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Depths of Space:Red Giant OOC (Reboot, FT, Open)

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Zanera
Powerbroker
 
Posts: 9717
Founded: Jun 28, 2012
Ex-Nation

Postby Zanera » Wed Sep 19, 2018 6:19 pm

Skaldia wrote:
Zanera wrote:-snip-

I agree that something like the Citadel Council from Mass Effect would help stabilize the prospect of intergalactic peace enough that establishing something that helps foster trade would make more sense since trade works better during peace. I can see other nations that might establish the galactic embassy and the Raxins could establish something like the IMF/BoIS along with it.


I think it's going to take a while for even a galactic embassy can come about. The ArkFed (my nation) is pretty xenophobic but for good reason.


This can all be something that can be worked towards. It's nice to have a long-term goal for an RP, even if it doesn't turn out, because it keeps people interested.

Kraicia wrote:
Zanera wrote:I think those institutions help maintain exchange rates between nations, helps international trade, and helps, overall, the financial stability of the world. There can be multiple currencies and the IMF/BoIS can still exist. However,



I agree that something like the Citadel Council from Mass Effect would help stabilize the prospect of intergalactic peace enough that establishing something that helps foster trade would make more sense since trade works better during peace. I can see other nations that might establish the galactic embassy and the Raxins could establish something like the IMF/BoIS along with it.


That's an incredibly good idea; however, my app (Second Holtland Order and the Illuminated Holtland Protectorates) will have difficulty fitting in the galactic financial community when this idea comes about. Being a religious society, currency is non-existent, since it is - according to the spiritualist/Order Zillions - one of many terrible reminders about the materialist/Charter Zillions. Instead, like I mentioned before, the state and clergy provides the clothing, homes, and jobs for its citizens, while its people give faith, loyalty, and labour/service in exchange (especially military service).

QUICK EDIT: 100th Post


Yeah, any nation with a currency can fit, but if you don't have one...the market may or may not take your economy.
I mean, if you must, you can create a currency for the sake of intergalactic trade but not use it in your nation. I think the Federation from Star Trek does something like that.

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Kraicia
Chargé d'Affaires
 
Posts: 392
Founded: Sep 02, 2017
Ex-Nation

Postby Kraicia » Wed Sep 19, 2018 6:24 pm

Zanera wrote:
Skaldia wrote:
I think it's going to take a while for even a galactic embassy can come about. The ArkFed (my nation) is pretty xenophobic but for good reason.


This can all be something that can be worked towards. It's nice to have a long-term goal for an RP, even if it doesn't turn out, because it keeps people interested.

Kraicia wrote:
That's an incredibly good idea; however, my app (Second Holtland Order and the Illuminated Holtland Protectorates) will have difficulty fitting in the galactic financial community when this idea comes about. Being a religious society, currency is non-existent, since it is - according to the spiritualist/Order Zillions - one of many terrible reminders about the materialist/Charter Zillions. Instead, like I mentioned before, the state and clergy provides the clothing, homes, and jobs for its citizens, while its people give faith, loyalty, and labour/service in exchange (especially military service).

QUICK EDIT: 100th Post


Yeah, any nation with a currency can fit, but if you don't have one...the market may or may not take your economy.
I mean, if you must, you can create a currency for the sake of intergalactic trade but not use it in your nation. I think the Federation from Star Trek does something like that.


The Order will out right put their nose up and walk away from that idea; however, the Protectorates will be more than willing to do something like what you mentioned. Their only trouble with making their own currency for galactic trade is trying to persuade the Order to allow them so. As Protectorates, they don't have much say in intergalactic affairs unlike their parent nation, but if something can be worked out between the two, I'll be on my way to refute that problem with having no currency.

EDIT: The Protectorates may be allowed to advance in technological and scientific research and development, but having only a ground self-defense force (no navy) and the Order's Inquisition infiltrating their ranks undermines their ability to operate as a fully independent nation. If the Order is like 'China', then the Protectorates are like 'Hong Kong'.
Last edited by Kraicia on Wed Sep 19, 2018 6:28 pm, edited 2 times in total.
I’m the Republic of Kraicia, a theocratic Caucasus-based country. I also roleplay as Kraicia, an equally theocratic, albeit Future Tech, nation. I do not represent the Orthodox Church or any form of Caucasus nationalism.

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Zanera
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Posts: 9717
Founded: Jun 28, 2012
Ex-Nation

Postby Zanera » Wed Sep 19, 2018 6:33 pm

Kraicia wrote:
Zanera wrote:
This can all be something that can be worked towards. It's nice to have a long-term goal for an RP, even if it doesn't turn out, because it keeps people interested.



Yeah, any nation with a currency can fit, but if you don't have one...the market may or may not take your economy.
I mean, if you must, you can create a currency for the sake of intergalactic trade but not use it in your nation. I think the Federation from Star Trek does something like that.


The Order will out right put their nose up and walk away from that idea; however, the Protectorates will be more than willing to do something like what you mentioned. Their only trouble with making their own currency for galactic trade is trying to persuade the Order to allow them so. As Protectorates, they don't have much say in intergalactic affairs unlike their parent nation, but if something can be worked out between the two, I'll be on my way to refute that problem with having no currency.

EDIT: The Protectorates may be allowed to advance in technological and scientific research and development, but having only a ground self-defense force (no navy) and the Order's Inquisition infiltrating their ranks undermines their ability to operate as a fully independent nation. If the Order is like 'China', then the Protectorates are like 'Hong Kong'.


It doesn't sound like they'll have any luck with that. There's nothing wrong with having a unique nation. Spiritualism is groovy.

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Kraicia
Chargé d'Affaires
 
Posts: 392
Founded: Sep 02, 2017
Ex-Nation

Postby Kraicia » Wed Sep 19, 2018 6:44 pm

Zanera wrote:
Kraicia wrote:
The Order will out right put their nose up and walk away from that idea; however, the Protectorates will be more than willing to do something like what you mentioned. Their only trouble with making their own currency for galactic trade is trying to persuade the Order to allow them so. As Protectorates, they don't have much say in intergalactic affairs unlike their parent nation, but if something can be worked out between the two, I'll be on my way to refute that problem with having no currency.

EDIT: The Protectorates may be allowed to advance in technological and scientific research and development, but having only a ground self-defense force (no navy) and the Order's Inquisition infiltrating their ranks undermines their ability to operate as a fully independent nation. If the Order is like 'China', then the Protectorates are like 'Hong Kong'.


It doesn't sound like they'll have any luck with that. There's nothing wrong with having a unique nation. Spiritualism is groovy.


The Order and the Protectorates are not on good speaking terms, especially with all the distrust coming from the Order. They may not use the word, 'Heresy', but their context and information implies around that word even if it's only a passively enforced crime (not a critically enforced crime given the animist and polytheistic nature and structure of Zillion spiritualism). The Protectorates are made up of moderates who took curiosity in merging the scientific world and religious world together, and with these moderate priests and ministers, they came up with theories and formulas in new energy technologies (e.g. Plasma) and AI technology; however, the Order got into bitter disagreement due to their more conservative mindset and philosophies unlike the Protectorates' moderate ideals and liberal curiosity.

