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Welcome to Omega Station Lore and Hub Thread

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Shadowwell
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Welcome to Omega Station Lore and Hub Thread

Postby Shadowwell » Tue Jan 30, 2018 12:55 pm

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


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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.


Resources and Lore

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 2400, 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, nearly a century 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 several decades 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 not 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.

Though they do not have conventional technology, or produce t rather, it does exist. During the Nah'ni Dark ages, a Vizier, whose name has been struck from history, used technology and changed the NAh'ni, making them warlike, and their technology during the time was no different. These rare pieces of Nah'ni Dark Age Tech, are highly sought after by collectors, but possessing a piece is frowned upon by the Nah'ni.

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. He is for all intents and purposes an artificial life form, he is made up of Nano-machines, that possess sentience. He can take nearly any form, as long as certain conditions are met, unlike NAno machines used by the Ihbb and the Martian Union, which ultimately are used to improve and heal one's body, his nano machines are unique. They can consume nearly any matter, and can even absorb and change one form of energy into another, they can replicate the fell and look of skin perfectly, luckily, he is a peaceful being, most of the time.
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
Condensed History: Nah'ni, an insectoid and arthropoid race, divided into Castes, each with a specific purpose, info below App.
Nation History: the Nah'ni Imperium, is old, even they do not know how old they are, but they have existed, for many, many millennia, outliving much greater civilizations than their own. The Imperium started from humble roots on the First Hive World, they once lived in loose familial cells, scattered across their home world. That all changed when the First Queen was born, it was she who rallied the Nah'ni into the First Hive, and changed how they were through the Bond. The First Queen, Wove the Bond, and connected the Nah'ni, she did not make them mindless drones, she wasnted them to be subservient, but still able to think for themselves.

The First Queen ruled for many years, eventually becoming the High Queen as the Swarm spread, and more Hives popped up across their world. The Nah'ni advanced and developed under the guiding hand of the First Queen. The Castes developed as the Nah'ni evolved and certain members among them became more suited to certain tasks. There was peace and prosperity for a great deal of time, then the First Hive War began. The First Queen, for all her power and wisdom, was still a mortal being, susceptible to the ravages of time, so she died. For a brief time, her Daughter ruled, but many Queens thought she was too weak, so the First Hive War began. Millions upon millions of Nah'ni marched, fought and died, before the next High Queen was crowned.

The Nah'ni were visited by a spacefaring civilization, that sought the abundant resources of their world, resources the Nah'ni did not need due to their less than conventional technology. Due to how the Nah'ni lived, the civilization mistook the signs of the Nah'ni for wildlife, and even when they discovered the Nah'ni, they thought of them to be akin to primitive savages. The moment they enslaved the first Worker, they brought upon their doom, in response to the injustice to their members, the Swarm moved and flowed across the world like a living tsunami. From studying the civilizations tech, they were able to evolve further, this began the Nah'ni's journey to the stars.

Thus the Nah'ni spread, with their Ships, they left the technology of the civilization alone, though they would continue being harassed, the civilization fell, as did most foes of the Nah'ni. That technology, was left alone, though that would bring about the first of many dark times for the Nah'ni, their First Dark Age. A Vizier of the First Hive, discovered the tech, and sought to use it, he would orchestrate many deaths, not of enemies of the Swarm, that would have been normal, no he killed off Queens, and other Nah'ni that stood in his way. Though no male had ruled, that was more of a tradition, until that Vizier, whos name has been struck from history, took the crown and Usurped the Bond.

He used the Bond, to influence the Nah'ni more to his liking, they became more aggressive, more warlike. They flowed through space, consuming civilizations and adapting, but then a force rose up against the Usurper and his regime, a Dowager and a Vizier among the Hiveless, led those formerly of the First Hive against the Usurper. The conflict lasted many years, but it ended as the Hiveless Vizier fought and killed the Usurper in one on one combat. Those that willingly followed the Usurper were exiled to join the Hiveless in Penance for their sins. Time has passed, and the Nah'ni have gone through many High Queens, Hive Wars, and even a few Dark Ages, but they have remained. The Nah'ni have been quiet and reclusive for a long time, rarely leaving their space. They have been peaceful for many years, but as more and more civilizations take to the stars, who knows what the future holds for the Imperium.

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 won. 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. They rarely stand above 4 feet, but despite that, many find them intimidating, due to their fiece nature and looks. 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 Classes and Guilds. In matters of importance in ascending order the Classes are Tinker, Merchant and High-Born, 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 Tinker, and ascended through success. Every Guild is made up of members of every Class, mostly Tinkers making their goods, Merchants selling those goods and Nobles profiting the most, though most High-Born are still skilled merchants, to a point. Tinkers are not just responsible for creating and making items, but also for obtaining and assembling them, most likely.

There is another Class, technically two more, but Exiles/Classless are not considered a true Class. The fourth Class is the Warrior Class, they are considered both above and below the members of the regular Class, 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 Classless 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 Tinkers 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. Thangar typically live 2-4 times longer than humans on average, though as they grow towards the end of their lifespan they grow weaker and eccentric.
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. In General, the Ihbb live as long as humans, though some might live longer depending upon their bloodlines, so to speak.

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. Other members include the Teshtaran, a warrior culture that was once a great power before they crossed the Nah'ni many years ago.



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 will mainly focus on the characters and how they react and change as the situation on the station and the galaxy around them does the same.
Last edited by Shadowwell on Sat Aug 24, 2019 11:32 pm, edited 17 times in total.
✒ I'm a Proud Member of VARSITY ROW! Come check us out! ✒

I'M A MEMBER OF THOUGHT CAFE
WE'RE THE AWESOMEST, COME CHECK US OUT

When i am not being your average Drunk at the Pub, i am the Founder and Headmaster of The Academy. On my off time i am also a Member of the Mechanics Guild. Member of The Council of the Multiverse community. Click me to find out more!

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Shadowwell
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Posts: 15167
Founded: Jan 26, 2015
Ex-Nation

App Stuff and other Info

Postby Shadowwell » Tue Jan 30, 2018 12:55 pm

There are two different types of App here, Character Apps, and World-building Apps.

Visiting Characters are like normal PC's or player characters, but, they will only be on the station for a limited time, either leaving or vanishing, or the like. They are different from NPC's in that they are still player (rp'er) controlled.

NPC apps, are for characters that are controlled by myself or my co-op's, mostly, but they may be related to PC's.

Character apps are, well applications for your personal characters, that you guys will be controlling.

