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Tales of the Dark Ages (Science Fantasy - Character RP -OOC)

PostPosted: Fri Dec 31, 2021 5:29 pm
by Sao Nova Europa
Tales of the Dark Ages

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The year is 3001 AU (After Unification). The Empire that once spanned the entirety of the Milky Way is in decline. Emperor Hadrian IV is an old man, on his deathbed and unable to impose his will on the Galaxy. Dukes and Barons have asserted their de facto independence and ignore orders from the imperial center. Barbarians invade and pillage worlds in the Outer Rim. Piracy is flourishing even in the Mid-Rim. The Imperial Guards seem unable to impose order. Even worse, the Order of the Thousand Suns has fractured and a cult of evil sorcerers is threatening to plunge the Galaxy into a state of civil war.

Will the Empire fall and our Galaxy descent into an era of barbarity and depravity or shall it be restored to its former glory and reign for another thousand years?


Welcome to the Tales of the Dark Ages (TotDA for short). TotDA is a character role-play in a science fantasy setting that aims to give to players wide freedom of choice and narrative while crafting interesting stories and characters.



IC





Setting

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The Empire is galaxy-spanning institution that was build by humans over thousands of years of colonization and conquest. The Ecumenopolis - a city covering the entirety of the planet's surface - is its capital. No one knows the name of the planet anymore; only the city matters. At the center of the Empire is the Emperor, an absolute ruler who governs his realm with the aid of the Imperial Court. The Court is comprised of nobles, men whose families were rewarded with titles of nobility by the early Emperors of the Empire. The Emperor enforces his will with the strength of the Imperial Guards, the imperial military which remains the most powerful war machine in the Galaxy, and the wisdom of the Order of the Thousand Suns, a cult of sorcerers devoted to the worship of the Emperor and pursuing of magical powers.

Due to its enormous size, the Empire is highly decentralized. Outside of the Core Worlds, the planets of the Empire are ruled by hereditary Dukes and Barons. Those noble lords maintain their own militaries and rule as de facto independent monarchs. When the imperial center was prospering and the Emperors had the strength to impose their will, the nobles were kept in check. Now, however, with a weak old man on the throne and a bureaucracy that has grown wasteful, corrupt and inefficient, the central government is unable to impose any checks on the nobility. Not only Dukes and Barons openly disobey commands from the center, but the Imperial Peace is shattered by wars between rival nobles who attempt to grab nearby systems and grow in power.

Economic destitution, wars between nobles and the inability of the Imperial Guards to enforce peace have driven many daring young men and women to become pirates. Now those space pirates have become the scourge of space travel, raiding traveling vessels and even looting entire worlds. The phenomenon has spread to such an extend that regional militaries - and even the Imperial Guards - struggle to battle against pirates.

Even worse, a cult of evil sorcerers has emerged. The Order of the Night was borne out of sorcerers conducting illegal experiments in the dark arts. Overtaken by demonic spirits, those sorcerers have come to reject the established structure of the Empire and instead wish to become Gods among men, pursuing personal power regardless of the costs to human life.

The internal troubles of the Empire have invited outside aggression. From their home planets in the Outer Rim, Orcs (called Barbarians by the Imperials) are invading and pillaging imperial worlds in the Outer Rim. Some of them have launched raids even in Mid-Rim worlds, inflicting terrible defeats upon the Empire. If they are not stopped, the Empire may soon for the first time in its history lose control of the entirety of the Outer Rim.

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Starships are able to use FTL engines to travel across the Galaxy. Starships are usually classified as racers, fighters, cruisers, frigates and capital-class warships. Artificial gravity generators make space travels safer and easier than in the past. Ships are often loaded with turrets, firing laser bolts and armor piercing projectiles. Frigates have tens of turrets while Capital-Class warships have hundreds. Imperial Fighters are 29 feet (8.7m) in length and equipped with two forward-firing turrets firing 30mm, armor piercing projectiles.

Modifications (Mods, for short) have flourished. Through cybernetic implants, humans can acquire several advantages, including; greater hearing, greater physical prowess, replacing lost limbs, greater stamina, etch. While Mods provide advantages, their high cost and the health risks involved - both during their installation process and in maintaining them - means that only three kinds of people have them: the upper class, elite troopers of the Imperial Guards and those who trade in the black market.

Races


Humans:
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Humans are the dominant race of the Empire, monopolizing the upper echelons of society. They form the vast majority of the Galactic population and can be found on almost every habitable planet. Humans vary to a greater extend compared to other species; some are physically strong, other are geniuses and yet others are orators and leaders. This variety allowed the humans to colonize the entirety of the Milky Way and create the greatest civilization in Galactic history.


Is'in:
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An avian race, the Is'in have a short lifespan of just fifty years. However, they tend to mature quicker than other species and are considered adults at the age of twelve. They genetically predisposed to the sciences and are physically frail. The Is'in are a minority in the Empire and found only in the Core Worlds. They are considered - and treated as - inferior to humans. As a result, they are excluded from the upper echelons of government. Their intellect, however, means that the Empire employs them as scientists or bureaucrats, and the most fortunate Is'in are able to make a fortune.


Elves:
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Elves are a humanoid specie, defined by their long pointed ears. Their average lifespan is one thousand years. They age slowly and retain their youthful looks until - approximately - their 800th year. They tend to be extremely intelligent, most Elves being able to grasp complex mathematical concepts at the age of ten. Elves also have a natural predisposition to magic, being able to make use of sorcery even without training. Their beauty, youthfulness, long lifespan and great intelligence sets them apart from all other species. Elves are extremely rare and number in the few thousands. This is a result of an extended campaign of genocide by the humans, who feared and distrusted this wise and powerful race. Imperial Law still dictates that Elves are to be killed on the spot, so the few remaining Elves are in hiding.


Orcs:
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Tall, physically strong, with great physical endurance and secondary major organs, Orcs are a fearsome race that is widely feared and despised. Called barbarians by the Imperials, they organize themselves into Clans: each Clan led by an Orc who has shown their physical prowess and martial abilities, and thus managed to gather warriors to their side. Orc Chiefs are able to maintain their grip on their Clan only as long as they can provide victories and loot. The moment they show weakness or failure, they are deposed by their strongest warrior. Now Orc Clans are blazing their way in the Outer Rim, conquering and looting Imperial colonies. If they are not stopped, the Age of Humans might be replaced by the Age of Orcs.


Robots:
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With advances in artificial intelligence, robots have become almost sentient beings. The early Empire had even created a Legion of deadly robots to assist in their conquest of the Milky Way. However, with the discovery of remnants of various civilizations destroyed by the AI they had created, the Empire began to distrust the robots. The Legion was dismantled and the use of robots in military capacity was banned. Most robots nowadays serve either as private servants or as manual labor in the industrial facilities of the Empire. Some individuals though - mostly pirates or other crime bosses - have acquired military-grade robots despite the official imperial ban and use them to enforce their will.


Undead:
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The Undead are not natural creatures. They are corpses raised back to life by practitioners of the dark arts - disciples of the Order of the Night - who dabbled in necromancy. While intended to become their servants - and many are serving dark sorcerers -, most Undead decided to break free from their masters. The vast majority of the Undead are crazed creatures, seeking blood and vengeance. A few (extremely rare) Undead have retained their sanity, but they are distrusted and hunted down by the Empire. They can be killed by dismantling them to pieces and then crushing their skull.


Classes


Nobles:
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The nobles are the backbone of the Empire. They are the caste that governs the vast imperial structure, but they are also the people who are leading the Empire to ruin with their antagonisms. Most nobles trace their lineage thousands of years ago, to the first centuries of the Empire when the First Emperors granted noble titles to the families that assisted them in their unification of the Milky Way. There are, for the most part, three types of nobles:

Imperial Courtiers: Those are the nobles that live in the Ecumenopolis and reside in the Imperial Court. They advise the Emperor, staff his cabinet and the top offices of the state, and direct the course of the Empire. They are legendary for their scheming, backstabbing and intrigues. It is said that Imperial Courtiers are more bloodthirsty that even the most vicious Orc. Yet they hide their schemes and ruthlessness under a civilized exterior, presenting to the outside world an image of culture, eloquence and luxury.