But in order to prevent another war, and not repeat the same mistake with the now-extinct Charter (materialist Zillions), the Order allowed the Protectorates to have their own nation; however, there were two exceptions. First, to make sure that the Protectorates (aka, Illuminated Consensus) would follow through on their deal, combined with avoiding another 'Charter-Order' war, the Order demanded a modified variant of Zillion to be made in order to better control and monitor the Consensus' progress. If it took whatever meant necessary to get to work and prove the Order wrong, the Consensus agreed to such terms with a bittersweet aftermath; however, this deal gave way to a modified type of Zillion called, the Illuminated Zillions.

While these new Illuminated Zillions had inferior memory and a limited lifespan thanks to their quartz-powered hearts, the Illuminated Zillions were both extraordinary and damned at the same time in serving the Consensus' pursuit of creating new technologies. Lastly, under the Order's supervision and protection, the Illuminated Consensus expanded eastward to acquire new star systems and territory not only to prove their loyalty to the Order, but also provide themselves a base of operations and testing grounds. Based upon the alpine planet, Tigapetera, neighboring no more than seven star systems east of the Order's capital homeworld (Fleissigesheiligtum), the Illuminated Consensus became the leaders of now what became the newly established Illuminated Holtland Protectorates.

This is not an easy peace; it's a situation of parent hating and distrusting their own child. The only things that unifies them both is religion and species (aside from the Protectorates having modified Zillions). Otherwise, this situation will make things interesting especially when the Order and its Protectorates are first introduced to the galactic community.
Last edited by Kraicia on Wed Sep 19, 2018 6:44 pm, edited 1 time in total.
I’m the Republic of Kraicia, a theocratic Caucasus-based country. I also roleplay as Kraicia, an equally theocratic, albeit Future Tech, nation. I do not represent the Orthodox Church or any form of Caucasus nationalism.

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Zanera
Powerbroker
 
Posts: 9717
Founded: Jun 28, 2012
Ex-Nation

Postby Zanera » Wed Sep 19, 2018 7:03 pm

Kraicia wrote:
Zanera wrote:
It doesn't sound like they'll have any luck with that. There's nothing wrong with having a unique nation. Spiritualism is groovy.


The Order and the Protectorates are not on good speaking terms, especially with all the distrust coming from the Order. They may not use the word, 'Heresy', but their context and information implies around that word even if it's only a passively enforced crime (not a critically enforced crime given the animist and polytheistic nature and structure of Zillion spiritualism). The Protectorates are made up of moderates who took curiosity in merging the scientific world and religious world together, and with these moderate priests and ministers, they came up with theories and formulas in new energy technologies (e.g. Plasma) and AI technology; however, the Order got into bitter disagreement due to their more conservative mindset and philosophies unlike the Protectorates' moderate ideals and liberal curiosity.

But in order to prevent another war, and not repeat the same mistake with the now-extinct Charter (materialist Zillions), the Order allowed the Protectorates to have their own nation; however, there were two exceptions. First, to make sure that the Protectorates (aka, Illuminated Consensus) would follow through on their deal, combined with avoiding another 'Charter-Order' war, the Order demanded a modified variant of Zillion to be made in order to better control and monitor the Consensus' progress. If it took whatever meant necessary to get to work and prove the Order wrong, the Consensus agreed to such terms with a bittersweet aftermath; however, this deal gave way to a modified type of Zillion called, the Illuminated Zillions.

While these new Illuminated Zillions had inferior memory and a limited lifespan thanks to their quartz-powered hearts, the Illuminated Zillions were both extraordinary and damned at the same time in serving the Consensus' pursuit of creating new technologies. Lastly, under the Order's supervision and protection, the Illuminated Consensus expanded eastward to acquire new star systems and territory not only to prove their loyalty to the Order, but also provide themselves a base of operations and testing grounds. Based upon the alpine planet, Tigapetera, neighboring no more than seven star systems east of the Order's capital homeworld (Fleissigesheiligtum), the Illuminated Consensus became the leaders of now what became the newly established Illuminated Holtland Protectorates.

This is not an easy peace; it's a situation of parent hating and distrusting their own child. The only things that unifies them both is religion and species (aside from the Protectorates having modified Zillions). Otherwise, this situation will make things interesting especially when the Order and its Protectorates are first introduced to the galactic community.


Yes. The lore that comes out of it should be interesting.

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Skaldia
Minister
 
Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Wed Sep 19, 2018 7:52 pm

I think something along the lines of how big each faction is needs to be added to the apps.
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

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The United Remnants of America
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Posts: 17599
Founded: Mar 09, 2013
Democratic Socialists

Postby The United Remnants of America » Wed Sep 19, 2018 10:35 pm

Zanera wrote:Yeah, any nation with a currency can fit, but if you don't have one...the market may or may not take your economy.
I mean, if you must, you can create a currency for the sake of intergalactic trade but not use it in your nation. I think the Federation from Star Trek does something like that.


*looks at space ants working diligently behind me*

What is... "economy?"

Can I eat it?
By any means necessary. Call me URA
Winner of 2015 Best of P2TM Awards: Best Roleplayer - War
"I would much rather be with you than against you, you're way too imaginative."
"URA New Confucius 2015."- Organized States
"Congrats. You just won the second place prize for Not Giving a Fuck. First Place, of course, always goes to Furry."
"He's an 8 Ball, DEN. You can't deal with an 8 Ball." - Empire of Donner land
"This Rp is flexible with science and so will you." - Tagali Federation
"I'm confused as to your tactic but I'll trust you." - Die erworbenen Namen
"Unfiltered, concentrated, possibly weaponized stupidity."
Thafoo, Leningrad Union: DEAT'd for your sins.
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The Orson Empire
Post Czar
 
Posts: 31630
Founded: Mar 20, 2012
Left-wing Utopia

Postby The Orson Empire » Wed Sep 19, 2018 11:02 pm

Looking at setting up an app soon. I've got an idea for race; basically, they are psionic space octopuses.

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Zanera
Powerbroker
 
Posts: 9717
Founded: Jun 28, 2012
Ex-Nation

Postby Zanera » Wed Sep 19, 2018 11:03 pm

The United Remnants of America wrote:
Zanera wrote:Yeah, any nation with a currency can fit, but if you don't have one...the market may or may not take your economy.
I mean, if you must, you can create a currency for the sake of intergalactic trade but not use it in your nation. I think the Federation from Star Trek does something like that.


*looks at space ants working diligently behind me*

What is... "economy?"

Can I eat it?


Laborious space ants? Do they mind being paid a penny a week?

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The Fallen Jedi
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Posts: 15729
Founded: Jun 06, 2013
Ex-Nation

Postby The Fallen Jedi » Wed Sep 19, 2018 11:05 pm

The Orson Empire wrote:Looking at setting up an app soon. I've got an idea for race; basically, they are psionic space octopuses.


Is that who I think it is?