These apps may be tweaked and improved during the World-building process.
Code: Select all
[u][b]Visiting Character App[/b][/u]
(Do not alter the app, beyond removing things in parenthesis, please)
[b]Name:[/b]
[b]Appearance:[/b] (image and/or Description, please be thorough and list any distinguishing features as well)
[b]Age:[/b]
[b]Personality:[/b](Give a brief description, can be divided into likes and dislikes, or eft blank, but only if said personality and quirks will be shown IC'ly)
[b]Home Nation:[/b] (List race as well, if needed)
[b]Occupation:[/b]
[b]Brief Bio:[/b] (At least a paragraph to explain why they are on the station unless their presence is explained in another Characters bio or the like)
[b][u]OMEGA #423[/u][/b]



Code: Select all
[b][u]NPC app[/u][/b]
(Do not alter the app, beyond removing things in parenthesis, please)
[b]Name:[/b] (pretty apparent)
[b]Appearance:[/b] (Image and or description)
[b]Age:[/b] (pretty Apparent)
[b]Brief Bio:[/b] (At least a paragraph to explain why they are on the station unless their presence is explained in another Characters bio or the like)
[b]Species/Race:[/b] (pretty apparent, list sub species or such if any)
[b]Position on station:[/b] (pretty apparent)
[b][u]OMEGA #423[/u][/b]



Code: Select all
[b][u]Character App[/u][/b]
(Do not alter the app, beyond removing things in parenthesis, please)
[b]Name:[/b]
[b]Age:[/b]
[b]Appearance:[/b]
[b]Personality:[/b](Give a brief description, can be divided into likes and dislikes, or eft blank, but only if said personality and quirks will be shown IC'ly)
[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, are they psionic? etc. Skills would be something like, easy to talk to, skilled with repairs, Abilities would be a Thangars strength, or a Nah'ni's pheromones.)
[b]Equipment:[/b] (List any weapons or such they carry on themselves, mostly this is for any soldiers or such.)
[b]History:[/b] (at least 2 paragraphs, please)
[b]RP Sample:[/b] (Link to the specific post please, make it recent if you can.)
[b][u]OMEGA #423[/u][/b]


These apps are for world-building here, adding more flavor and detail to the world of Omega Station, they should be pretty self explanatory.

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)
[u][b]OMEGA #423[/b][/u]



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]Focus of the Event:[/b] (what will the event focus around or what will the focus of the event be)
[b]Event description:[/b] (what is this event and what affects will it have on the station.)
[u][b]OMEGA #423[/b][/u]



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?)
[b][u]OMEGA[/u][/b] #423

Code: Select all
[b][u]Species App[/u][/b]
[b]Name:[/b]
[b]Appearance:[/b]
[b]Government type:[/b] (Though most Species will be part of the CIS, what is the ruling system of the species itself?)
[b]Technology of Note:[/b] (Do they have any unique technology or scientific items or such?)
[b]Information:[/b] (what should we know about them, do they have cultural or biological quirks, etc?)
[b][u]OMEGA #423[/u][/b]



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.
Last edited by Shadowwell on Sun Feb 04, 2018 7:12 pm, edited 7 times in total.
✒ I'm a Proud Member of VARSITY ROW! Come check us out! ✒

I'M A MEMBER OF THOUGHT CAFE
WE'RE THE AWESOMEST, COME CHECK US OUT

When i am not being your average Drunk at the Pub, i am the Founder and Headmaster of The Academy. On my off time i am also a Member of the Mechanics Guild. Member of The Council of the Multiverse community. Click me to find out more!

User avatar
Shadowwell
Post Marshal
 
Posts: 15167
Founded: Jan 26, 2015
Ex-Nation

Stuff for the OOC

Postby Shadowwell » Tue Jan 30, 2018 12:56 pm

  1. No Metagaming, Powergaming, Godmodding, Etc
  2. The Ops word is law and the Co-Ops are his enforcers. Three strikes and you are out, some leeway may be given.
  3. Max of 3 characters, does not count Visiting Characters, but do not go overboard with those. You can have Visiting characters without having a normal character, but i would prefer if you have at least 1 Character.
  4. Don’t be a dick in the OOC, meaning no arguments and such; you can take any arguments to TG. IC'ly your character can act how they want within reason.
  5. Please put some detail and such in your applications if you can, if you need help, i will do what i can to provide assistance. Visiting Characters and NPC's can be somewhat bare, but still make them memorable if you can, add some flare to their appearance, some distinguishing features or such, for example.
  6. No one liners, dialogue can be an exception, but try not to post one liners.
  7. Aside from races and a few other things, your characters can only be from the nations listed, though characters with the CIS have a bit more leeway.
  8. Yes Psionics are a thing, but only the Nah'ni and the Ihbb have a sizeable population of them, they are rare in humans and nonexistent in the Thangar. CIS members might have a few, but they are still rare, most psionics are not too powerful, and psionic characters, will be met with more scrutiny.
  9. Do not alter the App, please, doing so counts as a strike against you, three strikes and you are out, so to speak, some exceptions might happen, ie might be kicked due to outrageous behavior or such without reaching 3 strikes.
Code: Select all
[u][b]Visiting Character App[/b][/u]
(Do not alter the app, beyond removing things in parenthesis, please)
[b]Name:[/b]
[b]Appearance:[/b] (image and/or Description, please be thorough and list any distinguishing features as well)
[b]Age:[/b]
[b]Personality:[/b](Give a brief description, can be divided into likes and dislikes, or eft blank, but only if said personality and quirks will be shown IC'ly)
[b]Home Nation:[/b] (List race as well, if needed)
[b]Occupation:[/b]
[b]Brief Bio:[/b] (At least a paragraph to explain why they are on the station unless their presence is explained in another Characters bio or the like)
[b][u]OMEGA #423[/u][/b]



Code: Select all
[b][u]NPC app[/u][/b]
(Do not alter the app, beyond removing things in parenthesis, please)
[b]Name:[/b] (pretty apparent)
[b]Appearance:[/b] (Image and or description)
[b]Age:[/b] (pretty Apparent)
[b]Brief Bio:[/b] (At least a paragraph to explain why they are on the station unless their presence is explained in another Characters bio or the like)
[b]Species/Race:[/b] (pretty apparent, list sub species or such if any)
[b]Position on station:[/b] (pretty apparent)
[b][u]OMEGA #423[/u][/b]



Code: Select all
[b][u]Character App[/u][/b]
(Do not alter the app, beyond removing things in parenthesis, please)
[b]Name:[/b]
[b]Age:[/b]
[b]Appearance:[/b]
[b]Personality:[/b](Give a brief description, can be divided into likes and dislikes, or eft blank, but only if said personality and quirks will be shown IC'ly)
[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, are they psionic? etc. Skills would be something like, easy to talk to, skilled with repairs, Abilities would be a Thangars strength, or a Nah'ni's pheromones.)
[b]Equipment:[/b] (List any weapons or such they carry on themselves, mostly this is for any soldiers or such.)
[b]History:[/b] (at least 2 paragraphs, please)
[b]RP Sample:[/b] (Link to the specific post please, make it recent if you can.)
[b][u]OMEGA #423[/u][/b]
Admin's office: Located in the Command Center atop the central Sphere. The Office has a lounge or Waiting room style area outside it, that then leads to the more secure office. The Office is a large expansive room, dominated by a large desk that could change to suit the Admin's preference, and is currently bare otherwise. There is a secret door that leads to the Admins bedroom, which is a small cozy affair, but like other aspects can change a bit.

The Last Airlock: It is located near the docking bays, it's a dirty grubby affair, though favored by unsavory types who need discretion. The tables, chairs, stools, and the bar itself are all made out of metal. The furnishings are much like the rest of the bar, old, battered, and dented, showing a bit of character. The bar is favored by those looking for cheap drinks and often a fight as well, being one of the wilder establishments on station, despite the Chiefs efforts to control its denizens. Many of its patrons are those of the Martian Union, and others who have an interest in Old Earth affairs, as the Bar takes influence from Old Earth. It is currently run by a human man, Sam Jones, who has resided on the station for most of his life. The original Owner and founder of the bar was a Terran named Rod Sorenson, his apprentice would run the bar, and adopt Sam, before being killed during a fight, after that Sam took ownership of the bar and has operated it since.