Dukes: Dukes lord over solar systems in the Mid and Outer Rims. They are practically independent from the Imperial center. In the past, they used to pay a yearly tribute to the Imperial Court but the inability of the Court in recent years to force Dukes to pay that tribute has rendered this practice obsolete. Dukes also maintain their own private militia, though they are of inferior quality compared to the Imperial Guards. With the weakening of Imperial control, Dukes have began fighting each other in wars of conquest to expand their personal domains.

Barons: Barons are nobles who lord over a single planet. While most Barons are vassals of some Duke, there are plenty of independent Barons as well. While not nearly as powerful as Dukes, they have the advantage of presiding more centralized administrations. Indeed, unlike the Emperor and the Dukes who rule in an almost feudal fashion, Barons are able to centralize political power thanks to the small size of their domain.


Imperial Guards:
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The Imperial Guards are the elite troops of the Empire, the soldiers that enforce the will of the Emperor to the entire Galaxy. At least they used to. Now, as a result of a succession of weak Emperor, the inefficiency of the imperial bureaucracy and corruption and nepotism in the upper command, the Imperial Guards have met a series of defeats at the hands of pirates, Orcs and even some rogue Dukes. Despite this, they remain by far the stronger military in the entire Galaxy.

Imperial Guards are recruited at the young age of six, and separated from their families. They are trained in facilities in planets with harsh conditions, away from habitable areas. They are made to suffer, being regularly denied food and sleep to toughen then up. They are also made to participate in virtual - and sometimes real in the last years of the training - massacres of unarmed civilians to break them psychologically and instill in them a sense of duty to the Emperor that overrides any moral concerns they may have. When their training is complete at the age of twenty, they are the "toughest, meanest grunts in the Galaxy".

They are equipped with Power Armors that enhance their martial prowess. Power armors allow soldiers to withstand high-gravity and low-gravity environments, to have enhanced physical power and to run faster, while also providing adequate protection against most weapons. Helmets allow for night vision, X-ray vision, thermal vision and VI assistance to pinpoint targets and analyze artifacts while also offering protection against poison gas and deadly environments.


Militants:
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Dukes and Barons maintain their own private militias. Militants who render their services to them are also equipped with power armors - like the Imperial Guards - but unlike the Guards, their armors tend to be of lower quality and offer much less protection. Militants also lack the grueling but rewarding training of the Guards, and as such oftentimes lack the endurance, prowess and discipline of the Guards. Nevertheless, there are many brave warriors in those militias that can match Imperial Guards and with the ongoing wars across the Empire many militants have gained valuable experience in the bloody battlefields of the war-torn Galaxy.


Sorcerers:
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Sorcerers are those who can use Magic. When humans began to expand in the Milky Way and discovered the Elves, they found out that this race could make use of magic. Humans managed through war and diplomacy to extract vast knowledge about spells from the Elves. After many decades of trying and failing, it was discovered that humans with strong mind and intellect could learn to use magic by memorizing the Elven spells and training for years on how to use them. Only a small number of humans had the ability to learn magic, but the powers of sorcerers were so terrifying that the Imperial Court banned use of the art outside of the Order of the Thousand Suns.

Order of the Thousand Suns: The Order is a religious cult that worships the Emperor as a Deity who safeguards peace and prosperity in the Galaxy. The Order is led by a Council of Grandmasters (twelve in number). The disciples of the Order are the only ones who can legally train in the art of sorcery. The sorcerers of the Order are recruited as children, and placed in the tutelage of the Elders of the Order. The disciples learn to memorize spells, to refine their mind and expand their mental capacities, and to use safely magic. Once the disciples graduate, they are named Brothers and Sisters of the Order. They are sent on missions by the Imperial Court to assist the Imperial Guards or help in other way the Imperial government.

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Order of the Night: Some acts of sorcery (such as necromancy, blood magic [the consumption of blood of other sorcerers to strengthen a sorcerer's powers] and the summoning of the souls of the dead and of evil spirits) were deemed too apocryphal and dangerous, and were thus banned by the Imperial Court outright. A number of Thousand Suns disciples, however, decided to ignore those warnings and experiment with those dark arts. Overtaken by demonic spirits they had summoned, they became crazed and unreasonable. Powerhungry and highly dangerous, the dark sorcerers are a curse upon the Empire. They destroy entire communities with their evil ways and will stop at nothing to achieve their dreams of absolute power and dominion over all other beings.

Elven Sorcerers: Elves have a natural affinity for magic. Unlike all other races, all Elves can use magic without any training whatsoever. They only need to memorize spells in order to use them. Their powers of sorcery terrified humans and led to a war of genocide that has almost eradicated the Elven race. The few remaining Elves are hiding, either alone or in small communities, hoping to evade slaughter and the annihilation of their race.


Pirates:
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Space pirates have become one of the greatest scourges of the Empire. People are driven to piracy for all sorts of reasons; economic destitution and a desire for excitement are the most common - but not the only - reasons. Pirates usually operate in crews ranging from 4-5 people to up to a hundred pirates. Their starships are usually frigates; fast, medium-sized vessels that have heavy firepower and can store loot but at the same time can maneuver fast and escape from dangerous situations. While pirates generally target ships (mercantile for the most part), some ambitious pirate crews have began looting colonies. A few pirates can even be considered warlords now, having crews and starships that can match the militias of Barons.



Barbarians:
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Barbarians are what Imperials call the Orcs. The Orcs are a warlike race, using their ferocious strength to pillage and conquer. They originate from worlds in the Outer Rim, and it is there where they launch their vicious attacks. In recent months, however, they've began daring raids against worlds in the Mid Rim, forcing the nobles of the Empire to attempt to confront them with mixed results.

Orcs are organized in Clans, with most Clans having between a hundred and a thousand warriors, and a few powerful Clans fielding hordes of thousands of Orcs. Orc Chiefs are chosen on the basis of their martial prowess and physical strength. They have to prove they are worthy to lead by leading their Clans to successful raids. The more the loot and the dead foes, the more fame a Chief earns and the more warriors flock to his Clan. But if they lead their Clan to defeat or fail to bring riches, then the Orc's Code of Honor allows the stronger warrior of the Clan to kill the Chief and take their place.

While Orc Clans do operate shipyards and other facilities (most of them captured in successful wars and manned by human slaves), they generally capture the starships and equipment they use in successful raids. As such, they own all kinds of Imperial starships and their firepower is often able to match those of Imperial fleets.


Professionals:
The Galaxy has many more professions than the ones mentioned above; there are doctors, barbers, musicians, show hosts, waiters, dancers and all other kinds of professions. If you don't want your character to be any of the above classes, you can have them be a professional.


Quests


One of the reasons many character RPs die, is because players reach a point where they do not know what to write or where to move next. The aim of Quests is to rectify this by providing players from time to time with quests they must deal with. Quests can be as simple as 'you are ordered by your Commander to lead an attack against the pirates of Sector X' to as complex as finding lost artifacts or putting down a revolt. In order to avoid railloading players to a predetermined narrative, players will have the freedom to choose how they want to deal with quests or can even ignore them altogether (this, at times, will have negative consequences however). Players will also determine if they succeed or fail; indeed, sometimes players may wish to purposefully fail a quest for narrative reasons or because succeeding would go against to how they envision their character.

PostPosted: Fri Dec 31, 2021 5:30 pm
by Sao Nova Europa
Players' Lore


While the galaxy of the TotDA has an established lore, players will also be able to contribute to worldbuilding. This is especially true for planets. Aside from Ecumenopolis, all other worlds are left up to the players to name and describe. All that lore will be copied from accepted apps and IC posts here, to allow for easy access by other players.

LOCATIONS:


Koalea: a lawless tropical Outer Rim planet home to a diverse population of Humans, Elves, Is'in, and Robots. Koalea used to be controlled by a Noble, however the encroaching Orc threat and the weakening of the Emperor has left it somewhat abandoned by its noble holders. As the only habitable planet in Koalea, and located on the border between the Outer Planets and Wild Space, Koalea is a diverse planet with a somewhat strategic position, serving as a middle ground to trade throughout the less-civilized regions of the galaxy, and a rest stop for some of the undesirables. Unsurprisingly, it has become home to many pirates, many of whom have now formed a somewhat unofficial defense force on the planet against the Orcs as part of a non aggression pact.

Vaxum Orientalis: a formerly independent trading world in the mid-rim that was conquered 29 years ago by the empire. Those six-year olds with good physical characteristics were taken as part of the peace settlement and the annexation agreement. Orientalis is a dustbowl world, but with very favourable orbital mechanics that make it ideal for taking off and landing from, as well as being the shortest point between some larger commercial worlds and the outer rim resource colonies. Naimur does not remember much from that period in his life.