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The Orson Empire
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Posts: 31630
Founded: Mar 20, 2012
Left-wing Utopia

Postby The Orson Empire » Wed Sep 19, 2018 11:20 pm

The Fallen Jedi wrote:
The Orson Empire wrote:Looking at setting up an app soon. I've got an idea for race; basically, they are psionic space octopuses.


Is that who I think it is?

Woah, long time no see Fallen Jedi!

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The United Remnants of America
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Posts: 17599
Founded: Mar 09, 2013
Democratic Socialists

Postby The United Remnants of America » Wed Sep 19, 2018 11:22 pm

The Orson Empire wrote:
The Fallen Jedi wrote:
Is that who I think it is?

Woah, long time no see Fallen Jedi!


We gettin' the old crew together!

Zanera wrote:Laborious space ants? Do they mind being paid a penny a week?


Penny?

Can we... Eat those?

Or use their biological material to make things?
By any means necessary. Call me URA
Winner of 2015 Best of P2TM Awards: Best Roleplayer - War
"I would much rather be with you than against you, you're way too imaginative."
"URA New Confucius 2015."- Organized States
"Congrats. You just won the second place prize for Not Giving a Fuck. First Place, of course, always goes to Furry."
"He's an 8 Ball, DEN. You can't deal with an 8 Ball." - Empire of Donner land
"This Rp is flexible with science and so will you." - Tagali Federation
"I'm confused as to your tactic but I'll trust you." - Die erworbenen Namen
"Unfiltered, concentrated, possibly weaponized stupidity."
Thafoo, Leningrad Union: DEAT'd for your sins.
Discord: Here

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The Orson Empire
Post Czar
 
Posts: 31630
Founded: Mar 20, 2012
Left-wing Utopia

Postby The Orson Empire » Wed Sep 19, 2018 11:26 pm

The United Remnants of America wrote:
The Orson Empire wrote:Woah, long time no see Fallen Jedi!


We gettin' the old crew together!

Zanera wrote:Laborious space ants? Do they mind being paid a penny a week?


Penny?

Can we... Eat those?

Or use their biological material to make things?

Indeed we are!

Man, it's been so long since I've done an RP like this.

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Zanera
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Posts: 9717
Founded: Jun 28, 2012
Ex-Nation

Postby Zanera » Wed Sep 19, 2018 11:39 pm

The United Remnants of America wrote:
Zanera wrote:Laborious space ants? Do they mind being paid a penny a week?


Penny?

Can we... Eat those?

Or use their biological material to make things?


Uh...sure. Just we gotta pay you or you'd be slaves, and that'd be just too immoral.

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The United Remnants of America
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Posts: 17599
Founded: Mar 09, 2013
Democratic Socialists

Postby The United Remnants of America » Wed Sep 19, 2018 11:52 pm

Zanera wrote:
The United Remnants of America wrote:
Penny?

Can we... Eat those?

Or use their biological material to make things?


Uh...sure. Just we gotta pay you or you'd be slaves, and that'd be just too immoral.

*blank ant stare*

Hivemind psionic message: "We shall eat them later. They speak nonsense."

Oh. K.
By any means necessary. Call me URA
Winner of 2015 Best of P2TM Awards: Best Roleplayer - War
"I would much rather be with you than against you, you're way too imaginative."
"URA New Confucius 2015."- Organized States
"Congrats. You just won the second place prize for Not Giving a Fuck. First Place, of course, always goes to Furry."
"He's an 8 Ball, DEN. You can't deal with an 8 Ball." - Empire of Donner land
"This Rp is flexible with science and so will you." - Tagali Federation
"I'm confused as to your tactic but I'll trust you." - Die erworbenen Namen
"Unfiltered, concentrated, possibly weaponized stupidity."
Thafoo, Leningrad Union: DEAT'd for your sins.
Discord: Here

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True Refuge
Senator
 
Posts: 4111
Founded: Jul 14, 2015
Ex-Nation

Postby True Refuge » Thu Sep 20, 2018 1:50 am

Is anyone with a human nation willing to host a cell of the Order of the Winged Eye? It'll be a little different from the usual FT RP diplomacy, but I've had some entertaining success with infiltration arcs before.

I might do one for an alien nation, but that'd probably be a little more difficult to do.
COMMUNIST
"If we have food, he will eat. If we have air, he will breathe. If we have fuel, he will fly." - Becky Chambers, Record of a Spaceborn Few
"One does not need to be surprised then, when 26 years later the outrageous slogan is repeated, which we Marxists burned all bridges with: to “pick up” the banner of the bourgeoisie. - International Communist Party, Dialogue with Stalin.

ML, anarchism, co-operativism (known incorrectly as "Market Socialism"), Proudhonism, radical liberalism, utopianism, social democracy, national capitalism, Maoism, etc. are not communist tendencies. Read a book already.

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The Fallen Jedi
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Posts: 15729
Founded: Jun 06, 2013
Ex-Nation

Postby The Fallen Jedi » Thu Sep 20, 2018 6:02 am

Since there are more honor/warrior based empires than robotic, I will be applying as a nerfed version of the Old Masaki Dynasty without the Anti-matter and the 15 Masaki Worldships.

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Vacif
Senator
 
Posts: 4817
Founded: Mar 22, 2015
Ex-Nation

WIP APP

Postby Vacif » Thu Sep 20, 2018 1:59 pm

NS Name: Vacif
Nation Name: Mekara Dominion
Flag:
Image

Capital: Epsilon Izari System, Eiphus 715


Population size: 87 Billion
Primary species: Mekara - The Mekara are a race of shape shifting beings. They can perfectly replicate both animate and inanimate objects in both behavior and likeness. In their natural state they are made of a shiny, shimmering grey-black substance that seems to display the characteristics of solids, fluids and gasses at once, and can with ease change the structure and solidity of this to change shape. They do not appear to be hindered by age and do not appear to have a sex.

They typically appear in the form of a quadrupedal spider-like creature. When sufficient biomass consumed, they prefer the shape of a bipedal almost humanoid form. They will naturally adapt their avatar to better fit their survival in a given climate and contain flexibility much like that of an octopus would. The species can potentially consume electronics like androids and robots and corrupt foreign AI/VI.

The Mekara reproduce by consuming and converting the biomass of the targeted being. Effectively once inside, they begin to consume and convert host cells into Mekara cells. This is done by entering the host's body via any means necessary. Upon consuming a subject or host they consume the target's memories and skills. Once transformation is complete, the initial progenitor's skills and memories are shared with the newborn. Alternatively, any two Mekara of sufficient biomass may share biomass in order to create a new Mekara, this will share memories and abilities between all three parties whilst creating a new Mekara.

Mekara do not require oxygen, and due to their strange physiology, they are seemingly unaffected by; intense gravity, poison, toxic gasses/nerve agents, debilitating sounds, or immense pressure. While not impervious to, the Mekara have a decent resistance to the cold and heat. The Mekara do not feel pain and are incredibly hardy and difficult to kill as any remaining Mekara biomass can potentially reform back together again unless completely destroyed. Due to their unique physiology they are able to survive in the void of space without the use of a suit. Ballistic weaponry is ill advised against the Mekara, as energy based weaponry are much more effective against them.

