Jelarais wrote:I'm waiting to be accepted into the group x.x
Quiet, Arenumberg.
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by Transoxthraxia » Tue Jul 22, 2014 6:07 pm
Jelarais wrote:I'm waiting to be accepted into the group x.x
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

by Transoxthraxia » Tue Jul 22, 2014 7:20 pm
Arenumberg wrote:I don't talk like that.
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

by Transoxthraxia » Wed Jul 23, 2014 3:41 pm
Arenumberg wrote:You speak naught but heresy.
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

by Pavlostani » Wed Jul 23, 2014 3:58 pm

by The Holy Dominion of Inesea » Wed Jul 23, 2014 5:55 pm

by Transoxthraxia » Wed Jul 23, 2014 5:58 pm
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste
by Inoroth » Wed Jul 23, 2014 6:14 pm
"I have said, Ye are gods; and all of you are children of the most High." -- Psalms 82:6


by Transoxthraxia » Wed Jul 23, 2014 6:15 pm
Inoroth wrote:Transoxthraxia wrote:Papal Infallibility is really silly, because a Pope could be like "Yo, you know Angels? They were actually all Gods too" and no one can say he's wrong.
Well, depending on the definition of gods (small 'g'), one could argue that we are gods..."I have said, Ye are gods; and all of you are children of the most High." -- Psalms 82:6
After all, spontaneous generation has been disproven, a cat has kittens, a dog pups, etc... so, if we are the children of God, on some level we must be gods or god-like...
But I digress
More to the topic at hand -- have I been accepted?
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste
by Inoroth » Wed Jul 23, 2014 6:25 pm
Inoroth wrote:Nation Name: The New Inorothian Space Empire (NISE)
Government Type: Semi-Constitutional Monarchy
Government Description: There are five classes of people in Inoroth: The King, Nobility, Priests, Businessmen/Burgesses, and Commoners/Populate. In legal matters, the King possesses veto power over the other four, and is often categorized as the high executor over the others. Unlike similar class-system models, there is considerable mobility between the classes (though the nobility and king are more restrictive), and it is very common for Inorothians to fall into multiple classes. A person with noble blood who becomes a priest, for example, would be eligible to vote for and be voted/appointed to offices in both the Priestly and Nobleman's Governmental Bodies. Likewise, a commoner who reaches the wealth requirement may qualify for both Burgess and/or Populate classes. For a more thorough explanation of Inorothian Government, please refer to the Steampunk Wikia, which while set in the 'past', is pretty much how I envision the 'current' government to work.
National Leader(s): King Gustava Doloremo III, 56 Years Old
Nation Capital: Secondo Rothia
Nation Age: ~ 4,000 Standard Earth Years
Nation History:
The older history of my nation is roughly fleshed out on the wikia if you're interested, but the part that really matters is that, in 2160 (Vapour years follow Earth Years for convenience), alarmed astronomers predicted that a solar event of enormous and cataclysmic scale was about to make the entire solar system uninhabitable. The news sent shockwaves throughout the world, and the great scientists, engineers, and statesmen of the age pondered and debated as to the best way to avoid extinction. Two competing camps eventually dominated the floor; whether humankind should pull all of her colonists from other worlds back and shield herself and her planet from the blow, or abandon the whole solar system while there was still time, and find a home somewhere out among the stars.
Some said that the storms were expected to be at a level so powerful that no method of shielding could hope to stand it, so that the only chance for survival was to flee. Others predicted that, with enough energy, a series of magnetic generators could bolster the planet's magnetic field enough to stave off most of the danger, and they worried about the dangers of interstellar travel and colonization. Both sides produced their own estimates and findings to bolster their arguments, while quietly burying facts that might go against them, so that by the end no one knew what to really believe anymore, and tensions and tempers were running high.
One by one, national governments began choosing whether they would stay and help support the shield, or, if they could afford it, try to leave for greener pastures. The poorer nations, who could not hope to build the vessels needed to leave the planet, let alone the solar system, demanded that all remain behind to help, but their cries were ignored by some of the more powerful nations of the Vaporverse. After an intense political battle that nearly tore (and, in a way, did tear) apart the nation, the government decided that Inoroth and her space colonies would divide, sending those that wished to leave on their way, and leaving those behind who wished to stay.
It was a terrible parting, splitting up families and communities all across the planet and colonies and straining to the limit the scrambled industrial might of the empire. It was decided that the planet and it's industries would work towards building the shield, while the colonies and space yards would work towards building and outfitting the expedition. In actuality, both areas participated in both operations, necessitated by a limitation in shuttles to carry people and supplies to and from the planet's surface.
If the prospects of a prolonged cultural separation and the logistical nightmare of simultaneously running two incredibly complex (and expensive) survival operations were not enough, other nations were also competing hard for the limited ship-building ores and elements being mined out of the colonies and asteroids, and while the team of countries building the defense shield planet-side were more coordinated and cooperative, they too required extra-planetary supplies to hope for success. Several Inorothian mining ships were attacked by rival nations seeking the resources for themselves, and one delay after another slowed the shipyard's progress.
The ships were slowly finished, however, starting with 13 'Guardian Class' Battleships, capable of carrying and feeding as many as 4,500 people apiece, as well as a hangar bay for two 'Imperion Class' Scout Craft/Light FIghters. Many of these ships, once completed, were instantly pressed into duty, guarding shipyards and mining craft right out of the dock.
The original plan was to house the entire fleeing population in Guardians, but the continued delays and scarce supplies called for craft with higher carrying capacity if there was to be any hope of leaving in time. As the last battleships were being completed, designs for a revolutionary new class of ships were finally approved; known simply as 'Colonial Ships', they could comfortably hold as many as 10,000 people and, due to innovative uses of space and fewer armor and armaments, they required less material than the Guardians. They also had the added benefit of attaching jury-rigged shipyards onto their bellies, enabling them to replicate and greatly speed production.
In all, 30 of these Colonials were strung together and filled to an average of about 90% capacity. A few dozen smaller civilian craft, transports, mining ships, and frigates equipped with ion drives also joined the fleet, though of varying age and quality. After a final exchange of technical communications and many tearful goodbyes, the fleet set out on a great exodus to the nearby star, Antelosa.