Panticapaeum: the crown jewel of House Ametistos and the beating heart of the Bosporan System. The Bosporan System is located in the Middle Rim, giving House Ametistos and the billions of inhabitants of the Bosporan System relative stability and security compared to those who call the Outer Rim home. With an overall temperate climate, the first inhabitants and their successive descendants straddled the line between urbanization and development and sustainability. The astute stewardship of House Ametistos, thanks in part due to mods that have given its reigning Dukes generous improvements in their mental capabilities, has ensured that the Bosporan System is one of the most prosperous systems in the Middle Rim, though imperial economic downturns have added strain on the once flush coffers of the System and its House.

Celestial III: a mercantile barony that sat on the border between the Mid Rim and the Outer. It used this as a major traffic point between tradelanes that made it a gateway to the deeper parts of the empire. The sector itself was getting more reinforcements from the crown as it was one of other sectors that served as major gateways to much more important Imperial sectors.

Paerus: a cold backwater world in the outer rim. Where Mezei's parents stopped at after a job in order to have ensure a healthy birth of Mezei. Present-day it has been abandoned by its baron due to the threat of the orcs and is now occupied by them.

Ileron: an arid moon orbiting the temperate world of Athea near the border between the mid and outer rim. The system Belongs to Duke Maeloc Pascow and currently serves as the headquarters of the Fallen Suns.

Nunyunuwi: a moon firmly outside the habitable zone of its star orbiting the gas giant Iris, which bears a properly magnificent set of rings and a deep purple hue to its atmosphere from an anomalously high concentration of atmospheric iodine. Nun’yunu’wi is so named because of its habitability. Although the moon itself possesses a native biosphere which is adapted to the environment, Earth life can only inhabit heights of the many extinct volcanoes that pierce the lower layer of the atmosphere. Volcanism is the primary mechanism for keeping the planet warm, though photosynthetic life keeps oxygen levels above the death line at habitable levels. The moon’s low gravity and scenery make it a frequent travel destination for the inhabitants of its sector of the Mid-rim, though the planet itself has a high level of mob violence, partially due to how easy it is to make deaths look like accidents.

Is'Ara: homeworld of the Is'in race. Is'Ara is a habitable planet with vast, continent-sized rainforests and massive mountain ranges, separated by large seas. The planet's gravity is significantly lighter than the Ecumenopolis and other habitable worlds, meaning that while Is'in have adapted to this with hollow bones and agility, they are much weaker on planets outside of their own. Huge cityscapes crisscross the planet, mostly near large bodies of water, and the orbit possesses several large space stations built by the Is'in to help mitigate overpopulation. Is'Ara is actually somewhat close to the Ecumenopolis, being about three systems away from the planet, and is considered a core world that is heavily defended and prized by the Empire.

Zaphedrilon: In the demesne of House Ush'Meledia. Zaphedrilon is a planet home to a variety of ecosystems, but is particularly known for its warm oceans, many archipelagos, and the dense tropical rainforests on the continent of Bebodry. Home to a variety of fascinating and useful fauna and flora, a number of Factors- which are localised trading posts, have been established by various companies and governments in order to exploit the area. Equadrilos Agrocorp, which operates in a number of systems, including the Favenris system, is particularly involved with this, and offers generous educational grants to attract workers, and expenses-covered internships.


Application


In order to join, you must fill the Application. It should be noted that while the RP is open to everyone, in order to get accepted you must provide a decent app: good formatting and a biography at least three paragraphs long are requirements. The more important and powerful the character you want to app as, the more effort you will have to put in your application.

Note: You should try to avoid OP characters. While your character may be a Duke that rules over two or three star systems, he will be able to field only a certain number of men and won't be able from the start to challenge the Emperor. While your character may be a powerful sorcerer who can cast fireballs and lightning, they won't be able to destroy entire armies or starships with their magic nor will they be invincible. OP characters will be denied.

Code: Select all
[b][u]Name[/u][/b]:
[b][u]Race[/u][/b]:
[b][u]Class[/u][/b]:
[b][u]Role[/u][/b]: (Here you specify your profession. If you are a sorcerer, do you belong to the Thousand Suns Order or the Night Order? If you are an Imperial Guard, what rank do you hold? If you are pirate, what part do you play in the crew? If you are a noble, are you Duke or Baron or Courtier? If you are Barbarian, are you a Chief or a warrior?)
[b][u]Gender[/u][/b]:
[b][u]Age[/u][/b]: (Be reasonable; there won't be any twenty years old Captains in the Imperial Navy. You can have a pirate captain be that young, but they also would not have a large crew)
[b][u]Appearance[/u][/b]: (Either description [paragraph long] or photo/image)
[b][u]Origins[/u][/b]: (Where is your character from? Unless your character comes from Ecumenopolis, aside from naming your planet, you will also have to describe it. The description does not need to be long. Two or three sentences suffice)
[b][u]Starting Location[/u][/b]: (Where is your character now? If they are not on a starship or in the Ecumenopolis, then you have to name and describe the planet they are on)
[b][u]Strengths:[/u][/b] (Any modifications should be mentioned here)
[b][u]Weaknesses[/u][/b]: (You must have as many weaknesses as strengths. Exceptions are allowed if your strengths are underwhelming or your weaknesses overbearing. But try to ensure that your character is balanced. You are not the strongest character in the Galaxy]
[b][u]Equipment[/u][/b]:
[b][u]Biography[/u][/b]: (Must be at least three paragraphs long - it should mention family, childhood and your character's career before the start of the RP)
[b][u]Psychological Profile[/u][/b]: (What makes your character tick? Is your character extrovert or introvert? Funny or cold? Flirty? Stoic?)
[b][u]Other Information[/u][/b]: (Here you may add whatever you want to mention about your character that doesn't fit in the above categories)

PostPosted: Fri Dec 31, 2021 5:31 pm
by Sao Nova Europa

Tales of the Dark Ages (Science Fantasy - Character RP -OOC)

PostPosted: Fri Dec 31, 2021 11:50 pm
by Observation Post 13
I'm new to science fantasy and this is very cool, so here goes.

Name: Nathan Maimon
Race: Human
Class: Sorcerer
Role: Order of the Night
Gender: Male
Age: 30, nice and even
Appearance: https://pin.it/5yX7Iw8 (sorry about not hyperlinking it)
Origins: Ecumenopolis
Starting Location: Hopping around in the asteroid and debris belt of the outer ring, posing as scavenging and mercenary group. Should begin in more anarchic sectors of the Galaxy.
Strengths: Secret worshipper of the Night Order. A disciple in Blood Magic, but dabble in various other magical schools and dark arts.
Diablery: Stripping the flesh and soul of sorcerers in rituals that violate the balance of order in the Galaxy, enriching Nathan's own.
Heat Vision: A botched brain surgery had some unexpected secondary effects. Nathan can generate 2 microscopic gates on the surface of his pupil, linked to a nearby planetary core. The gates convert heat energy into beams of photonic laser which Nathan can fire, covering medium distances.
Weaknesses:
Psychic Glimmer: Blood Sorcerers use unnatural means to empower themselves - by robbing from others. As blood sorcerers rank up in power, so do their attraction to dark spirits and demons from the darkest corners of the immaterial plane, enraged and jealous by their brazen acts of thievery. If Nathan's glimmer grows too high, creatures from the immaterial plane will be able to interact with him in increasing numbers and ways. Other sorcerers will also be increasingly aware of Nathan's commitment as he grows in power, seeing through his masquerade.
Cursed: Experiments with dark arts have left lasting psychological trauma in Nathan, turning him "crazed" and paranoid. His mind still struggles to suppress daemonic influences, especially after making a deal and getting tricked by a demon.
Creeping Sense: Something about Nathan is inherently unsettling to animals and humans who are highly intuned to nature. Nathan cannot tame nor interact(play, ride, handle...) with any animals and will have a harder time gaining the trust of nature-based magic-users(such as druids and vivomancers). And also the insane amount of bird droppings he needs to avoid.
Equipment: Starting with a fleet of racers, several fighters, and a single cruiser, crewed by unsuspecting mercenaries, pirates, civilians... As you can expect, it's pretty shotty. Nathan is the leader of this fleet and is in possession of some magical artifacts(need to think on this).
Biography:
The beginnings have always been fuzzy for Nathan. Was he sold off as a sacrificial surrogate to one of the rim worlds infested by cultists? Or was he kidnapped by dark crusaders in sporadic raids? The only remaining artifact, a birth tattoo engraved on his lower nape, confirmed his origins in Ecumenopolis. Surviving childhood always seemed like a miracle - he somehow always emerged victorious in the gladiatorial deathmatches, served and pulled through as a child soldier of the Order of the Night, and retained his sanity until adulthood.

