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PostPosted: Thu Oct 08, 2020 8:00 pm
by The Empire of Tau
Interesting stuff. I might make myself a industrialist of some kind, that manages over the Imperium's array of manufactories and likewise.

PostPosted: Thu Oct 08, 2020 9:53 pm
by Sarderia
To be fair... I've always wondered what a galactic Socialist revolution would look like. Peasants and laborers, fed up by the tyranny of the Great Houses and the two megacorporations that stranglehold the Imperial Senate, as well as the Ecumenical Council and their boring, outdated, and superstitious doctrines, rising up in unison, each in every planet of the region.

Workers of the Galaxy, Unite!

PostPosted: Thu Oct 08, 2020 9:53 pm
by Bentus
@OP, what is warfare like in this setting? Is ground-based warfare effectively redundant, or are we playing by rule-of-cool where space doesn't completely dominate everything?

PostPosted: Thu Oct 08, 2020 10:13 pm
by Imperialisium
Bentus wrote:@OP, what is warfare like in this setting? Is ground-based warfare effectively redundant, or are we playing by rule-of-cool where space doesn't completely dominate everything?


Ground warfare is still critical due to the existence of advanced and complex shields, effective ground to space weaponry, and planets just being host to vital resources. Ground warfare does however have a mix of tactics due to the presence of said shields being used by many elite forces, and those who can afford them. The shields in this setting generally either partially cover or fully cover a person, vehicle, or building, and usually can stop weapons fire of appropriate comparison (small arms for personal shields, vehicles stopping vehicle ordinance, etc). The effect of hitting a shield either causing a ricochet or even feeding back if it’s an energy based weapon. As a result the bayonet and melee weapons are common place. Along with an eclectic mix of body armour.

Space warfare is characterized the extreme ranges ships can duel at unless they too are shielded (but ships can’t fire while shielded. In fact you can’t fire at all while shields for any person or vehicle are up either). As a result void forces rely on closing in and either A) using close in delivery of ordinance to go under the shields speed limit in which it’ll trigger to stop an incoming projectile or B) using small attack craft for the same effect.

So a bit of Rock Paper Scissors. Simple, yet open for a variety of tactics, doctrines, and deployments.

PostPosted: Thu Oct 08, 2020 10:27 pm
by Bentus
Imperialisium wrote:-snip-


Hell, yeah. Space bayonets and shielded knights here we go! Got to admit Imp, you've got a way with coming up with these settings.

PostPosted: Thu Oct 08, 2020 10:31 pm
by Imperialisium
Bentus wrote:
Imperialisium wrote:-snip-


Hell, yeah. Space bayonets and shielded knights here we go! Got to admit Imp, you've got a way with coming up with these settings.


Thanks! Tried to find a middle ground between various aspects of sci fi without falling to too much cliche tropes.

@Sarderia, that would be a relatively fresh take. Given the setting background and such.

PostPosted: Thu Oct 08, 2020 10:59 pm
by The Empire of Tau
Sarderia wrote:To be fair... I've always wondered what a galactic Socialist revolution would look like. Peasants and laborers, fed up by the tyranny of the Great Houses and the two megacorporations that stranglehold the Imperial Senate, as well as the Ecumenical Council and their boring, outdated, and superstitious doctrines, rising up in unison, each in every planet of the region.

Workers of the Galaxy, Unite!

Want to join forces as two revolutionary socialists in arms? The Che and Fidel of this galaxy, if you will.

PostPosted: Fri Oct 09, 2020 7:30 am
by Union Princes
This is gonna be an interesting civil war between the reformists factions

PostPosted: Fri Oct 09, 2020 8:00 am
by Imperialisium
Union Princes wrote:This is gonna be an interesting civil war between the reformists factions


It’s going to be a hot mess. But that is good narrative wise, so I won’t complain. XD

PostPosted: Fri Oct 09, 2020 8:50 am
by Sarderia
The Empire of Tau wrote:
Sarderia wrote:To be fair... I've always wondered what a galactic Socialist revolution would look like. Peasants and laborers, fed up by the tyranny of the Great Houses and the two megacorporations that stranglehold the Imperial Senate, as well as the Ecumenical Council and their boring, outdated, and superstitious doctrines, rising up in unison, each in every planet of the region.