The journey took nearly 300 years, and the journey was largely uneventful save the tragic loss of the Guardian Class 'I.S.V. Calini' in year 112 of the journey, when, while the fleet was passing through an asteroid belt, the ship's shields suffered critical failure due to a combination of sustained stresses from small particles, and poor wiring in the ship itself. The Calini was soon being pierced by millions of tiny particles traveling at relative speeds in excess of several million miles per hour. At first, the damage was small enough to be contained (though individual cabins and compartments were being penetrated in increasing number with alarming and mounting loss of life. However, before the shields could be restored, the Calini entered a more debris-heavy part of the belt, and several larger chucks of rock hit the unprotected bridge, completely obliterating it. Only a few seconds later, more projectiles shattered the central fuel tanks, causing a catastrophic chain-reaction and fireball in the rear third of the ship. Now without command, knocked off course, and unable to effectively steer, the Calini, which at this point had suffered an estimated 80% casualties anyways, careened towards a large asteroid -- the impact turned both objects to little more than dust.
The whole affair had taken less than ten minutes, and rest of the fleet could only look on, helpless, as 4,528 souls were instantly snuffed out. The event led to deep and extensive reviews of all systems on all ships, leading to the discovery of several flaws that were quickly fixed, as well as the installment of triple redundancies on all 'critical' shipboard systems.
Another important though not exactly 'eventful' happening was the loss of communication with those still on the planet, due to the scrambling effects of the solar storm. None now know if the 'Lost Brothers' are still alive, or if they have been exterminated by the radiation, causing extreme sadness and despair whenever the subject is brought up.
During the centuries adrift in space, many Inorothians turned to scientific experimentation to pass the time, leading to many important discoveries. Others turned to entertainment and the arts in all it's forms, desperately warding off the doldrums of daily life. Time passed. Generations passed. Slowly, individual cultures began forming on each ship as various traditions and idiosyncrasies developed. Though it was impossible to physically visit other ships while traveling at such speeds, citizens could 'travel' holographically to other ships by way of 3D platforms, seeing friends and unique features on other vessels.
Eventually, the aging and increasingly overcrowded fleet began to approach the 'nearby' star, and excited preparations began for the disembarkment. Though efforts to lower the birthrate were tried, the news that 10 planets and 15 moons of various sizes would soon be available was too much for many travelers… even though all were not presently inhabitable. While scientists had perfected a means of terraforming that would turn even the most inhospitable land into a paradise, such efforts could take 10, 20, or even 30 years to complete.
Slowly but surely, the nation has plugged on, and now, 37 years after entering the outer orbit of the solar system, the New Inorothian Space Empire (NISE) is at a point of crisis. While the Solar System has more than enough room for the growing number of people, most of it is currently uninhabitable, and will be for some time. In addition, the farms are unable to grow enough food to match the population's demands. Still, the Manufacturing and Service industries are more than capable of meeting and exceeding the needs of the people, and if the Empire survives the immediate crisis until more food can be grown, it should be set for a 'Golden Age' of wealth and prosperity… assuming it's inter-stellar neighbors allow it.
Population: ~ 552,000
Major Species: Human
Minor Species: None
Cultural Information:
Based somewhat on Italian/Central European culture of yesteryear, with strong emphasis on family, loyalty, honor, and chivalry, Inorothian culture os one of hospitality and grace, with respect to all. One peculiar trait almost universally observed in Inorothians is a high regard for balance and moderation, rarely taking things to excess, either physically or ideologically. The national mood is one of somber expectation that things will get better later, with the preparedness to endure the unpleasant issues of the present in order to get there. Another interesting phenomena is the friendly rivalries between the denizens of different Colonial and Guardian ships, sort of like a favorite sports team.
Society Information:
As mentioned before, there are five classes of people in Inoroth, with considerable mobility between them. The society is based in large amounts off that of Italy, with a healthy dose of play and relaxation mixed in with labor. Robotics and machinery have greatly eased the lives of Inorothians, and they enjoy a level of comfort such as only the very wealthy might have enjoyed back on the home planet.
Language(s): Rothian is the primary language, while Old Rothian and various other Amplectorian ones (notably Fanaglian and Servothian) are still spoken as secondaries.
Notable Locations:
Antelosa (Yellow, Sun-like Star),
Nova Ferralda (Undeveloped Small Planet)
Nova Pia (Undeveloped Small Planet)
Nova Falerone (Undeveloped Medium Planet) 100 Man Science Research Facility
Doleramo (Larger Moon of Falerone) 500 Man Science Research Facility
Piasto (Smaller Moon of Falerone)
Mon Glia Asteroid Belt[/color] Five Mining Ships totaling 2,000 Crewmen
Nova Udine (Undeveloped Medium Planet)
Fidello (Small Moon over Nova Udine) 400 Man Science Research Facility
Nova Piedmonte (Semi-Terraformed Large Planet) 3,000 Man Terraforming Facility
Coveramo (Largest Moon over Nova Piedmonte) 100 Man Science Research Facility
Coppertiamo {Second Largest Moon over Nova Piedmonte)
Sottolino (Third Largest Moon over Nova Piedmonte) 500 Man Logistics Facility (Aids in Terraformation of Nova Piedmonte)
Gonofricio (Smallest Moon over Nova Piedmonte)
Secondo Rothia (First Colonized and Largest Planet, Capitol) 500,000 People
Grande Pomerio (Largest Moon over Secondo Rothia, Twin Moon to Piccolo Pomerio.) 500 Man Water Extraction and Mining Facility
Piccolo Pomerio (Third Largest Moon over Scondo Rothia, Twin Moon to Grande Pomeria)
Babelerimo (Second Largest Moon over Second Rothia) 1,000 Man Military Complex
Pippo (Smallest Moon over Secondo Rothia) 2,000 Man Emergency Farming Station
'Rothus' Orbital Space Station and ShipyardsUnder Construction, 1,000 Man Crew
Inorothian Space Fleet (Includes 30 'Colonial Ships' and 12 'Guardians') 30,000 Colonists and Crewmen
Nova Golondo (Undeveloped Large Planet)
Giombolia (Massive Moon over Nova Gonoldo) 100 Man Science Research Facility
'Remus' Orbital Space Station (Under Construction) 2,000 Man Construction Team
Nova Oltona (Developing Medium Planet), 3,000 People
Nardudu (Large Moon over Nova Oltona) 1,000 Man Emergency Farming Station
Marducai (Tiny Moon over Nova Oltona) 100 Man Science Research Facility
Nova Verdo (Undeveloped Medium Planet) 100 Man Science Research Facility
Lommaria (Small Moon over Nova Verdo)
Nova Tronda (Undeveloped Large Planet)
Lontana Mirala Asteroid Belt Eight Mining Ships totaling 5,000 Crewmen