The first thing that he did when he survived his initialization trial was to announce his official, and immediate graduation, by slicing every cultist in half with his newly attained superpower. It did cost him his soul, so he had a lot of fun lasering his past brothers and sisters. This didn't last - but he was spared and taken in as one of the inner disciples of a high-ranking dark priest, continuing the study of occult magics.

Fast forward a couple of years, and eventually, the cult has grown large enough to become a nuisance. Some idiot kidnapped a woman who turned out to be the secret lover of a duke. A small squadron of imperial guards, working in tandem with the local militants, swiftly overwhelmed the defenses of the cult and taught a valuable lesson to the young Nathan, to not f*ck with guys who have bigger guns. With a stroke of luck, he narrowly managed to slip through the chaos, escaping with valuable occult artifacts.

He hopped from planet to planet, selling pieces of his collection to the highest bidder. Frankly, he doesn't care what they do with it, as long as they don't bring the heat back to him. With money and patience, he managed to amass a small fleet and a crew of crude men, stocked up on ammunition, food, and mapped out the constellations of the local sector. But the gods are bloodthirsty. And he can hear their call.

Blood will spill.
Psychological Profile: Erratic, and paranoid, Nathan is arbitrary at times, making sudden changes to plans at the last minute. The memory of his brothers and sisters being massacred effortlessly has etched into his mind, making him vengeful towards imperial loyalists in general. He is someone who doesn't forget transgressions, but secretly enjoys the thrill of a good hunt; preferably with him as the predator.
Other Information: I dunno this is my first time...

PostPosted: Sat Jan 01, 2022 12:59 am
by Khasinkonia
Alright, I have a concept here. How about a sorcerer who was formerly a linguist and sociologist who studied a small elven community in secret for years...four hundred years ago. Although it is unknown where her longevity is sourced, she is one of the oldest humans alive, yet seems unaging like an elf, despite being verifiably genetically human. The source of this longevity is due to her membership in a long-defunct secret society (more like a university club, really, but one's memory has a way of fantasticising these things) who, via a mixture of genetic studies, magic, and the dark arts, have seemingly cheated death. Open to suggestions as to what precise role such a character could serve, and if it doesn't work at all in the world, no worries; I have plenty more ideas!

PostPosted: Sat Jan 01, 2022 5:45 pm
by Thai Sweet Billy
Name: Miata Clancy
Race: Human
Class: Pirate
Role: Pirate Captain; leader of a small pirate flotilla
Gender: Female
Age: 27
Appearance: Miata, the Buzzard, and the Mad Ranger
Origins: Planet Koalea, a lawless tropical Outer Rim planet home to a diverse population of Humans, Elves, Is'in, and Robots. Koalea used to be controlled by a Noble, however the encroaching Orc threat and the weakening of the Emperor has left it somewhat abandoned by its noble holders. As the only habitable planet in Koalea, and located on the border between the Outer Planets and Wild Space, Koalea is a diverse planet with a somewhat strategic position, serving as a middle ground to trade throughout the less-civilized regions of the galaxy, and a rest stop for some of the undesirables. Unsurprisingly, it has become home to many pirates, many of whom have now formed a somewhat unofficial defense force on the planet against the Orcs as part of a non aggression pact.
Starting Location: The starship Mad Ranger, docked on Koalea.
Strengths:
  • Star-Pilot: Miata is a natural spacer, both in the art of flying and maintaining ships. She also applies this ability to leading her flotilla in combat and complex maneuvers against the enemy.
  • Gunslinger: Miata is a crack shot with most firearms, particularly small handheld weapons, which are her favorite.

Weaknesses: A short temper, arrogance, anger and trust issues, and a know-it-all attitude all plague Miata. Along with being relatively normal "physically", she has no grasp of the concept of magic and is unable to use it.
Equipment:
  • Sparks: A small hovering robot that is kept both as a pet and an assistant to help access computer ports, locate enemies, and operating heavy machinery.
  • Dusk and Dawn: Miata's personal sidearms, two identical heavy pistols that are kept in an almost pristine quality.
  • The Buzzard: Miata's personal fighter craft, armed with one heavy autocannon, upgraded engines, and an upgraded sensor suite.
  • The Mad Ranger:: A frigate that holds a small docking clamp to hold the Buzzard, and serves as the head of Miata's flotilla. Features a small profile and a suite of turrets, countermeasures, and jamming technology.

Biography: To this day, the origins of Miata Clancy still remains a mystery to most who come across her. Some say that she was the child of a legendary couple of pirates, while others say she was born from the slums and backwater worlds of the galaxy itself, simply coming into being rather than being birthed by a mother and father. In reality, Miata came into the world like any other individual, her parents being Imperial Scientists that one day had ventured a bit too far into pirate territory on a cartography mission.

The space they had entered was owned by the Blood Brigade, a gang of roving and marauding pirates that pillaged and destroyed everything in their way on large crusades through the Mid-Rim, only to sell their wares in the Outer Rim, where they possessed significant clout. The Blood Brigade boarded and razed the research ship, culling all of its members in a brutal fashion, before they eventually decided to make away with their new ship using salvage ships. Before they could do so, however, they came across an infant - a baby girl named Miata, who had been left as the sole survivor of the ship. In a sudden move of compassion and humility, the pirates adopted the baby girl and took her as their own, giving her the last name "Clancy", after the Brigade's leader.

While Miata was very much glad to be alive, she soon began to realize that, as she grew older, she wasn't shaping up to become a member of the Brigade. Instead, many viewed her as a mere object for the entertainment of the crew. It was not only the various looks and flirty remarks that she received while walking down the corridors of the Blood Brigade's home station or the special service she was given, but also word from Captain Clancy himself, whose words triggered a massive change in her mentality and appearance in order to minimize the possibility of this occurring. Gradually, she started to act much more masculine, cutting her hair down and changing up her attire from the usual dresses to battle jackets, as well as partaking in various raids alongside the pirates.

Gradually, they began to take notice of her skills, which had become so much of a benefit to the Brigade that they had entered the radar of the Imperial Guard, leading to a myriad of other opportunities for gaining clout presenting themselves. Eventually, she became Captain Clancy's own First Mate, the de facto second in command of the entirety of the Blood Brigade. Miata herself was on the right path - to becoming the next leader of the band of pirates, but not before something changed her mind drastically, causing her entire perspective on the pirates and their leader to change instantly.

One of the much older, original pirates — who witnessed firsthand the adoption of Miata — confessed to her on his deathbed the shocking truth about her backstory, and how the then-young Captain Clancy was responsible for all of it. Her desire to enact revenge on Captain Clancy was only further increased when he tried to assault her in private to hide the truth from the rest of the crew, in anticipation that she would use the information to expose the Captain as the villain he was and incite a mutiny. The crew then split into two sides, with one side seeing Miata's killing of the Captain — in self defense — as an indication that she was going to betray the crew, and with another side seeing her as a hero to the cause and the rightful captain. Thus, a massive battle began between the crew, with Miata's expertise in combat being primary factor that saved her that day.

At the end of her rampage, half the Blood Brigade had been totally wiped out, their resources exhausted trying to eliminate the First Mate as the few survivors that remained aligned themselves with Miata. She took the reins of the organization and became their new Captain, renaming the group to Death Company, operating out of Koalea.

The waning influence of the Emperor and increasingly unstable situation in the galaxy may be the very thing Miata needs to thrive in the new world. Her goal? To make a name out of herself, to perhaps become the greatest pirate in the galaxy, or perhaps even rebuild the failed dream that was once her Blood Battalion.

Psychological Profile: Miata has a no-nonsense personality: she is straight to the point, upfront, and forward about everything. She would much rather shoot first and ask questions later most of the time, as she tends to think before acting or speaking. She does have a distrust for pirates in general and a dislike of the Empire , though, at the current moment, would rather work with the former than for the latter. When she sets her mind on a goal, though, nothing really can stop her save for another, larger force.
Other Information: Commands Death Company, a small flotilla of about 20 other pirates, mostly taking up jobs against defenseless traders and other pirate gangs.