Workers of the Galaxy, Unite!

Want to join forces as two revolutionary socialists in arms? The Che and Fidel of this galaxy, if you will.

Absolutely. Spread the revolution across the stars...

Now to wait until the RP is open.
Imperialisium wrote:@Sarderia, that would be a relatively fresh take. Given the setting background and such.

To be honest, I've never saw a Galactic socialist state anywhere before being implemented, so this is as new as a concept I could make. Which is weird, given that the galaxy is highly industrialized, it has a dedicated laborer class, subjugated races (all necessary target audiences for socialist ideologies) and most importantly pompous, tyrannical nobles/capitalists/priests. So I'd imagine the Socialist ideals would take root at a somewhat faster pace compared to others.

PostPosted: Fri Oct 09, 2020 8:55 am
by Great Confederacy of Commonwealth States
I'm looking into playing someone from a noble family, who privately owns a number of agricultural worlds. Machines are expensive to ship, and human life is cheap, so the family basically runs these incredibly backwards worlds with hardly any modern enquipment just on the back of human labour and some farming implements. Basically, what little contact these people have with the outside world comes from period moments when the food they harvest has to be shipped off-world.

My noble character barely ever visits his ancestral lands. He is too busy traveling around the galaxy from penthouse to penthouse, doing sight-seeing and hunting various endangered xeno lifeforms. Rest of the time, he spends gambling and sometimes, when he feels like it, he will actually show up to meetings of the Peerage.

PostPosted: Fri Oct 09, 2020 9:11 am
by G-Tech Corporation
Hmm, yes.

Name: Jarnassus Fer Volitans
Nickname: Jarn
Age: 730
Birth Date: Rotation 3, 24929
Gender: Male Personality
Planet of Origin: Kas Matan
Race/Species: Officially, cybernetic human. De facto, Augment.
Height: 2.1 meters
Weight: 168 kg
Physical Description: Jarn stands tall amongst most men, and wears the form of a man in his early augmented fifties with a deep close-cropped black beard and dark emerald eyes set in a tanned face. Occasionally a hint of violet light strays into these eyes, but only rarely when around baselines. Customarily clad in the deep slate-gray greatcoat and bareheaded attire of a commander of the Obsidian Navy, his face bears slight scars from a boarding action in his youth that the entity chooses to remember. Muscled like a brawler rather than a fencer, his hands are great shovels with surprisingly nimble fingers, betraying manual dexterity that is curiously exact.
Social Class: Formally, a Forgemaster of the Molten Worlds. As such he bears the respect accredited to the ruler of a planet within the Imperium, and the Fer Volitans have ruled on Kas Matan for nearly fifty centuries, so the lineage is one that is beyond reproach save to the oldest of the old of bloodlines.
Titles: Forgemaster of Kas Matan, Arch-Fabricant of the Midnight Hegemony, Overlord of the Obsidian Navy, Commander-Captain of the Sundspar
Occupation: As the representative of the Midnight Hegemony to the court at Nova Terra and most specifically to the Imperial Navy, the Arch-Fabricant is nominally the ruler of the Hegemony for external purposes and the lead officer of the Obsidian Navy, the allied contingent of Hegemony fleet elements that supplements the rule of law in the northern galactic fringe.