Military Information:
Military Doctrine:
Inoroth has never known a civilization outside of her own planet, and as that has been left far behind, there is no real sense of perceived military danger. In space and on the ground, most dedicated heavy-combat equipment has thus been either moth-balled in deep storage or repurposed to serve other needs.
The Naval element of the Empire is still largely intact, though weak by comparison to most vessels. The 'Guardian Class' ships still maintain most of their weapon systems for discipline and training purposes, and even the 'Colonials' and many of the other vessels, like Corvettes, Mining Ships, Light Fighters/ Scout Ships, Unmanned Probes, and Transport Craft still maintain at least some of their armaments.
Ground Forces, meanwhile, are mostly composed of small police-forces and light infantry units, though a force of about 1,000 'Imperial Guard' maintains soldiers with full power-armor as well as 10 mechanized Mag-Lev Armored Transport and Fighting Vehicles. Larger and more powerful weapons are stored away or repurposed for civilian transport, though in an all out war they would be re-activated -- as well, 3-D Printing and, later, manufacturing could bring the number of weapons up greatly.
Military Strengths:
- Growing population and (to a lesser extent) amount of arable lands
- People are characterized by a positive, no-quit attitude, a love of innovation and food, and general friendliness. Also usually quite intelligent.
- United people with common goals
- Plenty of room to expand
- Lots of Sci-Fi goodies
- Great potential for independent, self-reliant population.
Military Weaknesses:
- Most of the Solar System is still uninhabited/uninhabitable and vulnerable to outside attack, including the planet that houses the Portal Ring and the Asteroid Belt that houses the Space Portal.
- A shortage of both living space and nourishment threatens civil unrest if it is not alleviated soon.
- People are generally hard-headed and don't know when to quit, are aggravated by the lack of the foods they love, and can be overly trusting. Also very proud.
- Aging Fleet with few facilities to rebuild/replace damaged ships: when a large ship is lost, it is lost for a loooong time, and most repairs have had to be jerry-rigged for years before the ship has it's turn in the drydock… some ships have lost over half their non-vital functions in the 300+ years of their existence, and many may not be fixed for decades more. Efforts are under way to build shipyards, but it will take time.
- No former knowledge of 'Alien' existence… the Portal will be the first contact with any beings outside the Vapor Universe.
- Sense of loss after losing home Solar System is still strong.
- Terraformation takes very long time
- Teleportation not yet able to transport living organisms safely.
- De/Re-Constitution takes tremendous amounts of power to utilize.
- VERY limited space travel… no FTL, no Jump Drives, moderately slow sub-light speeds… journeys from one side of the solar system to the other take at least five weeks.
Major Industries:
- Terraforming of Planets: A long, arduous process that can turn inhospitable environments into livable spaces… takes decades and countless man hours.
- Advanced Electronics/Computers: Computers and electronics are highly integrated, able to easily communicate with one another, and are highly advanced, with massive computing power able to fit into small spaces. Susceptible to hacking and EMP-type attacks.
- Developed Nanorobotics: Tiny Robots used for medical and mechanical repairs and manufacturing. Though nano robots are used in many sectors of the economy, the medical field is particularly interesting. The confined conditions on board ships posed a large potential for pandemics, and eventually a brilliant team of scientists devised a solution: augment the human immune system with nanites. Programmed to act much like the organic immune system, these robots are genetically encoded to protect only one human host and come in two interlinked varieties. One type travels through the bloodstream and fights off infections and repairs damaged skin and organs, while another, less aggressive type hovers around the human like a cloud and gathers information on it's surroundings, making reports back to the body. Thus, Inorothians are healthier and more resilient that the average human, and can heal far faster. Both industrial and medical nannies could be modified for use in war, and both are susceptible to hacking and EMP-type attacks.
- Advance Robotics/Androids: Human-like and other 'Service Robots' which actually do most of the dirty work. Also able to operate in areas dangerous to humans. Possibility of Sentience in some robots has led to granting of certain rights, and a sizable movement in the Empire is pushing for 'Full Rights for Robots'.
- Advanced 3-D Printing: Unlike the 3-D printers of today, these printers are designed to take up less room and to quickly switch between 'ink's' in order to build complicated structures and objects in an efficient manner. Large ones are used to build/repair buildings and manufacture large parts, and more portable ones make gadgets and devices on the job, negating the need to bring along a large box of tools.
- Atomic and Molecular De/Re-Constitution: The most advanced and closely guarded technology in the Empire, these devices can actually break matter down to it's component parts of proton, neutron, and electron, and then reassemble them in the desired arrangement. In other words, any material can become any other materiel. If you have sand and want water, the device, which is about the size of a large dishwasher, can produce it. Combined with 3-D Printing, this technology enables a person to have nearly anything they need at low cost -- so long as there is a sufficient power source, because this system requires massive amounts of power. This system enables Nuclear Power to be far more effective, as all waste can be converted into some harmless substance, or recycled again as fuel. As an unintended result of this technology, even hard money like gold or silver has become useless, as it can be manufactured. Instead, food (which cannot be produced safely by either this system or the 3-D Printer) has become the new currency, as well as ideas and patents.
- Advanced Hydroponics and Horticulture: Basically, really fancy, automated farms and greenhouses that give higher yields of food… though not enough to match the population explosion. Can also be onboard ships to provide in-flight sustenance.
Advanced Magnetic-Levitation/Propulsion Vehicles can float up to 5 Meters off of the ground by utilizing magnetic fields, enabling the highest possible mobility.
- Limited Teleportation: Not at all safe for transporting living things, and only practical for intra-planetary delivery.
- Limited Cybernetics: Though it is much avoided and carries social stigmas, prosthetics are available if needed.
Foreign Policy:
None currently
Additional Information:
Technological Bases: Stargate, Star Trek, My own creations and ideas
NS Activity: A post a week per RP is a good week, but this RP will probably get a fair bit of my attention, so perhaps two a week.
RP Experience: Solo writer since grade school, Senior Member of Vapour
Map Claim(s): - Leave this blank for now, until we have completed the map. -
Map Colour: Blue, preferably Navy or Royal
0192 (Don't delete this.)
Here it is