Lessah's Lounge: The lounge is run by a Hsiss by the name of Lessah. It is a place of leisure and intrigue, it serves as a place to relax mostly, and the Hostess, Lessah provides certain services mostly in the form of just providing an ear to peoples woes. The Lounge also serves exotic food, drink, and other substances to help the Lounges visitors relax and calm down. The lounge also provides a few forms of entertainment, most prominently with betting on races displayed on Holo-monitors.
CHARACTER LIST

Citizens

Orange = NPC
Yellow = Visiting Character
Though the rp will be mostly free form, i will throwh things into the rp to spice it up. These things will be events, events can be large or small but they will effect the Station and its residents. Examples of LArge events would be an increase in the taxes charged by the Thangar Consortium or the Death of the NAh'ni High Queen or the MArtian Union declaring war on the Terran COnfederacy, after so many years of peace. Examples of smaller events include the arrival of the New Admin, the opening of sealed sections of the Station, pretty much events focused around the station, rather than events that would just effect the station as a consequence, but not solely.

Event App
Event name: The Drifters Come aka Cosmic Castaways
Focus of the Event: Space faring nomads arrive at the station to restock, entertain, peddle, and recruit if possible.
Event description: After Old Earth was devastated and various factions began fighting among one another a fleet of 'Space Truckers' decided 'To Sam's Hill with it!" and set out into the fringe not as mercenaries or renegades of that kind but rather people just wanting to be left out of it all. The captains of this fleet became 'The Founders' of the 'Drifters'- a kind of nomadic tribal union of spacers bound to the law of no world, only the laws of space. Often considered trouble where ever they arrive the Drifters certainly have a unique set of customs, and refined skills. Stories of 'a thousand worlds' and fables like none other- to some they are homeless parasites staying to feed from the body of a community before flying off while to others they are a delightfully unique culture. Regardless of how one feels about them they have come to Omega Station- at least one tribe of 12 or perhaps 25 highly modified freighter ships which have serviced as homes for generations. The Admin must consider how to proceed in regards to their arrival.
OMEGA #423


Event App
Event name: Coming of the Admin
Focus of the Event: This event will focus around the Admin and the inhabitants of the Station
Event description: With the previous corrupt Admin gone, a new one has been elected. He is from the Martian Union, which might not sit right with some of the inhabitants of the station. Only time will tell how this new Admin will do and how the Station will change under him.
OMEGA #423


Event App
Event name: Return of the Betrayer
Focus of the Event: The Betrayer and how the Ihbb on the station handle the omen.
Event description: The Station is inflitrated by one of the most notorious figures in Ihbb History.
OMEGA #423
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 which is divided into two main sections, Habitation and business, as well as parts of the central sphere and Command Center atop the sphere. Each of the docking arms holds numerous ports for ship(s) of varying sizes, while other areas serve as landing for small freighters, shuttlecraft, and Cargo. The RIng holds a total of 15 levels, the top 7 are for business, then the lower 8 are for habitation and storage. The Central sphere holds unknown wonders, but a few of its lowest levels serve as hydroponics bays and farming areas and such.

Before the Station became a neutral zone a century and a half ago, it was mostly abandoned, with just the Caretaker and a few other Draug'n constructs staying on and maintaining the Station. This does not mean that it was unvisited however, over the years since they became aware of its presence and location that Station received numerous Ihbb visitors, the vast majority of which were on a sort of religious pilgrimage, visiting the sights of the Progenitors. The Ihbb were not the first to discover the station however, that honor belongs to the Nah'ni, discovered long ago by the Imperium, in fact the Ihbb and Nah'ni nearly went to war, as fora time, the Station lay in Nah'ni space.
Last edited by Shadowwell on Fri Feb 09, 2018 5:24 pm, edited 22 times in total.
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Shadowwell
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Announcements, Notes and other important things.

Postby Shadowwell » Tue Jan 30, 2018 12:56 pm

Attentions Please Read


This, is not an OOC, it is a lore and Hub thread, meaning that this is where all the information pertaining to Welcome to Omega station will be put. You can post your Character apps here, and i will help you with them or point out any problems if need be, but i will not accept them, and they will need to be moved to the OOC when i get that up.



Accolades and Contributions


The Hsiss - Harbertia
Eyeglow, the Shedder - HArbertia
Nah'ni Pheromone 6A-Harbertia
Hsiss Oil-Harbertia
m17 Multipurpose weapon-Pax Nerdvana

The Teshtaran-Utceforp
The Lounge - Harbertia
The Last AIrlock - Pax Nerdvana



Things to be done

  • Come up with a list of positions of those working for the station, not just working on it. (for example, Admin, Chief of Security, Security Branch Chiefs, Merchant union representatives, etc)
  • Creating merchandise and locations of interest for Omega Station.


Future Setting Concepts set in this universe

Ruins of Old Earth: In the Martian Union, possessing relics of Old Earth is a thing of status, but obtaining new ones, from the bosom of Old Earth herself is a dangerous thing. A prominent citizen of Mars has called a bunch of mercenaries, soldiers of fortune and treasure hunters together, to scour Old Earth for items of note. Not all will go well however, the current inhabitants of earth, though relatively primitive are not too friendly to outsiders, or anyone really, and dislike those associated with Mars the most.

Frozen Past: The actions of the Martian Union towards the Ihbb republic caused war, and had a greater cost than one would think. Most of the casualties and losses due to the Martian Aggression have been accounted for, all except for 500 men and women who were misplaced. They came from all walks of life, soldiers, merchants, farmers, etc, that just vanished during processing, the Ihbb do not know what happened to them. On an uninhabited world, or mostly uninhabited world, these men and women have just woken up.

Merchandise App
Item Name: Mark 8 Domacles Battle-Suit
Item Description: The Domacles class Battle suit is one of the heavier Battle-Suit classes. For decades the Mark 8 was considered the peak of the Domacles class, even as new models were made. They are large bulky affairs, with high levels of armor and insulation against energy weapons, as well as force shields for added protection. They are favored by Private security and mercenary groups that do not know the meaning of subtlety.
They increase their wearer’s physical abilities and can make even small wearers seem large, with the average suit height while worn being in excess of 8 feet. They open up from the back for easy maintenance and access. They were the peak of Martian Battle Suits until the Mark 12 came out in recent years.
Nation of Origin:Martian Union
Usage Status: Humans, Human sized aliens, unless hacked, only humans can wear them. (Commercially sold but modified and hacked versions are sold on the black market)
OMEGA #423


Merchandise App
Item Name: Mark 2 Perseus Power Armor
Item Description: Perseus Power armor, is one of the Unions newest creations, it is built to allow the wearer to take some damage while still being able to go rather fast. Modified variants of the model allow the wearer to be stealthed, avoiding eyes ears, even heat and electrical sensors, with ease. The base Perseus Power Armor was made as an answer to the Terran Combat Armor, that allows for plenty of mobility, while still giving some amount of protection. Perseus Armor also has jets to enable bursts of flight and gliding, as well as sudden bursts of speed.
Nation of Origin: Martian Union
Usage Status: Human restricted, modified version on the black market.
OMEGA #423