PostPosted: Sun Jan 02, 2022 5:49 am
by Sao Nova Europa
Applications will be reviewed today in a few hours. Thank you for your patience. :)

Khasinkonia wrote:Alright, I have a concept here. How about a sorcerer who was formerly a linguist and sociologist who studied a small elven community in secret for years...four hundred years ago. Although it is unknown where her longevity is sourced, she is one of the oldest humans alive, yet seems unaging like an elf, despite being verifiably genetically human. The source of this longevity is due to her membership in a long-defunct secret society (more like a university club, really, but one's memory has a way of fantasticising these things) who, via a mixture of genetic studies, magic, and the dark arts, have seemingly cheated death. Open to suggestions as to what precise role such a character could serve, and if it doesn't work at all in the world, no worries; I have plenty more ideas!


I would be willing to accept that concept, but with these notes/issues to be addressed:

1) She would have to hide her time with the Elves, as being an Elf-sympathizer is a good way to get the Imperial government to come after you.
2) If she practiced magic, she must either have been a member of the Order of the Thousands Sun (at least in her youth) or have been taught by a rogue sorcerer (perhaps someone from the Order of the Night?).
3) She would probably have to change her identity from time to time, as her longevity would be a giveaway that she either practiced dark arts or associated with the Elves. So, unless you want your character to be openly an enemy of the Empire (like the dark sorcerers of the Order of the Night), you should have her periodically change her identity (name, planet, etch). Considering the vast size and decentralized structure of the Empire, it would not be impossible or that hard a thing to do.
4) Last but not least, ensure she has weaknesses in order to not be OP.

With that in mind, feel free to app as that character. :)

PostPosted: Sun Jan 02, 2022 9:45 am
by Sao Nova Europa
Observation Post 13 wrote:Name: Nathan Maimon


It is a good app and I will be accepting it with two minor changes:

A) In the 'cursed' weakness, change 'God' to Demon or Soul.
B) Add one more weakness.

Aside from that, you should be OK. :)

PostPosted: Sun Jan 02, 2022 10:14 am
by Observation Post 13
Sao Nova Europa wrote:
Observation Post 13 wrote:Name: Nathan Maimon

B) Add one more weakness.

Aside from that, you should be OK. :)


Thanks, made those changes

PostPosted: Sun Jan 02, 2022 11:01 am
by Sao Nova Europa
Thai Sweet Billy wrote:Name: Miata Clancy


ACCEPTED

PostPosted: Sun Jan 02, 2022 11:55 am
by Arengin Union
Fascinating concept and intriguing set up. I'm in.

PostPosted: Sun Jan 02, 2022 1:05 pm
by Great Confederacy of Commonwealth States
Finished!

Name: Naimur Tom
Race: Human
Class: Imperial Guard/Nobleman
Role: Centurion (battalion commander) of the Imperial Guard Grenadiers, Baron of Vaxum Orientalis
Gender: Male
Age: 35
Appearance:
Image

Origins: Vaxum Orientalis, a formerly independent trading world in the mid-rim that was conquered 29 years ago by the empire. Those six-year olds with good physical characteristics were taken as part of the peace settlement and the annexation agreement. Orientalis is a dustbowl world, but with very favourable orbital mechanics that make it ideal for taking off and landing from, as well as being the shortest point between some larger commercial worlds and the outer rim resource colonies. Naimur does not remember much from that period in his life.
Starting Location: The Ecumenopolis
Strengths: Naimur is a brave field commander, willing to get dirty with his troops and lead them at the front of any charge. He is loyal, and more than most realises that the fate of the Imperial Guards are tied to that of the emperor, which makes him not only loyal but keen for self-preservation. He is politically-minded, even though he holds a distrust of nobility, politics, capital... Basically anyone and anything outside of the Guard.
Weaknesses: Naimur does not follow his own path. He is tied to the dictates of the Guard and its commanders, including those of the emperor. He is unwilling to think critically about his position, partly because he does not expect the sucessors to the emperor would take kindly to the Guard and their methods. He is brutally uncompromising in this, and willing to go to great lengths to see his orders fulfilled.
Equipment: Centurion power armour, heavy rifle, two high-calibre pistols
Biography: Before the Empire liberated Vaxum Orientalis, Naimur Tom was bound for oblivion. He would have spent his days as a street vendor, peddling goods bought from one traveller to another traveller in the busy streets of one of the Colonies. His life would have been that of his father, and his father before him. It would have been a bleak existence far away from the splendour of the Ecumenopolis and the glory of the Legions.

Then, when Naimur was but six, his planet was liberated. Captive in the hands of an unruly noble and his pirate escort, Imperial Guards made short work of any resistance with both overwhelming numbers and superior firepower, turning some parts of the planet to glass and removing whole villages with single shots. The murder was horrendous, but the pirates imagined that using civilian shields would have them. It did not. Tom's whole family, his grandparents, parents, aunts, uncles, cousins... All either perished in the Great Fire or became part of the peace settlement, where military age boys and girls were either shipped off or killed. The even was particularly gruesome, but through will and determination, and the happenstance of his age, Naimur Tom survived. He was selected as tribute to the Imperial Guard and taken with a few other boys and girls to be trained. Of all of them, he was the only one that would survive the guresome training.

Training for His Majesty's Legion is tough. That is all that Naimur Tom remembers. The rest is a blur. He remembers snow-capped worlds, desert heat, thick jungles and vast oceans, and death. There was a lot of death, both of enemies and of comrades. They all blur together, and modern psychologists would call it 'coping' or 'trauma response'. Naimur does remember that he killed, both armed and unarmed, and friend and foe alike. He knows that somewhere there is a file on him that describes, in detail, all his actions, and he knows that, should the Empire fall, he and his comrades will be hunted to extinction. This is what binds him so strongly to the imperial cause, and what stops him from ever questioning the imperial ideology and propaganda. It is not in his interest to do so. Better to swallow it all than risk his own mental fortitude, and for what?

Though, after graduation, Naimur did become involved with politics. More specifically, he joined the secret society known as the New Guard; a group of Imperial Guardsmen who believe that their training and their genetics make them superior to all other livings things; able to deal with enormous physical and mental abuse, and being able to see clearly in a crisis situation. The ideas within the New Guard vary, but some believe the Imperial Guard should take a more active role in ruling the galaxy, and subject all its citizens to some sort of rigourous training. That a galaxy with 1% of the inhabitants, but all trained to perfection, would be preferable to a galaxy so full as this one. It was partially the involvement in this society that allowed Naimur to rise through the ranks and be picked, eventually, for His Majesty's Imperial Guard Grenadiers; a shock division of the Imperial Guard known for their physical size and their prowess on the battlefield, but who are only deployed in times of true crisis and otherwise stay close to the Emperor's side.

Before joining the Grenadiers, Naimur participated in campaigns on various planets, not all succesful. Naimur has tasted defeat, but does not know who to blame for it. His fellow officers lay the blame on the civilian administration, or backstabbers. None of them dare criticise the Imperial Guard and its methods, which has almost risen to the rank of a war religion.
Psychological Profile: Naimur is a thinker, very much living inside his own head due to trauma in his youth. He can relax around other Guardsmen, but feels incredibly uneasy around civilians. He cares little for civilian life, sports, news, entertainment, mostly concerning himself with the histories and the political theories of the empire, and mostly centered around the military. He is quiet, speaks when spoken to, and feels most at home on or near a battlefield. Most time spent outside the battlefield, he feels like his youth and his battle prowess are being wasted. When given the chance, he would be on campaign most of the year. Though he is technically the baron of his home world, he is entirely unconcerned with it, and has not visited it since being taken as a child.

PostPosted: Sun Jan 02, 2022 2:04 pm
by Kanoshu
This looks very cool, I will try and have an application up tomorrow :)

PostPosted: Sun Jan 02, 2022 2:45 pm
by Arengin Union
He who controls the mods, controls the galaxy!

PostPosted: Mon Jan 03, 2022 3:22 am
by Sonakion
Work in progress. Will complete later.