by Arcerion » Wed Jul 23, 2014 6:47 pm
The Republic of Lanos wrote:I went to a fight once but then a hockey game broke out.

by The United Remnants of America » Wed Jul 23, 2014 7:12 pm
Arcerion wrote:Update on the map: Work has been killing me. One of our lifeguards is out sick so were down to 9 guards out of a needed 15. So I'm working shifts like crazy. I have a bit of time off this weekend so I'll finish my edits then.
Sorry for the delay guys.

by Senkaku » Wed Jul 23, 2014 7:13 pm
Senkaku wrote:Nation Application:Nation Name: The Garden
Government Type: Oligarchic theocratic autocracy
Government Description: Ruled by the Golden Council, the Garden has little separation of church, state, and society. The government is essentially part of the Holy Faith, with most magistrates and civil servants also serving as priests. The Holy Faith legitimizes the government, and holds a great deal of influence in the decisions reached by the Golden Council and the Emerald Halls, which are the lesser councils. However, while the Holy Faith maintains its own militia in the Order of the Bleeding Star, and many Bleeding Stars serve as soldiers, the government does retain complete control over the Green Army, the Green Fleet, and the police and intelligence services. The government is also assisted by a sophisticated computer system known as the Orrery, a system of AIs and robots and memory farms that helps govern the Garden's teeming billions.
National Leader: Chancellor Selyek ib'il Azad
Nation Capital: Ye Shih, the capital, was a large asteroid that has been sculpted and converted into a large habitat, housing roughly fifty million people, the Golden Council and the Deva House (heart of the Orrery computer system). It has been moved to orbit the Amiiri homeworld, Azor, though it could theoretically be moved at subluminal speeds using the (very) old drive systems mounted on its surface. Azor, the world which it orbits, also acts as part of the capital, however. The Golden Council frequently meets there (some of its members live there), and the Hall of Piety (headquarters of the Holy Faith) and its various sub-compounds are on the planet's surface.
Nation Age: The Garden in its current form has stood for around 6,000 years, but the Amiiri have had civilizations for a little over four times that long.
Nation History:
The Amiiri are an ancient people, and theirs is a history drenched in blood and scorched by fire. Descended from creatures living in the tunnel-swamps around the extinct calderas that dot Azor's surface, they developed agriculture and first formed small kingdoms around 25,000 years ago. Amiiri technology progressed rapidly, and 21,000 years ago, the first Amiiri probe visited a nearby star system. The civilization that had emerged, known as the First Blossom, produced astonishing works of art, built a few colonies and bases throughout the Ashor Ai system, and flourished until around 20,000 years ago. Azor let out a large burst of transmissions at this point, which still float through space. Azor never unified, however, and instead was split amongst several main power blocs that competed for dominance. They had warred before, but no one anticipated the First Collapse. It was triggered when one power bloc released biological weapons on another. They were not intended to be much of a problem, just to frighten them.
The Pestilence followed. The disease mutated and swept Azor, killing several billion people before it could be contained and cured. Furious at those who had released it, the other powers engaged in nuclear warfare with them. Within two years of the Pestilence's release, the First Blossom had undergone the First Collapse. The Amiiri civilization, with 99% of its people dead and its homeworld ruined by war, vanished. Their fledgling space colonies either fought each other and died, or slowly watched and hid and, without support from their home, suffocated or froze to death in the endless freezing vacuum. The first break in transmissions from the Ashor Ai system occurs here.
16,000 years ago, 4,000 years after the collapse, Azor's wounds had healed, mostly. The last remnants of Amiiri civilization had, in that time, been ground down by disease and nuclear winter and wild animals to the level that their ancestors had been at 9,000 years previously. They did as the First Blossom had done, building a mighty civilization.
But this time, things were a bit different. People had been changed by the First Collapse, and things had been left behind. Ruins of ancient cities still stretched for miles in places, and radiation epicenters, where high-yield neutron bombs had once been detonated, were home to twisted horrors. The Second Blossom feasted off the ruins of the First as it bloomed, and its people were hard and cruel folk, honed by the terrible hardship they had endured for millennia thanks to what they, thanks to the lack of good records, believed had been a war between gods. The Second Blossom was humbler, and smaller, with fewer people, but even so, it became a powerful and planet-dominating civilization.
But Azor's surface was still scarred from the First Collapse, and her resources depleted by the once-mighty civilization that had died in it. Six thousand years after the rise of the Second Blossom, 10,000 years before the present, things began to break down. Weather patterns and currents failed, farms turned to dust and blew away or froze, and great migrations of desperate people occurred. Waves of refugees destroyed every refuge they fell upon and swelled as they migrated, while diseases spread forth their deadly hands and war engulfed the planet.
The Second Collapse was not nearly as bad as the First, but even so, the dead were heaped several billion high, the planet scarred again by war. It took a thousand years for the Third Blossom to rise from the ashes of the Second Collapse, and during this time, as before, the Ashor Ai system ceased emitting stray transmissions.
But the Third Blossom held on to much of the learning of the Second Blossom and its fall, and 9,000 years ago, it seemed they would bring eternal peace to the planet. The Third Blossom's knowledge was great, their power and wisdom tremendous. Within a thousand years, they had settled throughout the star system and sent probes to other worlds, beginning a new era of peace and learning. The system's and Azor's many states were bound together in a loose confederation, and the Amiiri homeworld was largely healed of its terrible wounds, drawn away from the brink of losing her biosphere.
6,500 years ago, war came again to blood-soaked Azor, as the Confederation fell apart into squabbling. This time, war was swift and clean and detached, but entire cities were wiped out as the entire star system fell apart. Habitats were burst like soap bubbles, to spill their people into the vacuum, and proud cities on Azor that had stood for millennia were annihilated from orbit at the tap of a screen and touch of a button. It seemed the Third Collapse had finally come as a century of warfare slowly escalated, but on Azor something changed. The planet was unified by a powerful warlord named Syran ib'il Hizir, and then his fleets proceeded to seize control over much of the rest of the system. A few refugees propelled their habitats out into the long dark of interstellar space, others fled on sleeper ships.