Hobbies/Pastimes: An avid aeronautist, the Forgemaster is accounted a tinkerer by his family and friends, commonly stating that even the Augmented have a duty to seek to more fully understand the workings of the galaxy. His commitment to the Navy and politics have left him with few other hobbies aside from the macroeconomic niceties that any lord of many systems must appreciate to some extent to not go raving mad. Before the Augment he was a noted marksman and duelist in the customary Midnight art of crossed blades, but his changed composition left most of those abilities fairly moot.
Talents/Skills: As an Augment of the Hegemony, Jarn is capable of sustaining massive personal damage before being forced to surrender or shut down. A gifted tactical commander with an eye for warship design, industrial applications, and three-dimensional visualization, Jarnassus is a formidable spaceborne combatant with an analytical mind only made more dangerous by his Augment. Capable of personal disguise due to altered cosmetic composition, the Forgemaster would be an able assassin or infiltrator, if so minded. His ability to coordinate vast amounts of data is remarkable even for a cybernetically enhanced human, though he largely does not display, and his memory nearly impeccable, even when it comes to the most minor of details relating to his domain.
Religious Beliefs: Like most citizens of the Midnight Hegemony, Jarn follows the faith of the Maker, frequently called the Architect of Fate. He is fervent in his beliefs, but does not take a dim view of other religions as many of the other adherents are known to do, treating other worshipers with the calm bemusement of a man who possesses utter surety in his doctrines.
Personality: Cold, and distant. The age of the Arch-Fabricant has meant he has seen many friends and comrades from outside the Hegemony perish to dust over the years, and as such he maintains few contacts in the wider galaxy save those necessary to fulfill industrial contracts and military obligations for the Eternal Throne. His character warms when in space belonging to the Midnight Hegemony, but even then he only socializes sparingly with the prominent citizens of the Molten Worlds and those close to him, preferring to spend his time in ledgers of production or assessing new military designs aimed towards some goal only he perceives.
Biography: Labeled a rogue element in his younger days by some of the other landed families of the Hegemony, Jarn grew up in a privileged position on Kas Matan, crownworld of the Midnight Hegemony and ancestral seat of the Overlord of the Obsidian Navy. Born to a family of three brothers and two sisters, Jarn was the second oldest, and one of the first citizens of the Hegemony to undergo the Augment following the synthesis of the necessary materials on nearby Ascension in the Clarion system. His father, rightly seeing the power that this procedure lent his son, began the widescale Augment implementations that would later be recognized as both a gift and a tragedy throughout the Molten Worlds. Following his elder brother's expiration during the process, Jarn signed on as an ensign in the Black Fleet without the family's permission, going on to serve for nearly three decades before returning to take up his birthright following his father's suicide. Participating in the suppression of the Hrus Uprising, the Outer Scalandran Troubles, and fighting in the Intercide Conflict of 25000 in the neighboring space of Mechin and the Confederacy, Jarn has grown in to a capable leader of men, and indeed stands as one of the most bizarrely experienced soldiers in the Imperium due to his haunted upbringing. Though the Augment itself and the ramifications were concealed from the galaxy at large, the Arch-Fabricant has been at court long enough without many signs of age for some of the nobles of the Imperium to regard him with an almost superstitious fear.