Merchandise App
Item Name: T-49 Combat Armor
Item Description: T-49 Combat Armor, is one of the heavier classes of Terran Combat Armor. It has heavier armor plates than most varieties, and the heavier mechanisms on the legs allow The wearer to move faster and to lock their suit in place, this function is most commonly used to climb steep constructs, stay locked to a location in a low gravity environment, or to acts as a one person artillery in conjunction with larger weapons. The face plate raises and locks into place when needed and the armor itself can be put on in individual pieces which lock into place.
Nation of Origin: Terran Confederacy
Usage Status: Humanoid aliens
OMEGA #423


Merchandise App
Item Name: YE-3 aka Eyeglow
Item Description: YE-3 was created by the feline Weseh for thier special forces as a way to enchance their natural (though limited) night vision. It is a compound dileviered in the form of eye drops and boosts the effectiveness of Tapeta Lucidum in the eyes. It wasn't intended for Human use though someone at somepoint decided to try it and it interacted with the Fundus of the Human Eye generating a form of low light vision which eventually saw other selling the substance as 'Eyeglow' for parties and as 'night vision' despite dismissal of it's effects on the grounds of Humans lacking Tapeta Lucidum. Use of YE-3 in this manner eventually resulted in many going blind from use of the substance as the Retna burned.
Nation of Origin: CIS
Usage Status: Restricted to Weseh in the armed forces presently in response to it's effects on Humans. Currently sold on the blackmarket as a party favor (Eyeglow) and sometimes as 'nightvision' for those seeking an edge in hunting or another endeavor.
OMEGA #423


Merchandise App
Item Name: Shedder
Item Description: A Shedder resembles a Sythe or half Sythe but with a blunt curved portion where the blade should be- often made of stone. This portion is directed outward rather then in the direction a sythe's blade would be. The Shedder's primary use is in the removing of 'old scales' or in assisting in skin shedding. This is a hygiene product.
Nation of Origin: Ibhh Republic
Usage Status: Ibhh species are the only ones who can make use of Shedders so there hasn't been seen any need to restrict their use. Just like Razors and Shavers among Humans they come in various sizes and styles.
OMEGA #423


Merchandise App
Item Name: Iseth/Ihbb Coffee
Item Description: Iseth, or Ihbb Coffee, is usually served in mugs of heavy metal, usually ones resistant to corrosion. It is a light brown in color and gives off an enticing nutty aroma. IF you are not used to drinking such things, the first sip can leave a brief burning sensation that you can feel as the Iseth travels through your body, but each sip afterwards will leave you invigorated.
Nation of Origin: Ihbb, but varieties refined by the Weseh of the CIS
Usage Status: No restrictions, exactly, but the effects are insanely strong in weaker races, so dilution is advised.
OMEGA #423


Merchandise App
Item Name: Thangar Ale/Dwarven Stout
Item Description: Thangar Ale, is one of the most popular examples of Thangar food and drink, and a few with knowledge of old Earth have started calling it Dwarven Stout, though the Thangar take insult at that. Thangar ale is a strong drink, the Thangar are a strong people, it has a bitter fruity taste, but as it goes through your body, it seems to invigorate you, leaving you more energized in its wake.
Nation of Origin: Thangar Consortium
Usage Status: None
OMEGA #423


Merchandise App
Item Name: Nah’ni Pheromone 14A
Item Description: The Nah’ni have a variety of pheromones, that they have developed and evolved to possess numerous pheromones. They range in use from tracking, to sedatives, to the rather regulated mating pheromones, which can make non Nah’ni and non-insectoids, rather Amorous, to nearly anything in between. Pheromone 14 A is a phereomone and a chemical produced by Nah’ni young who are to be part of the Soldier Caste, it makes them stronger and tougher than normal Nah'ni drones, when applied to humans or other species, it can provide a boost in strength, not just to the physical body, but to the immune system and other things as well. In the past the Martian Union used this pheromone in inconclusive projects that sought to create super soldier. Taking in large quantities can increase aggresive tendencies and make the recipient prone to violence, there are exceptions.
Nation of Origin: Nah’ni Imperium
Usage Status: Large quantities are considered contraband, as the legal dose is only an ounce. Most large quantities of this pheromone outside of NAh'ni space are held by hospitals adn research centers to strengthen weak patients.
OMEGA #423


Merchandise App
Item Name: M17 Multipurpose Weapon, or MW
Item Description: It sort of resembles an M4 rifle, but with several barrels. One barrel fires normal rounds. A second barrel fires plasma, a third barrel fires grenades or darts, and a fourth barrel fires shotshells. It has a scope mounted on the top. The rifle barrel is on the top, the shotshell barrel is underneath it. The plasma barrel is mounted next to the rifle barrel. The grenade/dart launcher is forward and sort of functions as a grip. It has two triggers on the handle. The top trigger can fire either the rifle barrel, or the shotgun barrel, depending on what the switch is set to. The other trigger fires the plasma barrel. The shotgun barrel is clip fed. It's clip is mounted in front of the rifle clip, and a little lower. The plasma power cell attaches to the side of the plasma barrel. The grenade launcher functions exactly like an M203 grenade launcher mounted on an M16.
Nation of Origin: Martian Union
Usage Status: It's military issue only, so the only M17s that have showed up on the Station are contraband.
OMEGA #423


Merchandise App
Item Name: Nah’ni Pheromone 6A (incorrectly marketed as 69 by savvy sellers)
Item Description: The Nah’ni have a variety of pheromones, that they have developed and evolved to possess numerous pheromones. Nah'ni Pheromone 6A is one of the more regulated ones, and most expensive deriving from the Nobility Caste when mating is initiated. An aphrodisiac Nah'ni Pheromone 6A differs from 5A in that it's more aggressive; where as 5A is utilized for attracting a mate (not much different from, I think to use an Earth term, the allure of fragrance in Perfume) 6A is or rather has been described as "What surely makes the Mantis stay." Rather inaccurate but has some accuracy in it. Among none Nah'ni it's more addictive, some have described it as "To have lived a mortal and been elevated to godhood."
Nation of Origin: Nah'ni Imperium
Usage Status: Due to the hefty price on Nah'ni Pheromone 6A isn't widely used, and in the CIS can be purchased as a luxury good on some worlds however, it's the Imperium it's self that's the main restrictor of it's export. This has of course inspired smuggling operations into and out of Nah'ni space. It's not available commercially in the Nah'ni Imperium, as pheromones are vital to an individual Nah'ni's development and thus having them vastly available would lead to a breakdown of the caste system.
OMEGA #423


Merchandise App
Item Name: Hsiss Oil
Item Description: Where this originated is not known, and the Mars Union denies the most common legend regarding the product. The legend goes that it was created by Martian Marines in the wilds of a tropical world in Ibhh space during the old war after having been stranded there when their forces retreated. These Marines, as the story goes had become expert survivalist and had turned the hunters into prey. Eventually they took possession of a Ibhh vessel (what type varies in iteration) and left bringing with them Hsiss Oil. Another legend states that in the ancient days before the Ibhh Republic the Hsiss themselves created it from defeated rivals, of which the Ibhh Republic's representatives have voiced skepticism (preferring the Martian Marine story). Though both are very false, for one thing Hsiss Oil despite it's name doesn't actually derive from Hsiss though the Ibhh Republic truly believed it did for many years, and thus restricted it's trade. Hsiss Oil is an oil but it's mineral based and, though this varies from producer to producer, contains some extract from the seeds of a fruiting weed abundant in Ibhh space. The only 'flesh' like component is fat typically derived from some animal (though proponents of the Marine legend will say it had a different source). It has a warm sensation, and actually provides some benefit to scales but it works best as 'chest rub' on Humans and Humanoids. To be honest, there are so many claims regarding what it can do that most can be considered falsehoods. It does make breathing easier but doesn't work any better on scales then any other oil in fact it's less effective then most.
Nation of Origin: Likely Ibhh space
Usage Status:
OMEGA #423
Last edited by Shadowwell on Fri Feb 09, 2018 5:20 pm, edited 9 times in total.
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Pax Nerdvana
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Founded: May 22, 2017
Left-Leaning College State