Inherently psionically gifted, larger more intelligent Mekara are known to take advantage of their gift. They are known to phase shift through objects, manipulate the elements like fire, electricity and water and store things in an alternate pocket dimension like additional biomass. They may use their abilities to alter the terrain, attack the enemy or lay traps. The older a Mekara becomes, combined with the amount of biomass and intelligence it consumes, the deadlier their attacks become.

Culture: Mekara culture revolves around collectivism than individualism. While Mekara are individuals in their own right, most Mekara stay with the group and put the group above all else. Everything that is done is for the good of the group above all else. Architecture is usually more organic in design, with the exception of some ships. When not serving the collective, the Mekara look after one another, and take care of their surroundings. They enjoy more intelligence based games over physical sports and philosophical debate. They take interest in music, education art, and innovation.

Nation History: Originating from unknown space, the Mekara entered the Epsilon Izari system a century or two ago through the form of a derelict frigate. The ship was among the few surviving Mekaran navy vessels left and had died out just after making a desperate random FTL jump to escape their pursuers. It drifted through space for years before being picked up by local scavengers. The salvage crew found unknown alien relics and technologies and began looting the ship after finding no trace of the crew, unknowingly bringing the Mekara back with them to their home world. Their emergency was slow and calculated as they carefully biding their time as they reproduced, and infiltrated places of importance, power plants, communication centres, government offices, transit hubs. The local population unaware of their presence.

Their emergence was fast and brutal as they struck down and effectively paralyzed entire cities. In the chaos they spread like wildfire, their numbers increased exponentially for every consumed local. It wasn't before long that the entire planet was overrun, and that their rampage would spread throughout the system. They assaulted rapidly and without rest, like a tidal wave made of the very material of the void. Soon the cries of the dying were silenced completely and the entire star system lay in control of the Mekara. There was no chance for reason or diplomacy, for the Mekara this was basic survival. They were the superior race and thus were able to and in the right to conquer their enemies absolutely. They had to recover and build strength to return home or to fight off their pursuers lest they join their prey and waste their sacrifice.

From here the Dominion began to rebuild, slowly spreading throughout the nearby systems in order to gain more resources and manpower for their eventual trek home. They rebuilt their fleets, grew their numbers, continued to innovate and train. The coming war would be costly and they would only get one chance.

Unique Technologies: Breakers - Essentially a device set to break items down to their core parts, separating different metals from each other and such.

Teleportation Grid - On Dominion controlled planets lay teleporter grids for quick and easy transportation.


Military Size: 4 350 000 000 (Four billion three hundred fifty million)
Military Description: While highly dangerous in their natural state, modern weaponry have evened the stakes significantly. As such the Mekara have taken to using bipedal combat suits to protect them from enemy fire, as well as using automated soldiers to assist them in battle. They employ heavy use of ambush tactics, hard light weaponry, and high mobility. Equipment is heavily standardized and streamlined. Mekaran forces will typically do whatever it takes to achieve victory for the core.
Soldier appearance: Keepers - Keepers are Mekaran assault androids designed for war and service to the Dominion. Upon destruction the memory unit will be turned to digital ash for pick up by friendly forces and to deny the enemy their knowledge. Once collected by friendly forces their mind will learn and continue to learn from each new battle, becoming better with every new battle and death. Keepers typically share their combat knowledge on a localized level and this prove to be highly competent fighters.
Infantry Kit - Mekaran forces typically employ powered armour frames with shielding units, camouflage and advanced sensors. Their weapons typically consist of focused energy weapons, and hardlight weapons designed for multiple applications and on the go modification.
Standard Ship Appearance: Umoran Class Cruiser 3km
Harlia Class Destroyer - 1.2km, hardened energy shields
Peralla Class Frigate - 850 meters
Hr’ila Class Corvette - 180 meters, basic energy shielding, point defense lasers, the basics.
Krela class interceptor - 18 meters
#DOSAPP (do not delete)
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Member of Task Force Atlas
Nation name pronounced Vuh-sea-f, sometimes shortened to Vac, or 'Cif.

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The United Remnants of America
Post Marshal
 
Posts: 17599
Founded: Mar 09, 2013
Democratic Socialists

Postby The United Remnants of America » Thu Sep 20, 2018 9:13 pm

True Refuge wrote:Is anyone with a human nation willing to host a cell of the Order of the Winged Eye? It'll be a little different from the usual FT RP diplomacy, but I've had some entertaining success with infiltration arcs before.

I might do one for an alien nation, but that'd probably be a little more difficult to do.

I'll host a cell.

Vacif wrote:
NS Name: Vacif
Nation Name: Mekara Dominion
Flag:
Capital: Epsilon Izari System, Eiphus 715


Population size: 87 Billion
Primary species: Mekara - The Mekara are a race of shape shifting beings. They can perfectly replicate both animate and inanimate objects in both behavior and likeness. In their natural state they are made of a shiny, shimmering grey-black substance that seems to display the characteristics of solids, fluids and gasses at once, and can with ease change the structure and solidity of this to change shape. They do not appear to be hindered by age and do not appear to have a sex.

They typically appear in the form of a quadrupedal spider-like creature. When sufficient biomass consumed, they prefer the shape of a bipedal almost humanoid form. They will naturally adapt their avatar to better fit their survival in a given climate and contain flexibility much like that of an octopus would. The species can potentially consume electronics like androids and robots and corrupt foreign AI/VI.

The Mekara reproduce by consuming and converting the biomass of the targeted being. Effectively once inside, they begin to consume and convert host cells into Mekara cells. This is done by entering the host's body via any means necessary. Upon consuming a subject or host they consume the target's memories and skills. Once transformation is complete, the initial progenitor's skills and memories are shared with the newborn. Alternatively, any two Mekara of sufficient biomass may share biomass in order to create a new Mekara, this will share memories and abilities between all three parties whilst creating a new Mekara.

Mekara do not require oxygen, and due to their strange physiology, they are seemingly unaffected by; intense gravity, poison, toxic gasses/nerve agents, debilitating sounds, or immense pressure. While not impervious to, the Mekara have a decent resistance to the cold and heat. The Mekara do not feel pain and are incredibly hardy and difficult to kill as any remaining Mekara biomass can potentially reform back together again unless completely destroyed. Due to their unique physiology they are able to survive in the void of space without the use of a suit. Ballistic weaponry is ill advised against the Mekara, as energy based weaponry are much more effective against them.

Inherently psionically gifted, larger more intelligent Mekara are known to take advantage of their gift. They are known to phase shift through objects, manipulate the elements like fire, electricity and water and store things in an alternate pocket dimension like additional biomass. They may use their abilities to alter the terrain, attack the enemy or lay traps. The older a Mekara becomes, combined with the amount of biomass and intelligence it consumes, the deadlier their attacks become.