Name: Valtres Aron
Race:Human
Class:Pirate
Role: (Here you specify your profession. If you are a sorcerer, do you belong to the Thousand Suns Order or the Night Order? If you are an Imperial Guard, what rank do you hold? If you are pirate, what part do you play in the crew? If you are a noble, are you Duke or Baron or Courtier? If you are Barbarian, are you a Chief or a warrior?) Pirate Captain of a medium sized crew.
Gender: Male
Age: (Be reasonable; there won't be any twenty years old Captains in the Imperial Navy. You can have a pirate captain be that young, but they also would not have a large crew) 34
Appearance: (Either description [paragraph long] or photo/image) 174m tall, a metal exoskeleton of expensive make covers him however it is in bad shape with messy repairs covering it. The exoskeleton is made up of many cybernetic parts majority of expensive make altho often have been repaired in more cheaper methods. The Exoskeleton has strongly reinforced. Amber lenses cover the eyes. Numerous gadgets and weapons are stored in the torso area able to exit and fit into any part of the exoskeleton. All these gadgets and weapons were installed after the original exoskeleton. Clothing varies(ill desribe clothing in rp) but often hides the cybernetics.
Origins: (Where is your character from? Unless your character comes from Ecumenopolis, aside from naming your planet, you will also have to describe it. The description does not need to be long. Two or three sentences suffice) Planet Overon a large gas planet. Large industralised floating cities cover it that extract the many materials from the atomosphere. The planet is also the capital of the old Aron Dukedom with the planets capital Iontach functioning merely as a political capital.
Starting Location: (Where is your character now? If they are not on a starship or in the Ecumenopolis, then you have to name and describe the planet they are on) There on there Frigate Santach.
Strengths: (Any modifications should be mentioned here) The exoskeleton has increased physical capabilities with superhuman strength,agility,reflexes and is able to keep basic functions running even under heavy damage. Valtres himself is cunning,able to think outside the box easily,and highly gifted at manipulation.
Weaknesses: (You must have as many weaknesses as strengths. Exceptions are allowed if your strengths are underwhelming or your weaknesses overbearing. But try to ensure that your character is balanced. You are not the strongest character in the Galaxy] The exoskeleton requires high maintenance and its physical state is connected to Valtres mental state with a badly damaged exoskeleton resulting in a bad mental state for Valtres. The life of a pirate as Valtres currently has it can not keep the maintenance so the exoskeleton is often damaged which can cause it to be irresponsive and unfunctional.
Valtres himself done many self repairs to the exoskeleton which while are sometimes a benefit but can also meddle with the exoskeletons function and are inferior to the exoskeleton make itself.
Due to the previously mentioned problems the exoskeleton and its strengths are unreliable. Valtres himself will become increasingly desperate the more damaged the exoskeleton becomes and can become completely overun in his desire to repair alienating him from people.
Equipment: Exoskeleton,various tools used to make self repairs(located in the torso), old modified imperial handgun,his starship,
Biography: (Must be at least three paragraphs long - it should mention family, childhood and your character's career before the start of the RP) Valtres was born the son of Duke Artremis III of the Dukedom of Aron family.
Psychological Profile: (What makes your character tick? Is your character extrovert or introvert? Funny or cold? Flirty? Stoic?)
Other Information: (Here you may add whatever you want to mention about your character that doesn't fit in the above categories)

PostPosted: Mon Jan 03, 2022 7:55 am
by Yaruqo
Name: Anastasios Erasmus of the House Ametistos
Race: Human
Class: Noble
Role: Duke of the Bosporan System
Gender: Male
Age: 30
Appearance: Emerald green eyes (a result of genetic engineering long ago by the first Ametistos Duke), chestnut brown hair, a lean build, and average height (5' 7"), and tan skin.
Origins: Panticapaeum, the capital planet of the Bosporan Duchy
Starting Location: Panticapaeum, the crown jewel of House Ametistos and the beating heart of the Bosporan System. The Bosporan System is located in the Middle Rim, giving House Ametistos and the billions of inhabitants of the Bosporan System relative stability and security compared to those who call the Outer Rim home. With an overall temperate climate, the first inhabitants and their successive descendants straddled the line between urbanization and development and sustainability. The astute stewardship of House Ametistos, thanks in part due to mods that have given its reigning Dukes generous improvements in their mental capabilities, has ensured that the Bosporan System is one of the most prosperous systems in the Middle Rim, though imperial economic downturns have added strain on the once flush coffers of the System and its House.
Strengths: Like all preceding Dukes of House Ametistos, Duke Anastasios has mods that heighten his mental capacities and perceptive senses, carrying on the tradition of the House’s leaders serving as expert administrators - and, at the worst of times, dreaded penny pinchers.
Weaknesses: Aside from only receiving basic personal combat training, Anastasios at times struggles with the immense stress that comes as a result of his relative youth, his title, and his modification places on him. He has relied on pharmaceutical blockers to “put the mod on sleep mode” when he wants to relax and feel like himself, but the drugs come with side effects that are addictive in nature, if not taken with care.
Equipment: A family sword, a handgun, a personal shield (effective against projectiles), and command of the Bosporan Dragon, a capital-class warship and the flagship of House Ametistos.
Biography: As is typical of House Ametistos, the records concerning its newest Duke are painstakingly detailed, both as a matter of pride and as a matter of astute record keeping. Born as the only child of Duke Isaac and Duchess Andromeda in 2971 AU within the sprawling Ametistos Estate on Panticapaeum, Anastasios Erasmus had the world at his fingertips - or at least, the Bosporan System. While the holdings of House Ametistos were relatively small compared to the larger duchies that governed multiple star systems, for some years leading up to current events, many dukes and duchesses of House Ametistos had served as chief administrators or close advisors to the emperors of old, and the young Anastasios was raised to be loyal to the Emperor, to be grateful for what had been bestowed upon House Ametistos. By the time that Anastasios reached the age of maturity, he had shown that he was a diligent and attentive student in his private studies. While his father ruled their fief in concert with the Bosporan Assembly, the system's elected legislature, Anastasios would go on to university in Ecumenopolis. It was more a formality and a networking opportunity than anything else, but Anastasios had wanted to see the capital, one way or another.

At the imperial university, Anastasios would discuss politics, administration, and economics with his classmates during the day, and at night, it was recorded that the young heir had a bit of a party streak - records from Ametistos agents sent to monitor and protect their charge suggest that he had a preference for fine wine and fine men, at times getting too close to the hedonistic side of things. Nonetheless, the young Anastasios would graduate from the university, and for a few years, he was a guest at the Imperial Court, serving as an unofficial liaison between his father and those close to the imperial circle. By the time that Anastasios was 26, many expected that he might be granted his own title as a result of his close ties to the Imperial Court and, it was rumored, the occasional bits of timely advice he passed along to the Emperor. However, fate would demand something else from Anastasios. In the middle of 2997 AU, Duke Isaac was murdered in his study by unknown agents, and Anastasios was summoned back to Panticapaeum to assume control of the duchy. The agents that murdered the last duke had committed suicide with poison pills upon their apprehension, and despite the resources of House Ametistos, no trace of who hired the murderers could be found, though suspicions point fingers in multiple directions: some say that the Emperor feared losing his grip on another Mid Rim fiefdom, and sought to replace a potential enemy with someone who could be an ally to the Emperor and his Court; others suggest that it was the Order of Night, hoping to further destabilize the Empire with the murder of one of its more doveish, administrative nobles; others still believe that perhaps it was the work of a random noble hoping to take advantage of an untimely succession to launch a conquest against the prosperous holdings of House Ametistos.

Regardless of who committed the foul deed, Duke Anastasios Ametistos has assumed his duties as Head of the House and Duke of the Bosporan System with little controversy or strife, grumbles among the Assembly notwithstanding. He has continued to walk the fine line between respecting the Assembly's traditional legislative and budgetary powers and exercising his own ducal privileges and his personal insights resulting from his heightened modular abilities. Meanwhile, he has overseen the buildup of the duchy's martial capabilities, including the construction of new starships, and he has taken an immense interest in his own personal security through the hiring of more bodyguards, the purchasing of a kinetic shield that protects him from projectiles, and heightened security measures for his House's estate. He has not taken a partner, though if one were to somehow hack the secretive security logs, they would see a steady stream of lovers, with few making return appearances. Perhaps, in his grief and fear for his own wellbeing, the young duke has returned to old habits, or perhaps there is something more under the surface?
Psychological Profile: His Excellency has understandably become more introverted as a result of his father's death. With his new position, danger can certainly lurk around every corner, though His Excellency's reliance on an abundance of security measures and countermeasures could speak to some underlying paranoia, rational or otherwise. His reliance on his mod, while not uncharacteristic for those of his House, is uncharacteristically being balanced out with prescribed pharmaceutical blockers which, while above board, can have addictive side effects if used improperly. Considering His Excellency's prior relationship with alcohol in his university years, we would advise that the use of these blockers be monitored closely and that prescription and usage should cease immediately upon the first negative signs of addiction showing. His Excellency should find constructive outlets to relieve stress, not simply resorting to alcohol or sex. We are pleased to see that His Excellency has taken up sketching as a past time, and we would encourage him to find other hobbies to build off of that during his free time.