Postby Pax Nerdvana » Tue Jan 30, 2018 1:44 pm

How many players can we have? I want to be either a security officer or a barkeep. I'll try to make some merchandise apps and what not.
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"The universe did never make sense; I suspect it was built on government contract."
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"Affordability
Suitability (.22LR for squirrels, bigger .22s for long range little things, and big-bore for legal hunting reasons, etc)
Ammunition supply-chain (6.5x55 Swede and .303 British, although available, isn't exactly everywhere)
If it's ugly, uncomfortable, and can't shoot straight, but it accomplishes the above, then it's either a Mosin or a Hi-Point."
-Hurtful Thoughts on stuff you want in a gun

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Shadowwell
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Founded: Jan 26, 2015
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Postby Shadowwell » Tue Jan 30, 2018 1:47 pm

Pax Nerdvana wrote:How many players can we have? I want to be either a security officer or a barkeep. I'll try to make some merchandise apps and what not.

A max of 3 Characters, with some exceptions, not counting Visiting Characters.
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Pax Nerdvana
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Founded: May 22, 2017
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Postby Pax Nerdvana » Tue Jan 30, 2018 1:51 pm

Shadowwell wrote:
Pax Nerdvana wrote:How many players can we have? I want to be either a security officer or a barkeep. I'll try to make some merchandise apps and what not.

A max of 3 Characters, with some exceptions, not counting Visiting Characters.

Yes! I can also do arms dealer as well! Yes! What sort of products are you in need of?
The Internet killed gun control.
Profile
Quotes
We Will Not Comply
They can’t stop the Signal
"The universe did never make sense; I suspect it was built on government contract."
-Robert Heinlein

"Affordability
Suitability (.22LR for squirrels, bigger .22s for long range little things, and big-bore for legal hunting reasons, etc)
Ammunition supply-chain (6.5x55 Swede and .303 British, although available, isn't exactly everywhere)
If it's ugly, uncomfortable, and can't shoot straight, but it accomplishes the above, then it's either a Mosin or a Hi-Point."
-Hurtful Thoughts on stuff you want in a gun

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Shadowwell
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Posts: 15167
Founded: Jan 26, 2015
Ex-Nation

Postby Shadowwell » Tue Jan 30, 2018 1:58 pm

Pax Nerdvana wrote:
Shadowwell wrote:A max of 3 Characters, with some exceptions, not counting Visiting Characters.

Yes! I can also do arms dealer as well! Yes! What sort of products are you in need of?


I will be making a Exiled Thangar on the station, that is primarily a purveyor of Alcohol, but has ties to most of the criminal elements on the Station.

As for what merchandise, all sorts of things, things that would be commonly seen or sold on the station.

Harb made a few items, that i had added to one of the OP's, but must have gotten lost in transition.

I will be getting a couple Apps up, for characters and Merchandise over the next couple days, maybe today if i get some other things finished in time.
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The Royal Empire of the Lemons
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Founded: Sep 10, 2016
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Postby The Royal Empire of the Lemons » Tue Jan 30, 2018 1:59 pm

Visiting Character App
Name: Alyx Lemon
Appearance: Caucasian, 1.9m, Human
Age: 32
Home Nation: The Royal Empire of the Lemons
Occupation: Prince (Heir to the throne), Captain of the RLESS Jayla
OMEGA #423
A 12 civilization, according to this index
An N14 civilization, according to this index
.

King: Finn Lemon
Ambassador to the WA: Angelina Noel
Minister of Defense: Otto Cooper

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Shadowwell
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Postby Shadowwell » Tue Jan 30, 2018 2:03 pm

The Royal Empire of the Lemons wrote:Visiting Character App
Name: Alyx Lemon
Appearance: Caucasian, 1.9m, Human
Age: 32
Home Nation: The Royal Empire of the Lemons
Occupation: Prince (Heir to the throne), Captain of the RLESS Jayla
OMEGA #423


Though such a thing would be interesting, I will not exactly be allowing custom nations or the like, custom races, within reason, but not nations or characters from such nations. There may be exceptions, such as groups within the CIS, Confederacy of Independent Systems, which is a loose coalition of independant races, systems and groups, separate from the major powers.
Last edited by Shadowwell on Tue Jan 30, 2018 2:07 pm, edited 1 time in total.
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Pax Nerdvana
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Posts: 15726
Founded: May 22, 2017
Left-Leaning College State

Postby Pax Nerdvana » Tue Jan 30, 2018 3:27 pm

Shadowwell wrote:
Pax Nerdvana wrote:Yes! I can also do arms dealer as well! Yes! What sort of products are you in need of?


I will be making a Exiled Thangar on the station, that is primarily a purveyor of Alcohol, but has ties to most of the criminal elements on the Station.

As for what merchandise, all sorts of things, things that would be commonly seen or sold on the station.

Harb made a few items, that i had added to one of the OP's, but must have gotten lost in transition.

I will be getting a couple Apps up, for characters and Merchandise over the next couple days, maybe today if i get some other things finished in time.

Ok. I'm getting some ideas...
The Internet killed gun control.
Profile
Quotes
We Will Not Comply
They can’t stop the Signal
"The universe did never make sense; I suspect it was built on government contract."
-Robert Heinlein

"Affordability
Suitability (.22LR for squirrels, bigger .22s for long range little things, and big-bore for legal hunting reasons, etc)
Ammunition supply-chain (6.5x55 Swede and .303 British, although available, isn't exactly everywhere)
If it's ugly, uncomfortable, and can't shoot straight, but it accomplishes the above, then it's either a Mosin or a Hi-Point."
-Hurtful Thoughts on stuff you want in a gun

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Utceforp
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Founded: Apr 10, 2012
Left-wing Utopia

Postby Utceforp » Tue Jan 30, 2018 3:49 pm

I know the Nah'ni nowadays are peaceful and just sort of brushed off the human attack on them, but was there ever a point in their history where a persistent threat that continued to try and attack them would have annoyed them enough to wage a devastating war of retaliation and dismantle the government of the aggressor so completely they partially revert to petty tribalism? I need a powerful force to destroy an alien empire that is part of my species' backstory.
Signatures are so 2014.

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Shadowwell
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Founded: Jan 26, 2015
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Postby Shadowwell » Tue Jan 30, 2018 4:36 pm

Utceforp wrote:I know the Nah'ni nowadays are peaceful and just sort of brushed off the human attack on them, but was there ever a point in their history where a persistent threat that continued to try and attack them would have annoyed them enough to wage a devastating war of retaliation and dismantle the government of the aggressor so completely they partially revert to petty tribalism? I need a powerful force to destroy an alien empire that is part of my species' backstory.


