backatri wrote:Excuse me, but could someone give me a quick rundown on how to write a RP application. Ya'know, the ones that begin with CODE: SELECT ALL? I have no clue on where to start, even.


I take it you mean how to make an app form (as opposed to filling out an app)? And if so, what kind of roleplay are you making it for?
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Backatri
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Postby Backatri » Sat Feb 24, 2018 2:22 pm

Zarkenis Ultima wrote:I take it you mean how to make an app form (as opposed to filling out an app)? And if so, what kind of roleplay are you making it for?

Yes. The reason is that I've got a group of guys who have been roleplaying in a region, rather than on the forum, and because that has never worked out, I'm creating a small-ish roleplay group to regenerate their numbers and breathe new life into their RP. Nobody really RPs in Regions (we're not raider/defender) so I'm trying to make a shift before we run out of people entirely.
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Zarkenis Ultima
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Postby Zarkenis Ultima » Sat Feb 24, 2018 2:25 pm

Backatri wrote:
Zarkenis Ultima wrote:I take it you mean how to make an app form (as opposed to filling out an app)? And if so, what kind of roleplay are you making it for?

Yes. The reason is that I've got a group of guys who have been roleplaying in a region, rather than on the forum, and because that has never worked out, I'm creating a small-ish roleplay group to regenerate their numbers and breathe new life into their RP. Nobody really RPs in Regions (we're not raider/defender) so I'm trying to make a shift before we run out of people entirely.


Alright. So yeah, whatever you put on the app form depends quite a bit on the type of roleplay you're running. Is it character or faction? What's the roleplay going to focus on? Are you adhering to any particular genre? Things like that. Think you could answer them? I can try to help if you do :P
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Backatri
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Postby Backatri » Sat Feb 24, 2018 2:37 pm

Zarkenis Ultima wrote:Alright. So yeah, whatever you put on the app form depends quite a bit on the type of roleplay you're running. Is it character or faction? What's the roleplay going to focus on? Are you adhering to any particular genre? Things like that. Think you could answer them? I can try to help if you do :P


Alright, so as it stands we're a nation-based RP, focusing mainly on the global dynamics. There is some character based stuff, but as for now we focus on nations. We adhere to a somewhat contemporary technology, in a world much like our own. I was planning on creating a thread in International Incidents, exclusive to members of the RP group of course. As for genre, primarily drama. Thank you for offering your help.
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Zarkenis Ultima
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Postby Zarkenis Ultima » Sat Feb 24, 2018 3:00 pm

Backatri wrote:
Zarkenis Ultima wrote:Alright. So yeah, whatever you put on the app form depends quite a bit on the type of roleplay you're running. Is it character or faction? What's the roleplay going to focus on? Are you adhering to any particular genre? Things like that. Think you could answer them? I can try to help if you do :P


Alright, so as it stands we're a nation-based RP, focusing mainly on the global dynamics. There is some character based stuff, but as for now we focus on nations. We adhere to a somewhat contemporary technology, in a world much like our own. I was planning on creating a thread in International Incidents, exclusive to members of the RP group of course. As for genre, primarily drama. Thank you for offering your help.


Hmm, that's an issue. I don't have much experience with either nation-based RPs or International Incidents. But, going off what I have observed from nation-based RPs here in P2TM, application forms usually ask for general details about the nation in question. Things like its official name, government type, head of state, etc; depending on how detailed you want the apps to be, you can add fields regarding the nation's culture, military and economy (things like army composition and size, GDP and main economic activities, main landmarks and cultural manifestations, etc). Since you're playing custom nations from what I can tell, maybe a field for flags and national symbols wouldn't be amiss.

Another option I can think of, though, is that since you're going to be roleplaying in II and are all members of the same region (as far as I can tell from what you've said, anyway), maybe you could all just link to your respective factbooks instead of filling out application forms? Assuming you have factbooks, that is.
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Backatri
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Postby Backatri » Sat Feb 24, 2018 3:08 pm

Zarkenis Ultima wrote:~~

I was more concerned about the actual BBCoding of the application, rather than its content. Unfortunately, we've been close-knit for long enough that we don't really participate in factbooks all that much. I'll probably study a few threads in International Incidents to get the gist of what is needed in a good application.
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Zarkenis Ultima
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Postby Zarkenis Ultima » Sat Feb 24, 2018 3:12 pm

Backatri wrote:
Zarkenis Ultima wrote:~~

I was more concerned about the actual BBCoding of the application, rather than its content. Unfortunately, we've been close-knit for long enough that we don't really participate in factbooks all that much. I'll probably study a few threads in International Incidents to get the gist of what is needed in a good application.


Oh. I didn't catch that, sorry.

If your original doubt was how to make it so that you can directly copy the entire coding of the application, just encase the app form in [ code ] [ /code ] tags. I can help you out if you have any other doubts, I think I'm fairly decent with BBCode.
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Backatri
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Postby Backatri » Sat Feb 24, 2018 3:18 pm

Zarkenis Ultima wrote:
Backatri wrote:I was more concerned about the actual BBCoding of the application, rather than its content. Unfortunately, we've been close-knit for long enough that we don't really participate in factbooks all that much. I'll probably study a few threads in International Incidents to get the gist of what is needed in a good application.


Oh. I didn't catch that, sorry.

If your original doubt was how to make it so that you can directly copy the entire coding of the application, just encase the app form in [ code ] [ /code ] tags. I can help you out if you have any other doubts, I think I'm fairly decent with BBCode.

Thank you so much for your help, you kind soul.
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Zarkenis Ultima
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Democratic Socialists

Postby Zarkenis Ultima » Sat Feb 24, 2018 3:22 pm

Backatri wrote:
Zarkenis Ultima wrote:
Oh. I didn't catch that, sorry.

If your original doubt was how to make it so that you can directly copy the entire coding of the application, just encase the app form in [ code ] [ /code ] tags. I can help you out if you have any other doubts, I think I'm fairly decent with BBCode.

Thank you so much for your help, you kind soul.


You're welcome :P
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