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Postapocalyptia | OOC [Apps Closed]

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Mincaldenteans
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Posts: 9453
Founded: Feb 17, 2013
Ex-Nation

Postapocalyptia | OOC [Apps Closed]

Postby Mincaldenteans » Thu Jun 04, 2015 1:33 pm

Welcome to...


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SEASON 2
Episode 1 | Episode 2 | Episode 3

An Ayreonia & Co. Production



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(*cultured British voice*)
Rigel Three. Such a boring, generic and nonromantic name for a planet. When the first human colonists arrived, the United Nations Space Exploration Committee (UNSEC) was quick to christen it as such: it orbited the star Rigel and was the third planet. No more naming planets after ancient gods or figures of mythology: the human world was secular and politically correct now. A loaded name such as "Jesus" or "Allah" would simply not do.

Of course, human nature is not so easily overridden by rules and protocols: upon seeing the desert landscape with ruins of an ancient and long-gone alien civilization jutting out, the colonists let their imagination run wild. The human mind pictured a once great culture, wiped out by... what? What indeed. Nobody knew, but the melancholy vista spoke volumes. This people had been destroyed by some cataclysmic event, an apocalypse of sort. And so, the colonists came up with a name, one that stuck and spread to new arrivals and the press.

They named it Postapocalyptia.

Arid and barren and consisting mostly of sand and rocks to the untrained eye, Postapocalyptia, or Postpoc, didn't really attract many settlers at first. Sure, there were the alien ruins, but those were hardly the first ones humanity had encountered, and who would really care about the skeletal remains of once great structures reaching into the sky? The answer is, obviously, archaeologists. So Postapocalytian society evolved into a collection of small townships where these explorers would find places to stay, along with fueling points and outposts where they could rest and recuperate during their journeys into the desert.

That is, before they discovered timonium.

Named after its finder, timonium was a wondrous substance. Sprinkle it onto the sand, and crops would grow even in the driest desert. Fill your vehicle with it, and it would behave like a more efficient version of Betelgeuzean biofuel. Drink it, and you die a horrible and painful death (yes, someone tried). Most importantly, burning it would generate exorbitant amounts of energy, at the cost of heavy pollution. And it was freaking everywhere. It looked like wherever you drilled, you could find some of the stuff. In fact, its many uses and spread across the entire planet made scientists speculate that timonium wasn't, in fact, a natural element, but a substance engineered by the now-extinct aliens of Postapocalyptia. And oh boy, did it start a 25th century version of the Gold Rush.

Several energy and agricultural companies immediately took notice and landed their people on Rigel-3, only to be massively disappointed. It turned out that the reports the settlers had sent back home had been greatly exaggerated. While timonium was extremely useful in an underdeveloped place like Postapocalyptia, there were practically zero uses for it anywhere else. Those days, most crops were grown in massive hydroponic complexes, there were much cleaner ways of generating similar amounts of power, and alcohol was still the substance of choice for people who wanted to drink themselves to death. Feeling cheated, the corporations gathered what little initial staff and equipment they had brought and left the planet.

Or would have, save for the fact that they couldn't.

You see, unbeknownst to most of its denizens, Postapocalyptia had also become a test site for a new orbital power plant. Situated at the Lagrange point between Rigel-3 and its moon, this plant would collect a mixture of solar rays, cosmic radiation and gravitic energy, then convert it into electricity by some combination of science and witchcraft (presumably). Since it was all very new and experimental, nobody really understood the math behind it, so of course it was a matter of time before something got royally fucked up. Namely, the plant blew up, creating a massive gravitational flux in the system that prevented any spaceship from entering or leaving the system, lest they be crushed like tin cans on the ocean floor. Somehow, the planet itself wasn't affected, probably because of its own big-ass gravity well, but the settlers were pretty much stranded.

And so, cut off and most likely forgotten by the rest of the world, the people of Postapocalyptia lived on. Law was in the hands of groups who had the most firepower, which initially meant the small armed security forces Gazprom and other corporations had brought with them. Gradually, these turned into something resembling a police force, but only in the larger settlements. In most parts of Postpoc, law was getting rewritten every day in the wake of the last gunfight as Vagabond bands fought hostile wildlife, bandits and each other in search of alien artifacts and riches.

Ah, yes, the Vagabonds. Such a curious occupation could have never arisen anywhere else. Part explorer, part archaeologist and part gunslinger, these reckless wanderers braved Rigel-three's deserts in search of... what? Varying greatly in temperament and motivation, often the only thing that separated these men and women from regular homeless people was that they had (or at least pretended to have) some sort of scientific interest in the alien ruins dotting the landscape. They were wild, unpredictable and often feared by "decent" folk, with tales of their exploits told at campfires and dingy bars all across the planet. Of course every Postapocalyptian child wanted to become one when they grew up.