Well, yes, they have done such things, but not for many centuries, but they have done it, back when they just started to grow. A space faring civilization came to their planet, for resources, and attacked the seemingly primitive Nah'ni, and were wiped out. The Nah'ni adapted things needed for space travel, based off of the civilizations tech, then they would encounter and attack that civilization for what they did, until the civiization was destroyed, or nearly so. Probably similar incidents have happened more than once.
Last edited by Shadowwell on Wed Jan 31, 2018 1:20 pm, edited 2 times in total.
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Harbertia
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Founded: Apr 30, 2013
Ex-Nation

Postby Harbertia » Tue Jan 30, 2018 7:13 pm

Still working out my character's history (would be nice to know how long Hsiss usually live to determine her age) so I'll start with the business while saving what I have on the character form;

Shop/Business App
Business Name: The Lounge
Business Description: The entrance is wide and open bordered by two Lan Su style windows (utilizing low fields to prevent theft during lock up). The floor has various red and gold rugs of a thin nature with similar colors serving as drapery near the entrance while the wall opposite the entrance has violent clear silk drapery- a replica Victorian couch where one side has an arm while the other does not is centered with this wall, in front of which is a low table and a cushion for those taking a seat in front of the host. A Vape resembling a Hookah is next to the host's couch. Their is a bar to to the left of the host from such a position and various daybeds along the right wall. A small stage is too the hosts direct left in such away that while laid against the single arm of the couch the host may view unhindered. To the hosts direct right while looking out towards the entrance is herbal station that serves teas, coffees, and other substances to those seeking to relax in the lounge. Two holo screens seem to float close to the ceiling, one facing the host and the other the daybeds along the right wall. The bar tender is responsible for keeping track of bets.
Proprietor: Lessah
Unique Products: Lessah, the host, offers free consul and counseling at the lounge though additional services deriving from such can come with a fee. She's assisted in arranging a few funerals and been included in a few wills and is thus known as someone whose assistance if valued. Private conversations in the back room also have a cost regardless of subject; a cost meant to discourage anyone who would be thinking of taking advantage of such privacy at the host's expense.
OMEGA #423

It will never stay open less then 4 out of the 7 days of the Old Earth week; as in it'll always be open Saturday, Sunday, Tuesday, and Thursday regardless of Lessah's personal schedule. She takes three days out of the week to her self unless she feels like spending such a day at the lounge in which, employees willing (and up for an addition day's wage), it'll open.

I've considered calling it 'Lessah's Lounge'.
Last edited by Harbertia on Tue Jan 30, 2018 7:13 pm, edited 1 time in total.
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Shogunate of the Uzumaki Empire
Diplomat
 
Posts: 535
Founded: Nov 25, 2017
Ex-Nation

Postby Shogunate of the Uzumaki Empire » Tue Jan 30, 2018 7:15 pm

Tag!
Shogunate of the Uzumaki Empire
This Nation is a Crossover of Naruto, To Love Ru, Bleach, Highschool DxD and Cardfight!!! Vanguard G.

Uzumakistani News: Prime Minister Aoroza Yoshisada have made a official apology for the threat that they made last year regarding the Uzumaki-Slavonian War and shall requested for a cease-fire until any further notice. | The Parliament have recognized the Patriotic Citizens Coalition of Uzumakistan as a Youth Wing but controversy of Mass Murder, Rape and Genocide have spread throughout the world. | The Republic of Ovamboland have been proclamed in Northern Namibia only to be governed by Leopold Nesselrode and has been officially recognized as a Autonomous Republic within the Empire.

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Shadowwell
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Posts: 15167
Founded: Jan 26, 2015
Ex-Nation

Postby Shadowwell » Tue Jan 30, 2018 8:11 pm

Harbertia wrote:Still working out my character's history (would be nice to know how long Hsiss usually live to determine her age) so I'll start with the business while saving what I have on the character form;

Shop/Business App
Business Name: The Lounge
Business Description: The entrance is wide and open bordered by two Lan Su style windows (utilizing low fields to prevent theft during lock up). The floor has various red and gold rugs of a thin nature with similar colors serving as drapery near the entrance while the wall opposite the entrance has violent clear silk drapery- a replica Victorian couch where one side has an arm while the other does not is centered with this wall, in front of which is a low table and a cushion for those taking a seat in front of the host. A Vape resembling a Hookah is next to the host's couch. Their is a bar to to the left of the host from such a position and various daybeds along the right wall. A small stage is too the hosts direct left in such away that while laid against the single arm of the couch the host may view unhindered. To the hosts direct right while looking out towards the entrance is herbal station that serves teas, coffees, and other substances to those seeking to relax in the lounge. Two holo screens seem to float close to the ceiling, one facing the host and the other the daybeds along the right wall. The bar tender is responsible for keeping track of bets.
Proprietor: Lessah
Unique Products: Lessah, the host, offers free consul and counseling at the lounge though additional services deriving from such can come with a fee. She's assisted in arranging a few funerals and been included in a few wills and is thus known as someone whose assistance if valued. Private conversations in the back room also have a cost regardless of subject; a cost meant to discourage anyone who would be thinking of taking advantage of such privacy at the host's expense.
OMEGA #423

It will never stay open less then 4 out of the 7 days of the Old Earth week; as in it'll always be open Saturday, Sunday, Tuesday, and Thursday regardless of Lessah's personal schedule. She takes three days out of the week to her self unless she feels like spending such a day at the lounge in which, employees willing (and up for an addition day's wage), it'll open.

I've considered calling it 'Lessah's Lounge'.


I say normal human age range, maybe longer depending upon the breed of snake/lizard, whatever they take after more, for the Ihbb in general.
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Utceforp
Postmaster-General
 
Posts: 10328
Founded: Apr 10, 2012
Left-wing Utopia

Postby Utceforp » Tue Jan 30, 2018 9:39 pm

Species App
Name: Teshtaran (Technically a term for a multi-species warrior culture, about a third consists of the species known as the Ar-Teshtaran, the two species known as Bokesharan and Devaran make up about another third, and various other species make up the remaining third. All consider themselves "Teshtaran")
Appearance: Ar-Teshtaran are humanoid insects with pale green or brown skin, with armour-like carapaces that cover most of their body. They lack eyes entirely, instead relying on heat-sensitive pits embedded in their face that resemble empty eye sockets to sense the world around them. Ar-Teshtaran have four arms with six fingers each, and have digitigrade legs that end in circular feet. Ar-Teshtaran stand approximately seven feet tall on average.

Bokesharan are humanoid reptiles with long snouts, prominent frills, and "beards" made of sensitive prehensile feelers. They tend to have orange or red scales, yellow eyes with horizontal pupils, and have four fingers on each hand. Bokesharan are short and stout, standing on average 5 feet tall but usually weighing around 300 lbs.

Devaran are centipede-like insects that average about ten feet long and a foot wide. All of their numerous legs have four stubby fingers, and their mouths consists of long, thin, vertical mandibles. Devaran lack eyes and possess six large openings around their mouths that they produce echoing melodic sounds from in order to communicate with each other. All Devaran are albino and have bone-white, partially see-through skin and exoskeletons.
Government type: Disunited tribal confederations, most of which control portions of continents of inhabited worlds, and none of which control more than a single world.
Technology of Note: Whatever they can scavenge.
Information: The original Teshtaran, the Ar-Teshtaran, evolved on the scorching-hot desert world of Naakh. The Ar-Teshtaran evolved as persistence hunters, using their long stride and powerful sense of smell to relentlessly pursue prey across the flat savannahs of the north until they collapsed of exhaustion and the Ar-Teshtaran could feast.