Culture: Mekara culture revolves around collectivism than individualism. While Mekara are individuals in their own right, most Mekara stay with the group and put the group above all else. Everything that is done is for the good of the group above all else. Architecture is usually more organic in design, with the exception of some ships. When not serving the collective, the Mekara look after one another, and take care of their surroundings. They enjoy more intelligence based games over physical sports and philosophical debate. They take interest in music, education art, and innovation.

Nation History: Originating from unknown space, the Mekara entered the Epsilon Izari system a century or two ago through the form of a derelict frigate. The ship was among the few surviving Mekaran navy vessels left and had died out just after making a desperate random FTL jump to escape their pursuers. It drifted through space for years before being picked up by local scavengers. The salvage crew found unknown alien relics and technologies and began looting the ship after finding no trace of the crew, unknowingly bringing the Mekara back with them to their home world. Their emergency was slow and calculated as they carefully biding their time as they reproduced, and infiltrated places of importance, power plants, communication centres, government offices, transit hubs. The local population unaware of their presence.

Their emergence was fast and brutal as they struck down and effectively paralyzed entire cities. In the chaos they spread like wildfire, their numbers increased exponentially for every consumed local. It wasn't before long that the entire planet was overrun, and that their rampage would spread throughout the system. They assaulted rapidly and without rest, like a tidal wave made of the very material of the void. Soon the cries of the dying were silenced completely and the entire star system lay in control of the Mekara. There was no chance for reason or diplomacy, for the Mekara this was basic survival. They were the superior race and thus were able to and in the right to conquer their enemies absolutely. They had to recover and build strength to return home or to fight off their pursuers lest they join their prey and waste their sacrifice.

From here the Dominion began to rebuild, slowly spreading throughout the nearby systems in order to gain more resources and manpower for their eventual trek home. They rebuilt their fleets, grew their numbers, continued to innovate and train. The coming war would be costly and they would only get one chance.

Unique Technologies: Breakers - Essentially a device set to break items down to their core parts, separating different metals from each other and such.

Teleportation Grid - On Dominion controlled planets lay teleporter grids for quick and easy transportation.


Military Size: 4 350 000 000 (Four billion three hundred fifty million)
Military Description: While highly dangerous in their natural state, modern weaponry have evened the stakes significantly. As such the Mekara have taken to using bipedal combat suits to protect them from enemy fire, as well as using automated soldiers to assist them in battle. They employ heavy use of ambush tactics, hard light weaponry, and high mobility. Equipment is heavily standardized and streamlined. Mekaran forces will typically do whatever it takes to achieve victory for the core.
Soldier appearance: Keepers - Keepers are Mekaran assault androids designed for war and service to the Dominion. Upon destruction the memory unit will be turned to digital ash for pick up by friendly forces and to deny the enemy their knowledge. Once collected by friendly forces their mind will learn and continue to learn from each new battle, becoming better with every new battle and death. Keepers typically share their combat knowledge on a localized level and this prove to be highly competent fighters.
Infantry Kit - Mekaran forces typically employ powered armour frames with shielding units, camouflage and advanced sensors. Their weapons typically consist of focused energy weapons, and hardlight weapons designed for multiple applications and on the go modification.
Standard Ship Appearance: Umoran Class Cruiser 3km
Harlia Class Destroyer - 1.2km, hardened energy shields
Peralla Class Frigate - 850 meters
Hr’ila Class Corvette - 180 meters, basic energy shielding, point defense lasers, the basics.
Krela class interceptor - 18 meters
#DOSAPP (do not delete)


Oh fuck, hey Vacif.

You ready for Typhon v Tyranid? I fuckin' am. Let's go Space Ditto versus Space Ants!
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Legatia
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Founded: Nov 30, 2012
Inoffensive Centrist Democracy

Postby Legatia » Thu Sep 20, 2018 9:15 pm

True Refuge wrote:Is anyone with a human nation willing to host a cell of the Order of the Winged Eye? It'll be a little different from the usual FT RP diplomacy, but I've had some entertaining success with infiltration arcs before.

I might do one for an alien nation, but that'd probably be a little more difficult to do.


I could host one as well.

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Higher Japan
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Posts: 4975
Founded: Oct 06, 2016
Ex-Nation

Postby Higher Japan » Fri Sep 21, 2018 2:10 am

NS Name: Higher Japan
Nation Name: The Roxlian Empire/The 5th Squadron
Flag: No real flag, although the symbol of the Squadron acts as the de-facto one:
Image

Capital: Roxlian Delta V, Mobile flagship but stationed in the self proclaimed Ronian system


population size: 175 billion
Primary species:


A slightly weak and feeble but mentally superior race, the Ki'ta are the main majority of the population owing to them making up most of the 5th Squadron. The Ki'ta are known for being the brain of any operation, the Kutanians doing the heavy work and the Artanians running their mouth to convince the common man to follow their orders. The Ki'ta suffer physical issues such as not being adaptable to many atmospheres with some being poisonous to them, limiting them to suits which also help to give them regular strength and life support. Roxlian Imperial Ki'ta however are different. They're stronger, faster and braver. Their suits are equipped with armored sections as most Ki'ta are usually in the military service.

Culture: A deeply religious and xenophobic culture marks the Roxlian empire's roots of the Katural Ascendancy as a near exact successor state following the latter's fall and total destruction into a war zone between major factions in an effort to reclaim as much of the Ascendancy for their own as possible. A major part of the culture of the empire is mainly rooted in mass enlightenment that the empire uses as a cover for their mass enslavement campaigns. Culture is nearly non existent in majority of the Roxlian empire, while the only thing that remains of culture are records of the Ascendancy aboard research ships.

What remains of Ascendancy culture takes the shape of slavery, massive monuments with dedication to gods now dilapidated after being neglected for a century or so, and some writings that have been published to the public for reeducation. Despite this, a new post-colonization revolution has began to crumble apart the ideals of slavery as 'superior' races saw it better to work regular jobs.
Nation History:
Dating back to it's first origins as a fleet of the Katural Ascendancy, the 5th Squadron was formed under command of the 1st Command Fleet and served as the main guinea pig of the Ascendancy's naval research department. When formed the Squadron was placed under the command of Marshal (Rear Admiral equivalent) Nelion Illum, it was tasked with simply acting as an experimental squadron and spearhead for the Ascendancy as the nation began to expand rapidly with the 1st command fleet was the main forward group in the advance, making many under it experienced including the 5th Squadron and the 1st Squadron which was the main overall command squadron.

During the period of expansionism, the 5th Squadron was renowned as the 'crackhead' squadron of the entire 1st command fleet. As the spearhead and experimental division it would be one of the most experienced divisions to date and would however suffer high casualties. Those that survived were a massive team of crackhead warriors that pushed their equipment all the way to the upper limit to the point of nearly breaking down mid-combat. However this also helped their engineer core to gain valuable experience in repairing damage that was thought to be impossible such as somehow spinning the turret so much the bearings are knocked out and mauled.