EDIT: Done!

PostPosted: Mon Jan 03, 2022 11:09 am
by Sao Nova Europa
Observation Post 13 wrote:
Sao Nova Europa wrote:B) Add one more weakness.

Aside from that, you should be OK. :)


Thanks, made those changes


ACCEPTED

PostPosted: Tue Jan 04, 2022 2:30 am
by Ralnis
Sorry for the app but it's a WIP as of right now

Name:Backstag Thrulrackal
Race: Orc
Class: Barbarian
Role: Chief of Clan Megrakk
Gender: Male
Age: 40 years(don't know how old Orcs can get)
Appearance: The Sneak Chief Himself
Origins: Was born on the flagship of the Clan, Darkstrida. A looted Imperial carrier that carries the clan on its metal back. The lumbering giant has been strapped together to be a mobile mothership as the Clan is nomadic since they are never in the same place at the same time, always looting and raiding, always helping other clans and whoever can pay their price sabotage and smash their enemies in the most un orcy ways possible.
Starting Location: On the Darkstrida practicing his skills. Traveling across the Outer Rim as of right now looking for work or a raid after his success with Warlord Muthracka of the Killrash Kingdom.
Strengths: Kommando: Backstag and his Clan are orc Kommandos, specialist in unconventional warfare that are seen as a necessary evil in the "might makes right" culture of the brutish warrior race. These orcs are usually the runts of their clans and would learn how to be sneaky and more cunning than usual warriors to serve the clan as a spy master and assassin. However not every runt or outcast is able to become like this and they are usually given to a kommando clan looking to get some scraps in exchange for services. Due to this, these groups like Backstag are the equivalent to special forces and are very dangerous when fighting for they are always thinking of some new ways to crack open an Imperial world in order to get their share of the loot, one subtle way at a time.

Darkstrida: The Clan's Homeship is a large carrier, one that allows the Clan to have a long of range and flexibility that other normal clans can't afford. This helps that they have their own racers and fighters to allow for things like piracy, smuggling, and can be at battlefields to those who can afford them or allows them to scavenge battlefields to repair their big ship or supplies.

Greenskin Rambo: Thrulrackal's fighting style is the personification of the Kommando fighting style. To many humans and orcs, his way of fighting invovles never fighting like an Orc. Using looted and black-market technology, any dishonorable tactic he could use, and slit the throats of the enemy without being seen. These are the tools of the job, from using the environment to his advantage against the normal forces of the galaxy. He still has the helmet of one of the Imperial Guard in his room.

Weaknesses:
Un-Orcy Ways: Orcs in general don't like Kommando Clans. This comes from the fact that Kommandos are usually runts and outcasts that can't be normal warriors. Despite being a necessary evil, most clans and warriors won't join them, and they can only recruit from the dregs and outcasts of orc society. Orc traders are also weary to trade with kommando clans, due to their un-orcy ways. However, the black market is different. This means that they need to pick their raids and fighting less they be destroyed by the normal forces of the galaxy, including rival orc clans.

Quality bet'a than Quantity: Kommando training is higher than the standard orc usually goes through. Most of it is learning how to read different languages, sneaking and using different weaponry than a choppa and shoota. This means that numbers of runts and orcs will be lower than normal so once again, need to be careful with how they pick their battles unless they want to be destroyed by normal forces in the galaxy.

Warrior beats Thief: Thrulrackal is a master fighter, but he's no warrior. Specializing in sneaking, slashing, and killing in different ways than the standard orc way, makes him weak to that tactic. Thrulrackal relies on prep time and cunning tactics other than getting a choppa and bashing someone's head in. He actually would do bad against someone who is his equal skill and has trained as a warrior.

Equipment:
Besides Darkstrida, the Sneak Chief is known to carry two large knives the size of human thighs along with a backpack with the standard Kommando kit of a scope las rifle, food, medical kit, and other things that may arise. The Orc chief also carries a stealth generator, a gasmask and a tri-sense goggles that allows one to see in infrared, night vision, and ultraviolet. He also has his kommandos and fighter pilots to wear camo of some sort. This comes from the civilans and their families that had learned how to do this from the human slaves they picked up from the raids and markets.

Orcs Kommandos are led by Thrulrackal's Second, Mogrui Ulshulk. And he has a large cybernetic power claw and heavy las pistol. He still has that picture of Him with his personal squad of orcs after a successful campaign sacking and conquering the Barony of Celestial III

The Sneak Chief himself also has his own personal squad he leads and trains with. They are considered the elite orcs of the Clan. All of the Orcs wear Gas Masks and various melee weapons, goggles that can do the same thing as their Chief's.

Besides that, the Clan has it's own 10 squadrons of fighters,, Bombers, and transport that help with protecting the ship and attack anyone that would do any damage against their homeship


Biography: Thrulrackal comes from a long line of sneak chiefs that ruled over their nomadic clan of kommandos. His mother was the former sneak chief, and her husband was the second. She was a legendary sneak chief but was having a rivalry with another legendary sneak chief known as Muchalka the Goblin, a stunty thing that was once an ally when both chiefs were breaking the Caliga Sector and kidnapped the daughter of five Imperial Dukes in order for loot and managed to help the warlord Slab Umsmasha make his own personal empire among other greenskin star-nations that threaten the Empire.

However, the fight between the two Sneak Chiefs were over greed. No one knew why or how it happened, but the battle was bloody. Across several planets, three fleet battles, and the assassination of Backstag's parents had cost Megrakk with nearly everything except their flag ship, Darkstrida. Backstag was born shortly after his mother was assassinated and he was passed on to the next sneak chief, Havik Ulshuk. He got his position in a different mean other than cracking the skulls of his opposition.

The thing is that he actually got a support via politics that most warriors wouldn't like and assassinate his opposition because he's still an orc. Sneak Chief Havik was hellbent on fighting the former ally and further crush Megrakk's prosperity on their campaign of vengeance. His son and Backstag prove themselves over these years in being sneaky and cunning against the Goblin's kommandos. However, the victories were small and the expenses of each battle being too large for the one carrier clan.

Backstag couldn't take it anymore, he got his friend Mogrui and come up with a plan to take out the clan and his father. Backstag was going to take over the Clan and end the feud in one swipe. When the big battle happened between the two clans in their motherships, the duo made their move. Bribing the helmsmen and one of the fighta squadron leaders, they took over the bridge and killed the loyalists while also bombing the already broken engines of the Goblin's ship.

In the biggest explosion that Backstag ever did, the Goblin and the sneak chief died. The young kommando made his way to the bridge with Mogrui and proclaimed himself sneak chief as he ended two chiefs, an enemy clan, and had proven he had support. It wasn't exactly overnight but he was given control over the near destroyed clan and made sure that something like this wouldn't happen again. In his first act of rulership, he moved and killed those who didn't want to allow a young orc to rule, yet some were willing due to them liking how his parents ruled.

Over the next 20 years, Backstag went across the Outer Rim going to one battlefield to another. He fought human, orc, and all matter of aliens between orc clans, pirate warlords, and Imperial Nobility. He gathered loot, tech, and recruits that he improved the Darkstrida to become more fearsome and the Clan to rebuild and become stronger and try to reclaim their old strength. The fame of the sneak chief got him to work with a set of orcs in taking the Barony of Celestial III.

Celestial III was a mercantle barony that sat on the border between the Mid Rim and the Outer. It used this as a major traffic point between tradelanes that made it a gateway to the deeper parts of the empire. The sector itself was getting more reinforcements from the crown as it was one of other sectors that served as major gateways to much more important Imperial sectors. Fighting was profitable, incredibly dangerous, and honorable for a normal Orc warrior looking for it. For Clan Megrakk, it was a place where they can ply their trade the best.