—(••÷[ тнє ѕтσяу ѕσ fαя ]÷••)—



Note: currently in RP discussion phase, do not app yet please.
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Rules:
  • Standard crap. Don't be a dick and whatnot.
  • Use proper spelling and grammar. The only excuse not to do so is if your character keeps talkin' like dis, beyotch (and even then, limit this please).
  • There are no rules on post length because quality over quantity.
  • Don't be overpowered. Everyone loves a badass, but nobody wants to read about a person whose personality consists of "he's good at shooting bad guys and is totally a Marine."

***All credit to Postapocalyptia goes to Ayreonia. Original OOC here***
Last edited by Mincaldenteans on Thu Oct 01, 2015 6:04 pm, edited 18 times in total.

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Mincaldenteans
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Posts: 9453
Founded: Feb 17, 2013
Ex-Nation

Established Canon

Postby Mincaldenteans » Thu Jun 04, 2015 1:33 pm

This post is everything that was developed in the original RP and will be used as reference material.

The Planet As We Know It

Rigelian Wildlife
(Updated as of 7/29/15)
The Daggerwrist
A human sized, arboreal, liquevorous predator, the Daggerwrist is a very elusive creature that feeds in the same way as arachnids. The creature is capable of gliding, but is also a quadruped. While mainly feeding on Skeelies, who are fully airborne creatures, it can also attack earth bound creatures, occasionally stalking burrowing creatures while also capable of running after prey, though it's dagger-like front appendages make it extremely difficult to run at fast speeds. They also use powerful muscles in their legs to allow them to make great leaps to maximize the distance they can cross on each glide. Like many other species on the planet, they utilize bioluminescent lights. This creature's favourite 'spot' would be the pocket forest of Rigel.
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Plaque Bark Trees
These Earth-equivalents of trees are tall plant like organisms which rely on minerals, water and the sun's energy for a living. The trees are made up of a very large trunk with a thick crust permeated by photosynthetic covering. The trunk gets less wide on the way to the top. Attached to the trunk are sharp 'branches' with a similar anatomy to the trunk. The branches however have an extra layer of photosynthetic layers. The trees provide food for Skeelies and hunting spots for daggerwrists as well as harbouring other species.
The trees in pocket forests are quite far apart due to complex and extremely deep root networks. The pocket forest are also very rare due to the hostile nature of the planet. And are not very large. Occasionally, a leaf like organ will be grown on a branch.

The Gyrosprinter
These 'gazelles' compromise of a horse-size creature with a naked skull and strong, merged legs. The legs have merged during the course of evolution for the creature to be able to get away from predators with much greater speed. They have a special organ for maintaining balance. It feeds using a long tongue , which spreads apart to form a net similar to a fungi's, using which it captures every organism that is floating in the air at the moment, swaying the tongue as it moves about.
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Arrow tongue
A bipedalien with black coloration and red spotted biolights. Averaging about eight meters tall, an Arrowtongue impales its prey with a 3 meter-long, serrated, arrow-tipped proboscis. Like many spiders on Earth (and like most predators on Rigel), Arrowtongues are liquivores, injecting digestive juices into their prey and then sucking up the liquefied organs. They are fierce, solitary hunters found on the grasslands of Rigel. Like most of Rigel's animals, their pointed, spade-like heads contain no true jaws. They use sonar in order to find other species and food

Micro flyers
Micro flyers are small creatures of various species that inhabit Rigel's lower airways, being the base of most ecosystems along with the Pollen.

The Pollen and Aerophytes
The Pollen are microscopic organisms that float in Rigel's airways, often reaching incredibly high altitudes due to their lightweightness and anatomy. They are the base of virtually all ecosystems(along with aerophytes) and feed through photosynthesis among other things. Aerophytes are Microscopic vegetative organisms that float on Rigel's air currents and constitute a major source of food for several species on the planet.

Beachquills
Beach Quills are short-range attack hunters and are some of the smallest creatures on Rigel. They attack in colonies and kill their prey with a neurotoxin. They can propel themselves by means of a folded muscular "foot". The beach quills look exactly like their name, they are 76 mm in length.

Bladderhorn
This creature is a bright blue, rather comical-looking bipedal animal, with two "antlers" extending out of the sides of its head and have red biolight markings on them. The antlers are actually sacs designed to inflate and make it look much larger than it truly is. Bladderhorns make bellowing sounds by deflating the air sacs. The Bladderhorn uses its "antlers" for communication.

Prismalope
A tripedalien of Rigel's plains and deserts, Prismalopes often travel in herds. The first thing one notices about this creature is its massive prism-shaped head. Though it appears ungainly, it houses the Prismalope's grasping tentacles, which it uses to capture small prey. This fast-breeding creature is preyed upon by a multitude of predators, both terrestrial and airborne. It is also very numerous.

Prongheads
Prongheads are bipedal plains predators that feed on Gyrosprinters, Symets and Littoralopes. They are named for the three hollow prongs protruding from their faces that act as tubes to siphon liquids from their prey, since they use their feet to inject their digestive fluids into prey. They hunt in pack in a similar manner to wolves on Earth.

Littoralopes
Littoralopes are placid, slow-moving quadrupeds with little evidence of intelligence. They also have tails resembling their heads, similar to Symets. This feature probably evolved to confuse predators.