The semi-arid polar region that the Ar-Teshtaran called home was unbearably hot when the sun beat down unceasingly in the summer, but tolerably warm in the permanent darkness of winter. Thus, the Teshtaran evolved to aggressively swarm and hunt during the winter, but calm themselves and build in the shadows in the summer.

Eventually the Ar-Teshtaran united under a series of charismatic warlords and took to the stars under the banner of the Teshtaran Confederation, an elective monarchy where each major Ar-Teshtaran clan participated in electing a High King. The Ar-Teshtaran expanded quickly and violently into a large empire, subjugating most notably a reptilian species from a warm tropical planet and a species of cave-dwelling insects. The reptiles and insects would be integrated fully into Teshtaran society over the following centuries through re-education campaigns and occasional purges of non-Teshtaran culture, to the point where even their original names were lost and they became known only by their respective Teshtaran names: Bokesharan and Devaran. Gradually the Bokesharan and Devaran began to consider themselves "Teshtaran" as well, and the term "Ar-Teshtaran" was developed to distinguish the species that had founded the Teshtaran warrior culture.

The rising Teshtaran Confederation soon came into contact with the Nah'ni Imperium, which was still young. The Confederation viewed the Nah'ni as just another target for conquest, and attempted an invasion. Five wars between the Teshtaran and the Nah'ni followed, all initiated by the Teshtaran, and each time the Nah'ni won. In the final war, the Nah'ni finally went on the offensive, systematically obliterating all Teshtaran industry and wiping out every major Teshtaran world, including Naakh, Bokesh, and Deva.

The Teshtaran regressed after this devastating assault, their formerly-ceremonial clan affiliations returning to prominence as the fulcrum of their new social order. The surviving Teshtaran colonies remained stubbornly independent even after other powers swooped in to take advantage of the power vacuum that resulted from the Confederation's destruction. The warrior culture the Ar-Teshtaran created continued to flourish even after the end of the Confederation, welcoming those who were dissatisfied with their own culture or who simply found a place to live in Teshtaran territory. There are even human Teshtaran, descendants of refugees from the UNE civil war who were inducted into Teshtaran clans in exchange for being allowed to settle Teshtaran worlds.

Currently, many Teshtaran colonies are either Nah'ni client states or members of the CIS, though some along the fringe of the galaxy still proudly answer to nobody but themselves. Teshtaran can be found everywhere in the galaxy, and there is a sizable minority on Omega Station.
OMEGA #423
Signatures are so 2014.

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Shadowwell
Post Marshal
 
Posts: 15167
Founded: Jan 26, 2015
Ex-Nation

Postby Shadowwell » Tue Jan 30, 2018 10:03 pm

Utceforp wrote:Species App
Name: Teshtaran (Technically a term for a multi-species warrior culture, about a third consists of the species known as the Ar-Teshtaran, the two species known as Bokesharan and Devaran make up about another third, and various other species make up the remaining third. All consider themselves "Teshtaran")
Appearance: Ar-Teshtaran are humanoid insects with pale green or brown skin, with armour-like carapaces that cover most of their body. They lack eyes entirely, instead relying on heat-sensitive pits embedded in their face that resemble empty eye sockets to sense the world around them. Ar-Teshtaran have four arms with six fingers each, and have digitigrade legs that end in circular feet. Ar-Teshtaran stand approximately seven feet tall on average.

Bokesharan are humanoid reptiles with long snouts, prominent frills, and "beards" made of sensitive prehensile feelers. They tend to have orange or red scales, yellow eyes with horizontal pupils, and have four fingers on each hand. Bokesharan are short and stout, standing on average 5 feet tall but usually weighing around 300 lbs.

Devaran are centipede-like insects that average about ten feet long and a foot wide. All of their numerous legs have four stubby fingers, and their mouths consists of long, thin, vertical mandibles. Devaran lack eyes and possess six large openings around their mouths that they produce echoing melodic sounds from in order to communicate with each other. All Devaran are albino and have bone-white, partially see-through skin and exoskeletons.
Government type: Disunited tribal confederations, most of which control portions of continents of inhabited worlds, and none of which control more than a single world.
Technology of Note: Whatever they can scavenge.
Information: The original Teshtaran, the Ar-Teshtaran, evolved on the scorching-hot desert world of Naakh. The Ar-Teshtaran evolved as persistence hunters, using their long stride and powerful sense of smell to relentlessly pursue prey across the flat savannahs of the north until they collapsed of exhaustion and the Ar-Teshtaran could feast.

The semi-arid polar region that the Ar-Teshtaran called home was unbearably hot when the sun beat down unceasingly in the summer, but tolerably warm in the permanent darkness of winter. Thus, the Teshtaran evolved to aggressively swarm and hunt during the winter, but calm themselves and build in the shadows in the summer.

Eventually the Ar-Teshtaran united under a series of charismatic warlords and took to the stars under the banner of the Teshtaran Confederation, an elective monarchy where each major Ar-Teshtaran clan participated in electing a High King. The Ar-Teshtaran expanded quickly and violently into a large empire, subjugating most notably a reptilian species from a warm tropical planet and a species of cave-dwelling insects. The reptiles and insects would be integrated fully into Teshtaran society over the following centuries through re-education campaigns and occasional purges of non-Teshtaran culture, to the point where even their original names were lost and they became known only by their respective Teshtaran names: Bokesharan and Devaran. Gradually the Bokesharan and Devaran began to consider themselves "Teshtaran" as well, and the term "Ar-Teshtaran" was developed to distinguish the species that had founded the Teshtaran warrior culture.

The rising Teshtaran Confederation soon came into contact with the Nah'ni Imperium, which was still young. The Confederation viewed the Nah'ni as just another target for conquest, and attempted an invasion. Five wars between the Teshtaran and the Nah'ni followed, all initiated by the Teshtaran, and each time the Nah'ni won. In the final war, the Nah'ni finally went on the offensive, systematically obliterating all Teshtaran industry and wiping out every major Teshtaran world, including Naakh, Bokesh, and Deva.

The Teshtaran regressed after this devastating assault, their formerly-ceremonial clan affiliations returning to prominence as the fulcrum of their new social order. The surviving Teshtaran colonies remained stubbornly independent even after other powers swooped in to take advantage of the power vacuum that resulted from the Confederation's destruction. The warrior culture the Ar-Teshtaran created continued to flourish even after the end of the Confederation, welcoming those who were dissatisfied with their own culture or who simply found a place to live in Teshtaran territory. There are even human Teshtaran, descendants of refugees from the UNE civil war who were inducted into Teshtaran clans in exchange for being allowed to settle Teshtaran worlds.