It wasn't entirely hard for the sneak chief to be the leading spymaster and lead the kommandos in the invasion of Celestial III for the warlord Garung Mutrhacka, leader of the Killrash Kingdom, used to be called Clan Killrash before the conquest of the Dukedom of Persephony. The rest of the chiefs didn't like the shortest orc in the room that had a lot of stolen orc and imperial technology to be part of their invasion force. This made Thurlrackal to prove himself twofold to the warlord and the orc chiefs as the battle went on. His carrier and his schemes that worked with the warlord find much success against the heavy defenses of the Barony.

It took years of space battles before the sneak chief and his men even got down to the planet. When he did, he saw that even then the humans were still determined to keep the skies and local space out of the hands of the barbarians. Even then the battles planetside met a tie as the Barony managed to get their hands on Imperial Guardsmen in order to keep the Gateway from falling in the hands of the greenskins. The Imperial Guard had managed to prove their worth in the eyes of the filthy barbarians as they killed more than the orcs did for them. It was a matter of skill that most Orcs couldn't match.

Clan Megrakk had seen a lot of battles but didn't do much damage, but the Imperial Guard and the Imperial enemy were wise to the pragmatic tactics of the Kommandos and how smarter they were in comparison to the standard Orc. However, the Barony paid no heed to those Kommandos as they believed that they were inferior to the Imperial Guardsman and the Clan's kommandos had managed to intercept and decrypt a message concerning the assassination of the Warlord and his loyal chiefs in hopes of ending the invasion. Such a thing was something that couldn't happen, and the sneak chief wanted to prove himself by taking on the Empire's best.

The Kommandos made a cunning plan and warned the Warlord to the plan. The Warlord allowed the runt to deal with it and he did so with brutal efficiency. The Clan ambushed them and killed them to a man. All but the leader's helmets and their dog tags were sent back to the warlord, and he told the tale of how the Guardsmen were strong, but not strong enough for a cunning kommando. Many of the chiefs didn't believe it even with the proof but the Warlord had seen the strength of the sneak chief and listen to his schemes much more and even approve of it despite being underhanded.

These schemes allowed Clan Megrakk to be a terror on the battlefield. Human soldiers had to watch out for Orc assassinations and subterfuge that became commonplace, but it didn't stop the short orc from dealing a deceive blow in the war. Planning this operation for months, his Clan saw an opportunity to take out the commander of the Imperial Guard while the main horde was sieging a city that he exactly was protecting.

Using stealth tactics and learning the enemy patrol routes, Thurlrackal took his personal force with him while his right hand, stand by to guard the Warlord during the siege. Infiltrating the city, he took note of the Guardsmen commander and his retinue. Unlike most orcs, who would scream and declare themselves to their enemies, Thurlrackal had infiltrated their command and ambushed the Guardsmen in the center of the building.

The battle between the two was considered one of the highlights of the fight and the turning point of the invasion. The commander was older than the Orc by at least a decade and had enough experience that it made the stunted orc get push back, but the Orc had a trick up his sleeve where he just dropped a taser grenade on the Guardsmen's armor and sieged up the servos. With one fell swoop, he took the head of the commander, and his team killed the rest of the Guardsmen before issuing to the orc warlord that the job was done, and he started to indicate weak points in the defenses.

Much loot was given to the clan and many of the runts wanted to join the Clan even with the battle not yet over. Still, the Warlord knew that he could trust the Kommandos at this point and so did many of the chiefs. There was many cunning strategies and information being stolen. It made the Warlord's invasion of the planet to go swiftly within the next two years. The end of the Barony's rule over Celestial III.

The sacking of the palace and the taking of the planet made him famous among the Warlord and his kingdom with helping him take his next biggest prize. The sneak chief was pragmatic and took only those who were smart enough and productive enough to help the clan become better when it comes to understanding more of the Empire's technology and culture. The Warlord was more than happy to supply some human scholars and mechanics for the continued operations of the Darkstrida but he also wanted the sneak chief to stay and be his head spymaster, offered him everything he would want and make his clan strong, but Backstag refused, looking to find work and more fighting elsewhere.

The Clan was still filled with loot, slaves, and orcs who could serve as potential kommandos and pilots for the carrier. The Warlord still has his doors opened to the one who helped get his kingdom a new jewel, but the sneak chief is still trying to carve his own path in the galaxy.

Psychological Profile: The orc is a pragmatist when it comes to combat. More cunning than the standard barbarian, he is not above backstabbing others if he can make sure that it completes a plan. He comes up with plans and contigencies against even his own second in case he shows weakness. He maybe a smart and sneaky greenskin, but he's still a greenskin at heart. He also likes to use slaves that have an education, a trade, or something being hard labor or just being a commodity to be traded.

This comes from the need for kommandos to know the culture of the Empire and the various powers and people that inhabited the galaxy. Backstag believes that to learn the culture and history of a people or sector of what that maybe invaded or raided then it will help him make plans. Many normal orcs that met him don't like him or think he is "too human" for their liking. This makes him either want to kill them or prove himself more in their eyes due to how low a standing komandos are in their society.

However, one should understand that the sneak chief, and the Clan as a whole, has a tradition of adopting alien technology. They even don't use slaves to just handle everything but use their own civilians to learn what they can and know how to use Imperial technology that is uncanny. Imperial intelligence suggest that this is a common thing for all kommando clans with the sneak chief of the Invasion of Celestial III being a one of the more famous examples.
Other Information: How much krumping can one orc with a carrier can do?

PostPosted: Tue Jan 04, 2022 8:34 pm
by Theyra
Question, would a mercenary group be allowed? Got the idea that the leader of said group is ex-nobility. His father or grandfather was a duke before a coup by a relative that ousted him from power and they ended up unable to take their territory back. Since the grandfather or father was a skilled soldier. They used what money they had to become mercenaries to support themselves. So by the time of the rp, my char would be in charge of a good-size merc group and with the state of the empire. Is planning on retaking his family's lost lands and maybe form an independent nation. That last part is an if but this is my general idea.

PostPosted: Wed Jan 05, 2022 10:26 am
by Sao Nova Europa
Theyra wrote:Question, would a mercenary group be allowed? Got the idea that the leader of said group is ex-nobility. His father or grandfather was a duke before a coup by a relative that ousted him from power and they ended up unable to take their territory back. Since the grandfather or father was a skilled soldier. They used what money they had to become mercenaries to support themselves. So by the time of the rp, my char would be in charge of a good-size merc group and with the state of the empire. Is planning on retaking his family's lost lands and maybe form an independent nation. That last part is an if but this is my general idea.


That would be acceptable. :)

PostPosted: Wed Jan 05, 2022 10:29 am
by Sao Nova Europa
Kanoshu wrote:This looks very cool, I will try and have an application up tomorrow :)


Great Confederacy of Commonwealth States wrote:Name: Naimur Tom


Sonakion wrote:Name: Valtres Aron


Yaruqo wrote:[box]Name: Anastasios Erasmus of the House Ametistos


Ralnis wrote:Name:Backstag Thrulrackal


Welcome to the RP. :)

Will be reviewing apps later today. If anyone has finished their apps, please make a post stating so.

PostPosted: Wed Jan 05, 2022 11:45 am
by Theyra
Sao Nova Europa wrote:
Theyra wrote:Question, would a mercenary group be allowed? Got the idea that the leader of said group is ex-nobility. His father or grandfather was a duke before a coup by a relative that ousted him from power and they ended up unable to take their territory back. Since the grandfather or father was a skilled soldier. They used what money they had to become mercenaries to support themselves. So by the time of the rp, my char would be in charge of a good-size merc group and with the state of the empire. Is planning on retaking his family's lost lands and maybe form an independent nation. That last part is an if but this is my general idea.


That would be acceptable. :)

Nice, will have a app up later today than.

PostPosted: Wed Jan 05, 2022 6:51 pm
by Ralnis
Sao Nova Europa wrote:Will be reviewing apps later today. If anyone has finished their apps, please make a post stating so.

I have finished my app of the orc sneak chief and his clan of kommandos.

PostPosted: Thu Jan 06, 2022 4:02 pm
by Sao Nova Europa
Yaruqo wrote:
Name: Anastasios Erasmus of the House Ametistos


ACCEPTED

PostPosted: Thu Jan 06, 2022 4:39 pm
by Great Confederacy of Commonwealth States
Finished my app!