After expansion slowed, the fleet was designated as a 'Naval R&D force', continuing to test new prototype equipment. Of course, many incidents came out of giving a crackhead force new equipment to test. For some ships, such as Hull N.406, due to the squadron pushing it to the limits it accidentally caused a chain reaction leading to an engine detonating and setting fire to the entire hull. As it was empty and bare bones with only the engines, no casualties were sustained but it gave the Research Department important data as the engine setting was labelled as a combat setting. This basically paved the way for the new energy core method, made by using crystals as a medium to power most equipment they had.

Following the stagnation of expansion in the Ascendancy, a new operation had been planned for the 5th. Using Artanian and Kita technology, sentient crystals that had previously been mined were used as a medium of energy. It was a massive breakthrough in technology and long range operations, as this technology was slowed mine en mass at heavy casualties. This however caused major splits as the Artanians and eventually the Ki'ta saw the inhumanity for both sides and managed to push for legislation to ban further mining, enraging the Kutanians and causing major divides in ideals. The 5th Squadron at this time underwent some changes, including the introduction of Arcitens 'VI" type cruisers which included improved aiming and weapon systems along with AA upgrade and removable single barrel rear turrets. The fleet also received a small auxiliary supply fleet, 3 research vessels and most importantly a small contingent of the Elite Imperial Roalis Engineer's core which included a 2nd titan of the Yathean class renamed Roxlian Delta V just for the 5th squadron along with smaller variants and their full engineer complements.

Eventually, the fleet was given an important task. Southern Expansion was now on the list of to do for the Ascendancy, and by the time they left tensions immediately hit a crescendo. All 3 members of the high council were found dead as governors eventually began to split up and consume the Ascendancy, turning it into a massive series of warring states as elite fleets scrambled to hold onto the core systems which failed. To this day the Ascendancy still continues to war for domination of Serpah Prime to solidify their claim over the Ascendancy and it's wide territories.

By the time the 5th Squadron arrived in the Southern regions, they had lost radio contact. After a while, they eventually settled on the conclusion that it was the radio on the Ascendancy's end rather than theirs and did as they did prior. They began to expand, which was easy as most cruisers carried a small battalion aboard. Slowly but surely it began to expand in the style of the Ascendancy, sometimes hitting some roadblocks such as advance civilizations but eventually still overcoming most challenges to stake their claim down south next to human nations.

Cutting to present day, majority of the population is mainly made of Ki'ta, now working as part of the regular population as most of the menial labor i.e mining and mass cheap production is done by slaves. Artanians continue to be religious leaders as the main system of governance is mainly under fleet commander Ronian Illum as supreme commander.
Unique Technologies:

-Oxis Mk 'Z' Shock cannons: A specialized weapon meant for the forward shock troopers, these cannons are rifle sized weapons that pack a massive load of firepower with every shot. Rather than firing solid shots, shock cannons operate similar to an energy weapon. They release a wide blast of shock energy which can immediately disable or knock out shields by overloading them. They usually can fire in 6 rapid shots before it needs to recharge. The recharging process is basically just it replenishing and regenerating energy. When used against personnel it is also effective in either burning them via electricity or if done correctly blasting a part of them off. Due to various issues in mass production it is only limited to elite Shock Troopers. They're some of the few weapons to be armed with new Core technology.

-Artanian 'Core' technology: An energy system used in some experimental units of the squadron in some weapons, Artanian 'Core' technology is the pinnacle of the Ascendancy's research in prolonging and enhancing their power cores for usage in powering systems and weaponry. Most Artanian 'Core' technology is based off using the sentient crystals found on one of the planets off the Ascendancy's claimed space. Regular energy cores of the Ascendancy operate on disposable crystal powered systems, using more commonly found crystals on mining worlds they provide sufficient energy but when they run out they are no longer of use and basically act as magazines. The cores can still be reused, only the crystal needs to be replaced. Artanian 'Core' technology in it's prototype has almost completely negated this with the use of sentient crystals, which can simply just regenerate their energy.

Despite early breakthroughs there have been major issues with this technology. The first is that these are limited in supply for production, with almost all of the sentient crystal supply being siphoned up for such technology leaving little left. Although it hasn't occurred yet, it is in theory possible to render these Cores useless by overusing and killing the crystal inside via over-straining them. Another issue is that these Cores are reinforced to protect the core, leading to increased weight which was a dilemma when arming it onto the Oxis Shock cannons. Despite this this Core is equipped with the elite of the elite Shock divisions as their shotgun ammunition, while some ships use these Cores as another primary power source, particularly Roxlian Delta V.


Military Size: 8.75 billion
Military Description:
A well trained and well organized military, the Roxlian Empire's military system is similar to that of the Ascendancy, with many aspects such as fleet formation, technology, tactics and design being pretty much an exact copy of the Ascendancy. Although slightly smaller in numbers when compared to the might that was the Ascendancy Military with nearly 28 billion troops, what the Roxlians lack in numbers they make up for in quality. Armed with the Arcitens 'X' Model of cruisers which were far superior to the previous 'V' line that was common in the navy, these ships make up the bulk of Roxlian firepower in terms of main ships with improved cannon systems and automatic torpedo aiming systems. Newer dreadnoughts of the Roxlian Empire also support the navy as a backbone of power while supply ships still make up an important section of the fleet.

On the ground, the situation isn't much different. Most of the army is assembled and deployed via the mobile 'Melkoth' fast transports usually carried aboard cruisers or dreadnoughts. The spearhead of the army mainly consists of the many Storm divisions that the Squadron had when leaving the Ascendancy, which function simply as a form of paratroopers. They're either deployed like paratroopers for mobile missions or deployed via landing craft (Similar to clones in star wars) on field directly. After their job is done regular soldiers move in to secure and clean up any major pockets, while some lesser units will act as garrisons as the regulars and divisions unite into one wide front to push further.
Soldier appearance:
Standard infantry
-Despite their appearance, these infantry aren't manned by Ki'ta, but usually are manned by other species. Pictured is a heavy MG soldier, usually assigned to specialize squads to provide cover.

Standard Infantry Rifle
-The standard automatic rifle used by infantry, the Luxen Mk 'III' Assault rifle is favored primarily for it's suitability for use in most terrains and relatively low recoil along with high ammo count. It is also popular among officer corps over the lighter pistols as it allowed for better self defense and combat.

Storm divisions
-An elite group of soldiers that act basically as the pathfinders for any ground action, Storm divisions are equipped with the latest technology in development to the point of most being field tests.