Currently, many Teshtaran colonies are either Nah'ni client states or members of the CIS, though some along the fringe of the galaxy still proudly answer to nobody but themselves. Teshtaran can be found everywhere in the galaxy, and there is a sizable minority on Omega Station.
OMEGA #423


Looks good, but, I would prefer if these guys had fled their home place after the conflicts with the Nah'ni, or the like. As Nah'ni space might hold some ambassadors of other nations, but other than that, is entirely comprised of the Nah'ni. Other than that, everything looks good.
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Pax Nerdvana
Post Marshal
 
Posts: 15726
Founded: May 22, 2017
Left-Leaning College State

Postby Pax Nerdvana » Wed Jan 31, 2018 7:16 am

Shop/Business App
Business Name: The Last Airlock
Business Description: Located near the docking bays, it's a little dirty and grubby, a little like the Mos Eisley Cantina in Star Wars. The tables, chairs, stools, and the bar itself are all made out of metal. They are not new looking. They are old, battered, and dented. The bar is frequented by spacers, crewmen, mercenaries, marines on leave, and others of that sort.
Proprietor: Sam Jones is the barkeep
Unique Products: The cheapest, high quality beer and whiskey on the station.
OMEGA #423
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Ammunition supply-chain (6.5x55 Swede and .303 British, although available, isn't exactly everywhere)
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Afrikaanza
Spokesperson
 
Posts: 105
Founded: Jul 20, 2014
Ex-Nation

Postby Afrikaanza » Wed Jan 31, 2018 10:26 am

Are the Hsiss, Chyss, and Rogh the only subspecies of Ihbb, or are they just the most common category?

I have an idea for another Ihbb subspecies, but I'm not sure if it would need its own species application. They basically would look something like this.
Last edited by Afrikaanza on Wed Jan 31, 2018 10:30 am, edited 1 time in total.
A member of the Federation of Allies

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Shadowwell
Post Marshal
 
Posts: 15167
Founded: Jan 26, 2015
Ex-Nation

Postby Shadowwell » Wed Jan 31, 2018 12:23 pm

Afrikaanza wrote:Are the Hsiss, Chyss, and Rogh the only subspecies of Ihbb, or are they just the most common category?

I have an idea for another Ihbb subspecies, but I'm not sure if it would need its own species application. They basically would look something like this.


They are just the most common, now, i would prefer if there were not any or not too many more Snakelike Ihbb, as aside from size and maybe coloring, most snakes look alike, lizards and most other reptiles on the other hand, are somewhat more varied, Chyss take after Geckos, Rogh after komodo Dragons, i have been thinking of adding a Ihbb species that takes after turtles or crocodiles.

My point is, yes, you could make an Ihbb species, but i would prefer if they were somewhat different than what is already there, i mean the concept of humanoid snakes is different from the Hsiss in essence, but still a snake.

That being said, if you make them interesting enough, i will probably accept them, might have to spice them up a bit, or change things to make them fit with the Ihbb more or such, but still.
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Shadowwell
Post Marshal
 
Posts: 15167
Founded: Jan 26, 2015
Ex-Nation

Postby Shadowwell » Wed Jan 31, 2018 12:27 pm

Pax Nerdvana wrote:Shop/Business App
Business Name: The Last Airlock
Business Description: Located near the docking bays, it's a little dirty and grubby, a little like the Mos Eisley Cantina in Star Wars. The tables, chairs, stools, and the bar itself are all made out of metal. They are not new looking. They are old, battered, and dented. The bar is frequented by spacers, crewmen, mercenaries, marines on leave, and others of that sort.
Proprietor: Sam Jones is the barkeep
Unique Products: The cheapest, high quality beer and whiskey on the station.
OMEGA #423


Looks good, would prefer either a large description, or an image to go with it, but your words get the image across well enough.

Might have the Admin pass by the place when he arrives on the station, IC'ly.
✒ I'm a Proud Member of VARSITY ROW! Come check us out! ✒

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Harbertia
Postmaster of the Fleet
 
Posts: 26689
Founded: Apr 30, 2013
Ex-Nation

Postby Harbertia » Wed Jan 31, 2018 3:35 pm

Shadowwell wrote:
Afrikaanza wrote:Are the Hsiss, Chyss, and Rogh the only subspecies of Ihbb, or are they just the most common category?

I have an idea for another Ihbb subspecies, but I'm not sure if it would need its own species application. They basically would look something like this.


They are just the most common, now, i would prefer if there were not any or not too many more Snakelike Ihbb, as aside from size and maybe coloring, most snakes look alike, lizards and most other reptiles on the other hand, are somewhat more varied, Chyss take after Geckos, Rogh after komodo Dragons, i have been thinking of adding a Ihbb species that takes after turtles or crocodiles.

My point is, yes, you could make an Ihbb species, but i would prefer if they were somewhat different than what is already there, i mean the concept of humanoid snakes is different from the Hsiss in essence, but still a snake.

That being said, if you make them interesting enough, i will probably accept them, might have to spice them up a bit, or change things to make them fit with the Ihbb more or such, but still.

Perhapssss.... um... some Hsiss can have legs? Perhaps the Ihbb are genetically close enough form some Rogh-Hsiss inter breeding? .... ...
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Tomorrow is made today.
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Shadowwell
Post Marshal
 
Posts: 15167
Founded: Jan 26, 2015
Ex-Nation

Postby Shadowwell » Wed Jan 31, 2018 3:41 pm

Harbertia wrote:
Shadowwell wrote:
They are just the most common, now, i would prefer if there were not any or not too many more Snakelike Ihbb, as aside from size and maybe coloring, most snakes look alike, lizards and most other reptiles on the other hand, are somewhat more varied, Chyss take after Geckos, Rogh after komodo Dragons, i have been thinking of adding a Ihbb species that takes after turtles or crocodiles.

My point is, yes, you could make an Ihbb species, but i would prefer if they were somewhat different than what is already there, i mean the concept of humanoid snakes is different from the Hsiss in essence, but still a snake.

That being said, if you make them interesting enough, i will probably accept them, might have to spice them up a bit, or change things to make them fit with the Ihbb more or such, but still.

Perhapssss.... um... some Hsiss can have legs? Perhaps the Ihbb are genetically close enough form some Rogh-Hsiss inter breeding? .... ...


That is certainly possible.

additionally, Perhaps you could make a description or fill out an app for the Hsiss, since they are your creation, so to speak.
Last edited by Shadowwell on Wed Jan 31, 2018 3:44 pm, edited 1 time in total.
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WE'RE THE AWESOMEST, COME CHECK US OUT

When i am not being your average Drunk at the Pub, i am the Founder and Headmaster of The Academy. On my off time i am also a Member of the Mechanics Guild. Member of The Council of the Multiverse community. Click me to find out more!

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Harbertia
Postmaster of the Fleet
 
Posts: 26689
Founded: Apr 30, 2013
Ex-Nation

Postby Harbertia » Wed Jan 31, 2018 3:54 pm

Shadowwell wrote:
Harbertia wrote:Perhapssss.... um... some Hsiss can have legs? Perhaps the Ihbb are genetically close enough form some Rogh-Hsiss inter breeding? .... ...


That is certainly possible.

additionally, Perhaps you could make a description or fill out an app for the Hsiss, since they are your creation, so to speak.

eh... kind of mine. Like we did have to compromise on the appearance. Me adding breasts and allowing for a more human like face so as to not be a snake with arms yet also avoiding having them 'monster girl' like. At present, as our discussion lead to- they have become like XCOM vipers- like that image Afrikaanza provided but with a snake's torso in the place of legs and a more human like face to make interaction with Humanoids easier as part of the Progenitor's design. I'd personal leave it loose but general in description- enough to avoid what you want to avoid so they don't become frustrating to you as the host yet not so firm as to stifle some personalization by the players.
A light in casing is still a light.
Tomorrow is made today.
You can't stop progress, but you can direct it's course.

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