Syran ib'il Hizir, now ruler of all of the Ashor Ai system, founded the Holy Faith. The Holy Faith preaches unity, peace, and order, preaches that everyone has their place in an orderly and peaceful society. Slavery and caste systems had always existed, but the Holy Faith laid out a specific plan, a system, for their implementation. Indeed, at first, the Holy Faith was less of a religion, and more of a plan to heal Amiiri society so it could never again destroy itself as it had before. The Holy Faith also preached the sacredness of life, and said that life should always be spread and grown in places that had not been blessed with it. In retrospect, many philosophers have noted, this tenet, which still holds sway in the Garden's leadership, seems like a failsafe or a backup plan. If the Government of the Faithful had fallen like those that had come before, or fallen harder, perhaps some of Azor's life would live on elsewhere.
For five hundred years, Syran ib'il Hizir prolonged his life using nanobots and computers and all the tricks of medicine available to him, to oversee the repair of the shattered system and the restoration of order to the furthest reaches of the system and beyond. Military sleeper ships were dispatched, to chase down those who had fled the rise of the Holy Faith, and they slowly rooted out the infidels from the interstellar void and the stars around Ashor Ai.
At the very end of his life, the Unifier proclaimed the beginning of the Garden, restructuring the government, and the polity that now rules over the Amiiri was born. It is said that the Unifier is still preserved, somewhere deep within the Orrery, but regardless, the Garden flourished. Around a century after the Unifier's death, the first faster-than-light drives were created. The Garden had already dispatched sleeper ships and settled thousands of asteroids and comets, and had sent probes with a few basic life-forms speeding off to seed other systems, but now it began full-scale colonization of surrounding stars. This colonization has continued for six thousand years, as the Garden settles new systems and the millions of asteroids and comets that are scattered throughout them, as well as building habitats, whether floating free or on the surfaces of distant, icy moons. The Garden truly has gardened the systems it has colonized, and brought life to every facet of them, and continues its slow outward expansion, bringing life to every star.
Population: Approximately 67,000,000,000, most settled on space habitats throughout the Garden
Major Species: Amiiri
Minor Species: various, from all around the galaxy, but they form a very small percentage of the population.
Cultural Information:
The Amiiri, bound to the Garden by the caste system, the government, and the Faith, are, for the most part, a gentle folk, placing a high value on life and serving the Faith by letting it flourish and expand, whether that be farming or building bubble habitats. Common Amiiri are gentle, simple folk, for the most part, concerned with mining or farming or building or whatever their profession happens to be. They do view aliens and infidels with a great deal of suspicion, and rarely mingle with those outside their own caste, though they rarely harbor an active disliking for another caste. Most Amiiri place a great deal of value on obedience to the government, the Faith, and their betters, for that is how their society has worked for six millennia.
The upper castes are, in many ways, much freer than commoners, but in others considerably less so. The upper castes cannot merely be obedient sheep, as they decide the Garden's course in the galaxy and shape its policies and care for its people. They are freer and more open-minded than most commoners, and certainly less suspicious of aliens and infidels- because they must treat with them regularly. They are also usually much more hardened and cynical than a commoner, frequently stronger and more intelligent, and are generally specialized to lead. Upper castes also can use their pheromones to compel commoners to do their bidding, even if they do not wish to.
Society Information:
The Amiiri have a rigid and complex caste system, upheld by the Holy Faith, and over the thousands of years have slowly differentiated physically as well. Different castes have different colors, skin markings, texture, and patterning, and different pheromone markers. Each caste has its place in society, whether it be mining or farming or fishing or ruling. The ruling caste, known as the Golden, form the upper echelons of the Garden's government, military, and the clergy, while several lesser classes form the lower ranks of the government. The caste system is the iron frame behind Amiiri society, and is deeply entrenched and still preached by the government and the Holy Faith. The Amiiri also permit slavery, for their own criminals and indebted, and for any aliens that someone wishes to sell them. Amiiri banks and slaver clans will never ask questions if someone is sold to them, but neither do they treat slaves badly. A slave does have some rights, and cannot be abused by their owner, though fair punishment is permitted. Additionally, slaves are not considered to be part of any caste, and thus can be purchased by anyone with sufficient coin and still be forced to serve them.
Slavery and caste are two critical components of Amiiri society, but the Holy Faith is the third. All Amiiri follow it, and the Faith has an orderly system of temples and priests and libraries and such set up on every world in the Garden. All Amiiri must go to prayer once every ten days, for two hours, though this varies from place to place slightly due to differing planetary rotation speeds. Anyone who speaks against the Faith, or takes or preaches another god besides the One of Many Faces is liable to be executed or become a slave for the Faith to sell or use as they please. The Faith is also deeply entrenched in Amiiri society, and in tandem with the caste system, it means that few ever speak out against the Amiiri god.
The fourth major element of Amiiri society is government control. The government technically controls and owns everything, even if in practice this is not true. The government can put anyone under constant surveillance at any time, can have people disappear on a whim, and can relocate and draft the people as it sees fit. This, too, is so deeply ingrained into Amiiri culture that no one dares resist or object, though the government usually does not try and cause people such trouble. Despite the fact that people can be watched anywhere, at any time, the Amiiri usually just accept their government as a fact of life and live normally- for the odds that they will ever hear about something or meet the people watching them are really quite low- only wrongdoers will ever be bothered or punished.
Language(s): Amiiri Common, trading pidgin
Notable Locations:
Azor- Azor is the Amiiri homeworld. It has been heavily scarred by wars and civilization, and several times has come close to losing its biosphere entirely. However, the Garden has made a great effort to restore it, and six thousand years of growth since the end of the last reconstruction projects on Azor have returned it to its original pristine beauty. Surprisingly few Amiiri live on their ancient homeworld, and those who do primarily live in the huge and ancient cities that still survive on her surface, many built on the ruins of even older ones. Azor is the heart of the government and the Holy Faith, and also houses a large portion of the Orrery's memory, most of it discreetly distributed into the environment.
Ye Shih- The Amiiri capital orbits Azor as a second moon. Once an asteroid, Ye Shih has been sculpted into a massive urban habitat. It is home to more than fifty million souls, and has had additions and modifications that really make it more like a vast space station or artificially constructed habitat than an asteroid. Ye Shih also is the heart of the Orrery, and is host to the installation known as the Deva House. While many government and religious functions take place on the surface of Azor below, Ye Shih is the official capital and also places a critical role in the governance of the Garden.
Basreh-
Ashkhad-
Ti Sheh- Ti Sheh is a small dwarf planet in the Drogar System. It is presently the only large celestial body in that system to be fully habitable without life support or habitation systems. A dwarf planet roughly 600 miles in diameter, Ti Sheh occupies the main belt of the Drogar System, and naturally is too cold for liquid water and thus life. However, Amiiri bioarchitects, using a number of theoretical techniques, were able to azorform the dwarf planet. They used hydrogen bombs and self-replicating manufactories to produce an atmosphere of water vapor and greenhouse gases. In addition to greenhouse gases, these manufactories also electrolyzed water, releasing oxygen into the atmosphere and fusing the hydrogen for power. Due to the risk of asteroid collision, diffusion of the atmosphere, and solar winds, several large and remarkable systems were constructed that make Ti Sheh a noticeable place. Firstly, the dwarf planet has enormous magnetic field generators, built in its core. The core was turned molten through the use of thousands of shaped hydrogen charges planted and then sealed in tunnels. The planet's rotation, new liquid core, and metal-rich materials have, with the introduction of a very, very large heat-shielded iron rod around 600 miles long, created a small magnetosphere to protect it from the solar wind. Ti Sheh also boasts several orbiting superdynamos, which collect atmosphere that has blown off and use magnetic force lines to channel it back to the planet, ensuring that despite its weak gravity the atmosphere does not require hydrogen explosions or greenhouse bursts to replenish it. All of these are fed by the massive solar arrays that float around the dwarf planet, and these same arrays generate power for the powerful orbiting system which deflects incoming collision threats with high-energy lasers and plasma winds, sometimes using the superdynamos to energize and project the plasma. Ti Sheh also uses millions of floating mirrors to increase insolation, meaning the planet can now sustain life without any need for other life support systems.
Sazaar-
The Deva House- The Deva House is the heart of the Orrery. The building itself is tucked away on Ye Shih, in a large dome in a fairly insignificant district. Surrounded by a large reflecting pool, it is accessible by a single causeway and under permanent guard. The dome also has its own energy shields and is reinforced to resist attacks, just in case. At the edge of the reflecting pool is a line of large and very old trees, which screen it from the sight of most people. In short, the Deva House is fairly inconspicuous, hidden away behind trees in an insignificant district, and the entire compound is always under guard. Few people ever see it.
However, those who do always go inside, and inside is where the reason for the security is. Within, the Deva House has hundreds, if not thousands of rooms. It is powered by a solar skin, millions of cells embedded in the glass dome, and holds within it memory banks, computers, and hundreds of simulation rooms of varying sizes. The main attraction, though, is the Interface, a huge room in the dome's core where extremely advanced holographic technology allow users to interface with the entire Orrery system.
An OOC comparison I could make would be to the House of the Undying in Qarth in Game of Thrones. Basically, the Deva House is full of really powerful things that most people, even in the government, don't really know about, and things that no one really understands. It's the heart of a computer system that literally spans the entire Garden and is quite sophisticated. People go in, but sometimes they get lost or download themselves too much... So basically, going into the Deva House is risky. But it's also really cool.
Military Information:
Military Doctrine: Amiiri military strategy is based off of the Tazah Doctrine. The Tazah Doctrine suggests striking first, and so-called cascading assaults on enemy forces before they can move and become a threat. Cascading assaults begin with seemingly minor problems, as Amiiri drones launched by fast "flower ships" or sent floating into the enemy ranks disguised as asteroids attack communications and logistics and dispatch nanobot swarms to infiltrate enemy systems. Cascading assaults are timed and pre-arranged affairs, and usually require a fleet or army to be resting or gathering at a relatively stationary point to work. Once the infiltrators have done their work, the so-called Djinn's Minute begins. During the Djinn's Minute, a massive cyberattack or electronic warfare strike typically besets the enemy forces, blinding, confusing, and frightening them, and keeping them worried and occupied. As the ongoing situation with the electronic attack continues to plague enemy command (whose communications, thanks to the prepatory strikes, will be poor), flower ships appear inside the enemy formation and release attack drones. As further confusion spreads, the main Amiiri force appears and begins to unleash a devastating barrage, sending small, fast drone craft inside the enemy formation to break it up. The assault is incredibly fast, and usually highly coordinated, giving enemies little time to respond. In most cases, officers on Amiiri ships simply sit around and wait in the acceleration pods, since everything moves too fast for them to control, and let their aeais take care of things.
However, cascading assaults require a great deal of forward planning, and a stationary enemy force, neither of which are always possible. In cases such as these, the Amiiri usually do two things. Firstly, they strike at logistics points and communications hubs. Secondly, they launch small-scale but high-yield attacks, such as dispatching nuclear or EMP suicide drones, nano-replicator bombs, or using infiltrators to spread bio-agents amongst the enemy soldiers. They have little regard for collateral damage, and usually prefer to unnerve and confuse the enemy, pinning him down somewhere where they can launch a cascading assault and destroy them.