Oxis MK 'Z' shock cannons
-A simple design for the elite Storm Divisions, the Oxis Shock cannons is the pinnacle of Ascendancy energy research. Utilizing energy cores from sentient based sources, it is capable of discharging a shotgun like blast that can tear shields down or tear limbs apart.
Standard Ship Appearance:(Spoiler images)

#DOSAPP (do not delete)

WIP
Last edited by Higher Japan on Mon Sep 24, 2018 8:09 am, edited 2 times in total.
We don't use NS stats
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Yuenaan
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Posts: 26
Founded: Aug 04, 2018
Ex-Nation

Postby Yuenaan » Fri Sep 21, 2018 8:02 am

Is AI considered common enough throughout the galaxy that it wouldn't be considered a unique tech? (unless it was like, super advanced or made in some unique way) Cause I've been playing around with the idea that the Rv’Lonat, still being a relative newcomer when compared to a lot of other major galactic powers, would have just recently developed AI to the point that Sapient Growing AI is starting to become prevalent in society. I'm thinking there would be a divide between people who consider sapient AI as just a tool to aid the clan, and those people who think that since its an intelligence made by Rv’Lonat hands, that its a full-fledged member of the clan and that Base Blood applies to it.
A Greco-Persian fusion state that was born from one Alexander the Great's Successor Kingdoms
Current year is 1932
WWI didn't happen... or at least it hasn't happened yet

News: Imperial Air Academy begins mass recruitment drive. / Army enters Bucharest after Count's Guard incites riot. / Talks break down as British diplomat refuses any possibility of the Suez Canal being returned to Yuenaan. / Tensions rise as British increase naval presence in Eastern Mediterranean.

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Vacif
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Posts: 4817
Founded: Mar 22, 2015
Ex-Nation

Postby Vacif » Fri Sep 21, 2018 9:12 am

The United Remnants of America wrote:
True Refuge wrote:Is anyone with a human nation willing to host a cell of the Order of the Winged Eye? It'll be a little different from the usual FT RP diplomacy, but I've had some entertaining success with infiltration arcs before.

I might do one for an alien nation, but that'd probably be a little more difficult to do.

I'll host a cell.

Vacif wrote:
NS Name: Vacif
Nation Name: Mekara Dominion
Flag:
Capital: Epsilon Izari System, Eiphus 715


Population size: 87 Billion
Primary species: Mekara - The Mekara are a race of shape shifting beings. They can perfectly replicate both animate and inanimate objects in both behavior and likeness. In their natural state they are made of a shiny, shimmering grey-black substance that seems to display the characteristics of solids, fluids and gasses at once, and can with ease change the structure and solidity of this to change shape. They do not appear to be hindered by age and do not appear to have a sex.

They typically appear in the form of a quadrupedal spider-like creature. When sufficient biomass consumed, they prefer the shape of a bipedal almost humanoid form. They will naturally adapt their avatar to better fit their survival in a given climate and contain flexibility much like that of an octopus would. The species can potentially consume electronics like androids and robots and corrupt foreign AI/VI.

The Mekara reproduce by consuming and converting the biomass of the targeted being. Effectively once inside, they begin to consume and convert host cells into Mekara cells. This is done by entering the host's body via any means necessary. Upon consuming a subject or host they consume the target's memories and skills. Once transformation is complete, the initial progenitor's skills and memories are shared with the newborn. Alternatively, any two Mekara of sufficient biomass may share biomass in order to create a new Mekara, this will share memories and abilities between all three parties whilst creating a new Mekara.

Mekara do not require oxygen, and due to their strange physiology, they are seemingly unaffected by; intense gravity, poison, toxic gasses/nerve agents, debilitating sounds, or immense pressure. While not impervious to, the Mekara have a decent resistance to the cold and heat. The Mekara do not feel pain and are incredibly hardy and difficult to kill as any remaining Mekara biomass can potentially reform back together again unless completely destroyed. Due to their unique physiology they are able to survive in the void of space without the use of a suit. Ballistic weaponry is ill advised against the Mekara, as energy based weaponry are much more effective against them.

Inherently psionically gifted, larger more intelligent Mekara are known to take advantage of their gift. They are known to phase shift through objects, manipulate the elements like fire, electricity and water and store things in an alternate pocket dimension like additional biomass. They may use their abilities to alter the terrain, attack the enemy or lay traps. The older a Mekara becomes, combined with the amount of biomass and intelligence it consumes, the deadlier their attacks become.

Culture: Mekara culture revolves around collectivism than individualism. While Mekara are individuals in their own right, most Mekara stay with the group and put the group above all else. Everything that is done is for the good of the group above all else. Architecture is usually more organic in design, with the exception of some ships. When not serving the collective, the Mekara look after one another, and take care of their surroundings. They enjoy more intelligence based games over physical sports and philosophical debate. They take interest in music, education art, and innovation.

Nation History: Originating from unknown space, the Mekara entered the Epsilon Izari system a century or two ago through the form of a derelict frigate. The ship was among the few surviving Mekaran navy vessels left and had died out just after making a desperate random FTL jump to escape their pursuers. It drifted through space for years before being picked up by local scavengers. The salvage crew found unknown alien relics and technologies and began looting the ship after finding no trace of the crew, unknowingly bringing the Mekara back with them to their home world. Their emergency was slow and calculated as they carefully biding their time as they reproduced, and infiltrated places of importance, power plants, communication centres, government offices, transit hubs. The local population unaware of their presence.

Their emergence was fast and brutal as they struck down and effectively paralyzed entire cities. In the chaos they spread like wildfire, their numbers increased exponentially for every consumed local. It wasn't before long that the entire planet was overrun, and that their rampage would spread throughout the system. They assaulted rapidly and without rest, like a tidal wave made of the very material of the void. Soon the cries of the dying were silenced completely and the entire star system lay in control of the Mekara. There was no chance for reason or diplomacy, for the Mekara this was basic survival. They were the superior race and thus were able to and in the right to conquer their enemies absolutely. They had to recover and build strength to return home or to fight off their pursuers lest they join their prey and waste their sacrifice.

From here the Dominion began to rebuild, slowly spreading throughout the nearby systems in order to gain more resources and manpower for their eventual trek home. They rebuilt their fleets, grew their numbers, continued to innovate and train. The coming war would be costly and they would only get one chance.

Unique Technologies: Breakers - Essentially a device set to break items down to their core parts, separating different metals from each other and such.

Teleportation Grid - On Dominion controlled planets lay teleporter grids for quick and easy transportation.


Military Size: 4 350 000 000 (Four billion three hundred fifty million)
Military Description: While highly dangerous in their natural state, modern weaponry have evened the stakes significantly. As such the Mekara have taken to using bipedal combat suits to protect them from enemy fire, as well as using automated soldiers to assist them in battle. They employ heavy use of ambush tactics, hard light weaponry, and high mobility. Equipment is heavily standardized and streamlined. Mekaran forces will typically do whatever it takes to achieve victory for the core.
Soldier appearance: Keepers - Keepers are Mekaran assault androids designed for war and service to the Dominion. Upon destruction the memory unit will be turned to digital ash for pick up by friendly forces and to deny the enemy their knowledge. Once collected by friendly forces their mind will learn and continue to learn from each new battle, becoming better with every new battle and death. Keepers typically share their combat knowledge on a localized level and this prove to be highly competent fighters.
Infantry Kit - Mekaran forces typically employ powered armour frames with shielding units, camouflage and advanced sensors. Their weapons typically consist of focused energy weapons, and hardlight weapons designed for multiple applications and on the go modification.
Standard Ship Appearance: Umoran Class Cruiser 3km
Harlia Class Destroyer - 1.2km, hardened energy shields
Peralla Class Frigate - 850 meters
Hr’ila Class Corvette - 180 meters, basic energy shielding, point defense lasers, the basics.
Krela class interceptor - 18 meters
#DOSAPP (do not delete)


Oh fuck, hey Vacif.