Name of Territory: The Midnight Hegemony
Government: Star Feudalism - House Volitans and the other Houses of the Hegemony owe fealty to the Emperor on Nova Terra, when they take the time to remember their oaths. Hierarchs, hereditary families with established lineages down through the centuries, sit at the top of the social order and rule the many worlds of the Hegemony, using a bureaucracy of merit that has stood untouched for a hundred generations and more.
Capital World: Kas Matan
Population: 5 billion sentients. The Hegemony was never a place of great numbers, the colonists doing their best to avoid the overpopulated devastation that had visited the Core they left, and the Ascent killed nearly nine in every ten of those that had lived at the time. Her growth rate is very low, at a fertility rate of only 0.41 births per family. Without dedicated efforts by her citizens to engineer progeny, and with starkly rare immigration, it is not a stretch to say that the population of the Hegemony would sink rapidly.
Economy: To summarize the economies of a hundred hundred systems would be rather futile, but by and large the Midnight Hegemony is what could be described as an autarkic state; existing as it does on the fringes of civilized space, in the impossibly ancient Halo Stars of the northern rim of the galaxy. The Hegemony trades less and focuses less on services than the Core Worlds and most of the galaxy, preferring esoteric research and macroscale engineering to idle amusement - perhaps a result of having so few men and women in need of luxuries to content them. Most of the population of the Hegemony is concentrated in a string of thirteen planet-wide ecumenopolises, called the Jewels, of which Kas Matan is the most prominent. The Jewels, despite their names, are generally planets that lack any natural beauty or biospheres, the demands of supporting dataspinners, cathedrals, spire-palaces, and industrial yards as large as countries of Old Terra having led to cityscapes and manufacturing arcologies being erected over almost all land areas and natural habitats, with wildlife surviving only in specialized conservation domes and enclosures for the use of those given to such pursuits. Manufacturing and secondary industries consume the time, if not the direct labor, of most of the citizens of the Hegemony, managers of vast armies of automatons and factories, with the Jewels and Forge-Worlds of the Hegemony existing in the symbiosis of manufacturing and industry that supplies a hundred thousand thousand worlds with warships that hang in their night skies and uncounted military sectors with the weapons to fight at the Emperor's behest in the vast Imperium.
Culture: Most Hegemonics would be considered overly insular or reserved to outsiders, interacting as they do only with their colleagues and family members on a day to day basis. The Imperium-wide taboo against automation is effectively nonexistent in Hegemony space due to the cultural memories of the automation required to survive on the fringes of space, and nearly all menial or even semi-skilled jobs have been taken over by artificial assistance. Religious rites are works of panoply and grandeur, with some cathedrals of the Maker stretching from bedrock in to the lower atmosphere. What the rest of the galaxy does sensibly, the Hegemony does at scale, from planetary shipyards that girdle entire manufacturing worlds, to stellar lifters that slowly consume the younger stars of the Matani Belt.
Social Structure: Social structure within the Hegemony tends to be fluid, except for at the highest levels of the aristocracy. Though few formal laws exist to prevent such things as intermarriage with the lower classes, most landed nobility and upper class families will simply never be exposed to the lives of the lower classes, and as such such hierarchies are generally self reinforcing. No democratic or republican worlds exist in the Hegemony, and such tendencies are generally frowned upon even by the common man. After all, the leadership of the Hierarchs and their kindreds have seen the Hegemony clear for longer than most men can comfortably contemplate. Hierarchies flourish where few men are oppressed, and the robotic mind is one of the few things that labors long hours in the Witch Stars.
Territorial Size: The Midnight Hegemony composes almost four hundred planetary systems across the farthest Halo Stars of the known galaxy in the northern rim, known locally as the Witch Stars for their fairly universal sickly hues. Though only a minute amount of these systems are inhabited to a great extent, most bear some form of colonization, be they strip-mining operations controlled from the Jewels, endless agricultural fiefs, or simply stellar harvesters churning out exotic elements and fuel gasses for the immense furnace-foundries of the Molten Worlds. Being abnormally large for a holding, the Hegemony technically defies Imperial proclamations on the issue, but nobody has bothered with enforcing such an arbitrary restriction for centuries out on the edges of known space; in truth many of the systems that the Hierarchs control fall in a legal gray area, being uncontrolled by other polities and mined for several centuries before being abandoned, and therefore not "formally" part of the entity's claimed space. As of the most recent census of the Arch-Fabricant, the Hegemony composes 398 planetary systems containing 15 Beta-class worlds, 2 Epsilon-class worlds, 30 gamma/cheti/omega/theta class worlds, 95 delta class worlds. A variable amount of lower class worlds also exist within the Hegemony, but are not considered as anything save raw materials for Hegemonic administrative purposes.
Military and Security Forces: The Burning Armies are the formal forces that are responsible for the protection of the Midnight Hegemony, alongside the Blackguards which are the elite forces most families of the Hierarchs retain for personal protection and force projection in the politics of the Hegemony. The Burning Armies are almost completely automated, with vast ship-brains of their control cruisers in the Obsidian Fleets monitored by specialized personnel directing entire armies and squadrons of mechanized vehicles in to battle where required. Human elements within the Burning Armies are very limited, with most ranks below those of field officers being filled by various degrees of servitor commanded by cybernetically-altered or Augmented captains. The Obsidian Navy is the naval elements of the Hegemony, and generally accorded the most funding and resources of any of the Hegemony's elements. Formally part of the Imperial Navy, an aristocratic elite order where junior officers may be the only humans aboard frigates in a sea of automation, they realistically answer to the Overlord above all other commands, and possess both the numbers and firepower to lay waste to many systems indeed. The ships held back from export from the Hegemony are true megaliths of spaceborne combat, behemoths as large as small moons capable of turning worlds to molten slag.
The Burning Armies number some two hundred thousand organics in strength, with reservists numbering a further six hundred thousands; most inorganic components of the Armies are maintained in storage, with day zero strength at activation of five combat-capable drones for every Hegemonic. The Blackguards number some ten thousand additional combat personnel. The Obsidian Navy deploys one hundred fifty eight ships of above-capital class, six hundred capitals, and subsidiary fleets of two thousand eight hundred and fifty four lesser vessels.