However, when forced to give a running fight or attack a moving enemy fleet, they usually keep up constant, low-level attacks for several days, wearing them down, and then slowly ramp up their attacks. Amiiri ships will streak at high speed through the enemy formation, sowing mines and drones behind them as they blaze away with lasers and missiles. The Tazah Doctrine has been proven quite successful in a number of wars against minor civilizations around the Garden, and the Orrery's simulations indicate it would also be successful against the great galactic powers.
The Amiiri favor using drones, mines, and lasers, and on the ground favor hypersonic glide vehicles and chemical weapons.
Military Strengths: The Amiiri have superb military coordination and excellent computer systems, and Amiiri command can quickly adapt to changing situations and plan accordingly. They also have good all-around technology and training, especially in electronic warfare. They are also frequently unmanned or only have very small crews, as the Amiiri prefer to use faster, lighter, tougher computers.
Military Weaknesses: Amiiri ships are built for speed, maneuverability, and striking power, and as such, every last gram of excessive mass is stripped from them, including most armor and backup shield generators. They rely on their maneuverability and electronic warfare capabilities to avoid enemy fire, and tend to fare poorly when these fail them. Additionally, while Amiiri firewalls and cyber warfare capabilities are excellent, their forces are, due to the level at which they rely on computers and robotic systems, extremely vulnerable should a successful cyberattack ever befall them.
Major Industries: Farming, mining, manufacturing, habitat construction, shipbuilding
Foreign Policy: The Amiiri are slightly xenophobic, and while they do permit restricted trade at most ports, they tend to be somewhat isolationist and prefer to allow others to fight their own wars, and keep the Garden out of it. However, smaller, less powerful civilizations on their borders are basically considered open season for slavers, and for keeping the Green Fleet's skills sharp. They have a habit of making these lesser races, many of whom are in early stages of development when discovered, into vassal states to use as puppets against their enemies, intentionally blunting their technological development so they cannot be a threat to the Garden while giving them the tools to expand enough to be usefully plentiful. Many of the Garden's vassal states still have very low levels of technology, despite their fledgling interstellar empires, and some worship the Amiiri as gods.
Additional Information:
Technological Bases: The Quiet War, Ender's Game, EVE, The Windup Girl, Game of Thrones
NS Activity: Reasonably high
RP Experience: Well, I've done quite a few before, if that's what you mean, and Idon't think I'm a terrible writer...but that's more for y'all to decide.
Map Claim: J-10
Map Color: Green, if I can get it.
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Species Application:
Species Name: the Amiiri
Physical Description: The Amiiri are small creatures, with skin that ranges from ebony black to bronze or golden brown. They possess six limbs, though they are close to what we IRL would call mammals, and are capable of walking on two or four of these limbs. The middle pair are essentially only vestigial arms, usually amputated at birth or before, while the bottom pair have almost no dexterity and are only good for walking on. The top pair, while they can be used for walking on all fours, are much better suited to lifting and fine motor skills. An Amiiri stands around three and a half feet high, with a head shaped like a teardrop. They possess three eyes, one on the front of their face, and one on each side of their head. They also have pheromone and electric field sensory organs distributed around their heads, largely in the form of small, regular openings that form a trail down each side of the head. Their ears are lesser organs, mounted in their top shoulders, and are almost invisible. They conserve water and expel all waste in solid form, however, Amiiri also filter their waste naturally and have a second orifice for expelling bacteria filtered out from their waste. This means Amiiri have two kinds of shit, basically, and that one is a bit of a biohazard, while the other is quite sterile.
Average Lifetime: ~100 (RL years, not necessarily whatever an Amiiri year is)
Respiratory Gas: oxygen
Reproductive Cycle: The Amiiri have penetrative sex somewhat similar to humans, but their are a few variations. Females use the same orifice to give birth and have sex as they do to expel sterile waste. They also give birth to live young... but only semi-live, really. A baby Amiiri is usually little more than a large embryo, covered in a flexible silicate covering and packed in nutrient fluid, and is usually moved out of the womb swiftly, within six weeks, since Amiiri have evolved to have small wombs. Mothers used to incubate their newly born in the small pouches they possess for around another six weeks, but now almost everyone uses electric incubators for convenience's sake. Baby Amiiri tear out of their shell/covering a week or so after their mother ceases incubation, and grow to adulthood in around ten years. They remain fertile throughout their lifetime, unless modified surgically or rendered impotent by genetic disorders or some outside stimulus such as radiation.
Natural Abilities: Amiiri sensory organs are typically more sensitive than human ones, their eyes being able to pick out all three primary colors and green, and their night vision is considerably better than humans thanks to the presence of refractive, crystal-like cells in their eyes and a tapetum lucidum. They also can pick up and emit pheromone signals to one another voluntarily and involuntarily. With some training, they can even pick up on other race's pheromone signals, even ones who do not have the ability to control theirs. Their ability to sense electric fields, though greatly reduced over the millennia, had also stuck with them since they first rose from the swamps, and though many do not use this ability because of the sheer amount of white noise produced by things like phones, computers, and really every device and appliance one could name, it has its useful applications, though like pheromone sensing, it takes practice to learn them.
Amiiri also can make tools and form groups, like all civilized species.
Diet: Typically blue-green algae, supplemented by fabricated vitamins and some nutrients. On occasion they consume meat or grains.
Possible Genetic Defects: In addition to cancer caused by genetic damage, the Amiiri are susceptible to genetic maladies that include weakened bones, color blindness, and cardiac conditions especially. Other, rarer conditions exist as well, but are too esoteric and infrequent to list here.
Additional Information: None that I can think of.
0193