You ready for Typhon v Tyranid? I fuckin' am. Let's go Space Ditto versus Space Ants!

Are we fighting each other over valuable resources for the hive, or because of what we are?
Looking for help on Pub-lishing your RP? Come check us out!
Member of Task Force Atlas
Nation name pronounced Vuh-sea-f, sometimes shortened to Vac, or 'Cif.

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Arkeyana
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Founded: Mar 21, 2017
Democratic Socialists

Postby Arkeyana » Fri Sep 21, 2018 9:20 am

Tagging for rogue Self-replicating fleet.

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

Mostly Done (may need more edits)

Postby Shadowwell » Fri Sep 21, 2018 9:43 am

NS Name: Shadowwell
Nation Name: Nah'ni Imperium
Flag: (Please Spoiler Images)
Capital: The capital planet holds no formal name to the Nah'ni, it is all just one massive Hive, the First Hive.


population size: 250 Billion
Primary species: The Nah'ni, anthropoid/insectoids which typically roam on more than two legs but some are humanoid, info for them is below in a spoiler.
Culture: In spoiler below. It is heavily matriarchal and Caste based.
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.

The Nah'ni have spread and changed much since the First Dark Age, while once they inhabited numerous planets now they only actively inhabit a few, among them the Nah'ni Homeworld, Home of the First Hive. Most Nah'ni now live in massive Hive Fleets of whcih there are typically around a dozen or so. These Fleets usually have an assortment of Hive Ship, massive dreadnought sized constructs that house the NAh'ni. Around them are the various Ships of the Nah'ni Fleets as well as smaller Hive Ships that specifically house the Crafter Conclaves and similar groups. Each Hive Fleet operates within a set region in Nah'ni space, some gather resources others craft items others still raise livestock or train warriors. The Fleet that Contains the High Queens Court typically orbits the Nah'ni Homeworld with her Vizier and other Retainers going about doing her bidding.

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.

Unique Technologies: Well, most Nah'ni tech is Unique, so i am not sure what to list here, lol.
Dronacles ™: Dronacles are simply put biological semi sentient projectiles all Nah'ni ships are capable of producing. They are capable of targeting foes and when they make contact with an object they start consuming it and growing. If the Dronacles are not cleared off the ship soon they can fester, not only giving birth to primitive near mindless Drones but can also cause great damage to biological ships.


Military Size: 10 billion total, but only half that around 5 Billion are active at any time, the rest are with the various Hive Fleets.
Military Description:
Soldier appearance: Described below, may find images later

Standard Ship Appearance: Described below, may find images later
Nah'ni Ships are typically covered in thick chitnous armor with some Ships capable of projecting an energy barrier temporarily that drains the ships energy reserves. They are Grown and are living spaient beings but do not attain full sapience until Bonded with their Captain. While the crews of Nah'ni ships are often switched out, to prevent the ship from going insane with loss, the Captain more often than not is on the ship for the remained of both of their lives. The Captain gains certain traits from this Bond while the Ship itself gains a developing sapience. The only notable exception to this is the High Queen's Court, the largest Nah'ni Titan that has lived for millenia. Every time a High Queen comes into Prominence they must attempt to Bond with the Ship, if they fail they are seen as not sorthy enough to guide and govern the NAh'ni.

Most Nah'ni ships and their Captains have a developing Psionic Potential that can be used to great affect. Through the Bond and their own Psionic Gifts Nah'ni Ship Captains can guide how their ships grow and even control their Dronacles in combat to some extent. The most devastating application of this is harnessing the energy produced by the ship to send in a sort of beam towards their foes. Typically only the smallest applications of this method are seen in Nah'ni Ships, typically as a form of Point Defense. Regardless of Ship Class Nah'ni ships vary in appearance and make up, often in relation to their Hive or even how long ago the were Born.

-Frigate: Nah'ni frigates range in size but for the most parts are long range escort craft, most often seen accompanying the Nah'ni Hive Fleets and their transports. Some frigates serve a more 'civilian' role being mining ships or serving as transports or homes to groups of Crafters in transit or the like.

-Destroyers: Destroyers are akin to Frigates but are much faster and have a compliment of strike craft to aid in harassing enemies.

-Cruisers: Cruisers are among the most heavily armed of any Nah'ni ship Class carrying not only the usual Dronacles but are also capable of launching stream of a sort of plasma at their foes.

-Battle Cruiser: 4-5km
-Battleship: 6-7km
-Carriers: 8-10km
-Dreadnought/Super Dreadnought: 11-19km
-Titans: Of the Titans in the Nah'ni hive Fleets only two were explicitly grown for combat, one of the remaining two serves as a massive living refinery,consuming wrecks and asteroids and releasing refined chunks of ore some time later. The Fourth and largest of the Titans is the High Queens Court which serves as the base for the High Queen of the Nah'ni and while heavily armed and armored it is slow and houses a large non-combat population.
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#DOSAPP

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 the Roc’s and Gryphons in their new home. They are the smallest member of the Soldier Caste as well as the fastest, though some would say they are also 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.

Most Nah'ni Soldiers are naturally equipped with sharp scythes or similar appendages as base weapons. Some of the Soldier Caste can launch a sort of acidic bile, others have a more weaponized version of a Nah'ni's natural pheromones, others still can collect and release electricity or plasma to some extent. Much like the Castes themselves every member and Variant of the Soldier serves a specific purpose.

Of the Soldier Caste the most dangerous and most elusive of them are the Queens Guard. They are only seen on the High Queens Court unless away on important matters. They are arguably the only good thing to come out of the First Dark Age. They are a strange yet formidable fusion of technology and Nah'ni evolutions.

They are not too dissimilar to the Knights, but are much, much smaller. Their second layer of armor is made from a sort of living mineral taken and grown by the Nah'ni itself. The suit is only vaguely similar to the secondary exoskeleton that Knights possess, but it does regenerate and hasten the Nah'ni's own regeneration, to some extent. They are powered by the Nah'ni's own bio-electric field and while active grant an increase in speed, strength, and durability.

This increase on lasts for a time and can allow access to other abilities few of the Hives have access to. They are able to launch and grow projectiles similar to Dronacles but much smaller in size. Generally they stand on just two legs and are humanoid in shape but still unquestionably insectoid. In part what abilities a Guard possesses depends upon their shape prior to becoming a Guard, their age, and even what Hive they come from. Every guard can project an electrical field but not all can launch the mini-dronacles for example.

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


About the Nah’ni


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

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

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

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

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

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

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

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

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

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

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

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


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

Nah’ni young, before they become a full member of whatever Caste, are called Drones. A Drone becomes an 'adult' when they undergoe 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.


I hope to bring the Nah'ni into this, but they may have actual tech this time around rather than simply biological adaptations and evolutions, they may also be widespread nomadic scavengers that roam in massive Hive fleets.
Last edited by Shadowwell on Wed Oct 03, 2018 7:42 am, edited 11 times in total.
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