PostPosted: Fri Oct 09, 2020 9:26 am
by Union Princes
Sarderia wrote:
The Empire of Tau wrote:Want to join forces as two revolutionary socialists in arms? The Che and Fidel of this galaxy, if you will.

Absolutely. Spread the revolution across the stars...

Now to wait until the RP is open.
Imperialisium wrote:@Sarderia, that would be a relatively fresh take. Given the setting background and such.

To be honest, I've never saw a Galactic socialist state anywhere before being implemented, so this is as new as a concept I could make. Which is weird, given that the galaxy is highly industrialized, it has a dedicated laborer class, subjugated races (all necessary target audiences for socialist ideologies) and most importantly pompous, tyrannical nobles/capitalists/priests. So I'd imagine the Socialist ideals would take root at a somewhat faster pace compared to others.


Image

PostPosted: Fri Oct 09, 2020 10:14 am
by Imperialisium
G-Tech Just Four dimensions ahead with an app.

PostPosted: Fri Oct 09, 2020 10:17 am
by Union Princes
Was wondering where he pulled that one out

PostPosted: Fri Oct 09, 2020 10:49 am
by G-Tech Corporation
Union Princes wrote:Was wondering where he pulled that one out


Oh I always keep a few on the back-burner, just in case.

PostPosted: Fri Oct 09, 2020 1:36 pm
by Imperialisium
Aiming to have OP finished today (NS Forums crashing not withstanding)

PostPosted: Fri Oct 09, 2020 1:41 pm
by New New Sriker
Sarderia wrote:
The Empire of Tau wrote:Want to join forces as two revolutionary socialists in arms? The Che and Fidel of this galaxy, if you will.

Absolutely. Spread the revolution across the stars...

Now to wait until the RP is open.
Imperialisium wrote:@Sarderia, that would be a relatively fresh take. Given the setting background and such.

To be honest, I've never saw a Galactic socialist state anywhere before being implemented, so this is as new as a concept I could make. Which is weird, given that the galaxy is highly industrialized, it has a dedicated laborer class, subjugated races (all necessary target audiences for socialist ideologies) and most importantly pompous, tyrannical nobles/capitalists/priests. So I'd imagine the Socialist ideals would take root at a somewhat faster pace compared to others.


Expect my Strike Leader to assist you fellow revolutionaries

PostPosted: Fri Oct 09, 2020 1:42 pm
by Bolslania
New New Sriker wrote:
Sarderia wrote:Absolutely. Spread the revolution across the stars...

Now to wait until the RP is open.

To be honest, I've never saw a Galactic socialist state anywhere before being implemented, so this is as new as a concept I could make. Which is weird, given that the galaxy is highly industrialized, it has a dedicated laborer class, subjugated races (all necessary target audiences for socialist ideologies) and most importantly pompous, tyrannical nobles/capitalists/priests. So I'd imagine the Socialist ideals would take root at a somewhat faster pace compared to others.


Expect my Strike Leader to assist you fellow revolutionaries

Looks like I'm gonna be fighting a lot of revolutionaries.

PostPosted: Fri Oct 09, 2020 1:48 pm
by New New Sriker
Bolslania wrote:
New New Sriker wrote:
Expect my Strike Leader to assist you fellow revolutionaries

Looks like I'm gonna be fighting a lot of revolutionaries.


Peace is an option for my character but not sure about the other two, only reason he would fight is if the strikers are attacked or the demands aren't met

PostPosted: Fri Oct 09, 2020 2:03 pm
by Union Princes
Might also app as a revolutionary too but not like the space Lenin or space Che

PostPosted: Fri Oct 09, 2020 2:15 pm
by New New Sriker
Union Princes wrote:Might also app as a revolutionary too but not like the space Lenin or space Che

Revolutionary Gang

PostPosted: Fri Oct 09, 2020 2:29 pm
by Imperialisium
Tfw space nam becomes a thing

PostPosted: Fri Oct 09, 2020 2:34 pm
by Union Princes
Imperialisium wrote:Tfw space nam becomes a thing

Instead of the Viet Cong, its the Marxists, Fascists, Republicans, Separatists, Loyalists, and Warlords in the trees

PostPosted: Fri Oct 09, 2020 2:53 pm
by Segmentia
*Greatest and most ancient Great House frowns*