by Arcerion » Wed Jul 23, 2014 7:15 pm
The United Remnants of America wrote:Arcerion wrote:Update on the map: Work has been killing me. One of our lifeguards is out sick so were down to 9 guards out of a needed 15. So I'm working shifts like crazy. I have a bit of time off this weekend so I'll finish my edits then.
Sorry for the delay guys.
Oh lordie no! Only 9 guards! Ahhh!![]()
> Complains about there being nine guards.
> My work employs only 3.
> Those three never work together.
Edit: Yay, a new map!
The Republic of Lanos wrote:I went to a fight once but then a hockey game broke out.

by The United Remnants of America » Wed Jul 23, 2014 7:18 pm
Arcerion wrote:The United Remnants of America wrote:Oh lordie no! Only 9 guards! Ahhh!![]()
> Complains about there being nine guards.
> My work employs only 3.
> Those three never work together.
Edit: Yay, a new map!
>Camp swims are the worst
>My employer has given up trying to find more staff
>mfw I get overtime pay every week
by Inoroth » Thu Jul 24, 2014 10:58 am


by Senkaku » Thu Jul 24, 2014 11:00 am
Inoroth wrote:Sad that this thread has devolved into little more than a pissing contest over whose life-guard job sucks the worst

by Inoroth » Thu Jul 24, 2014 12:00 pm


by Transoxthraxia » Thu Jul 24, 2014 12:46 pm
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

by Pavlostani » Thu Jul 24, 2014 1:03 pm

by Senkaku » Thu Jul 24, 2014 1:39 pm

by Transoxthraxia » Thu Jul 24, 2014 2:10 pm
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste
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