Symets
Symets are bipedal herbivores named for their protective symmetry. The symmetry most likely evolved to confuse predators. A Symet

Unth
The Unth is a tundra creature with asymmetrical tusks. Unths are named for the sound they make when they take a step. Unths live in herds. Unths had only one gender but still fight for mating rights.

Stripewing
The Stripewing is an odd two-meter-tall flying creature with stripes on its wings that breaks into a hopping frenzy each night. Stripewings will fold themselves into compact shapes.

Skewer
The largest aerial predator of Rigel. It is a humungous flying animal, with a wingspan of 50 feet (over 15 m). Not even the largest pterosaurs (like Quetzalcoatlus, with its 40-foot (12 m) wingspan) from Earth have a wingspan even approaching that size. Its wings do not flap but squeeze, shifting shape to shift flight. It is actually propelled by combusting methane gas in four jet-pods on its wings. This allows the Skewer to travel at speeds of 200 miles per hour. Its killing tool is a hollow lance that impales its prey, injects digestive enzymes, and sucks the corpse dry. The Skewer also hunts in groups, each Skewer dropping the spoils and another swoops in to feast. No large animal on Rigel is safe from the skewer.
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Sac-back
The Sac-back gets its name from the sac on the male's back. The sac is used to store pre-digested food from the "sea", which is later fed to the females. Male and female Sac-backs live completely different lives. Males live on the surface, walking around on their three legs. Female Sac-backs dig "tombs" in which they bury themselves. Once buried, the only part of the female that sees the light of day is her mouth and tentacle.

Rigel Tomato
Darwin Tomatoes are giant molds that grow in the pocket forests. They can grow to be at a maximum of half a metre.

Electrophytes
These red, mushroom-like plants electrocute animals that stray into their fields, and then consume them alive.

Polardots
A plant with small blue flower like organs that live in the polar and colder regions of Rigel.

Stickball Plant
The Stickball Plant is part sponge and part virus. The only creatures that eat them are the Gyrosprinters.

Fodderball Weed
The Fodderball Weed produces football-like fruits called zimns. These weeds have a lightweight construction that puts them at the mercy of every wind.

Stalkers
Stalkers are colony-living predators that have several different tasks. Scouts find large, slow moving prey and mark them with a special scent, then return to the nest to spread the word. Workers then swarm out in huge numbers, detecting the prey and work together to bring them down and kill them. Finally, there is a queen, who stays in the nest and constantly lays eggs that become new stalkers. This lifestyle is based on earth's hornets.

Groveback
The Groveback is one of the largest creatures native to Rigel. When fully mature, they are large enough to have entire stands of trees grow on their backs during the long periods of dormancy spent buried in the ground. Once mobile, they travel on two large front legs and a rear appendage shaped much like a boat rudder. The Groveback feeds by absorbing nutrients from the soil through the skin of its underbody as well as feeding on the microscopic plants and animals that number in the millions in Rigel's air currents. The Groveback is one of the few creatures on Rigel with true jaws. The Groveback is a truly enormous animal, however can be easily killed by a colony of Beachquills. Other creatures, even the Skewer, do not risk getting close to mature forms.
A grove back approaching a colony of Beach quills, something that will lead to its death:
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Tubegrass
Long grass which is hollow like a tube giving the plant its name. It is striped.

Gourd Tree
15-story tall plants that are supported by root-like stilts. Gourd Trees are either hollow or spongy inside. They have to be for the stilts to support them.

The Spitter
A relatively small(25-40 cm), omnivorous and mostly nocturnal creature, the Spitter spends two thirds of its time under ground, coming out only in the deep of the night. The spitter is a burrowing quadruped and over the course of evolution, it's front appendages became modelled like effective shovels while its hairs help it stay warm during the night. Like most Rigelian wildlife, the spitter doesn't have jaws, but rather a proboscis, which it effectively tugs away into its 'neck' when digging to prevent damage. Once again, like most Rigelian wildlife, the spitter doesn't have eyesight but relies on Sonar and to a lesser extent on hearing, vibrations and tactile senses. When cornered(this happens rarely), the creature spits an acidic bile, that isn't deadly, but quite corrosive. Naturally, it uses the bile to dissolve earth and sand when digging through stronger materials. To dig better, the creature also has keratin encrusted over its front digging appendages.

Butchertree
Many species prey on the numerous, fast breeding Prismalope, but the Butchertree is the only species that actually lures the Prismalope instead of chasing it. Dotting the plains of the northern hemisphere, the Butchertree kills anything that comes within range of its four branch-daggers. They have a bizarre relationship with an unnamed flying organism, which is the primary food source of Prismalopes. The Butchertree grows underground roots that resemble these fliers, allowing the "tree" to lure Prismalopes close enough to try to kill and eat them. It is unknown just how this species reproduces. One possibility is that the small flier it associates with transfers eggs and sperm between individuals. Another possibility is that the flier itself is the second gender of the species, an extreme form of sexual dimorphism. Either way, young Butchertrees are found close to their "parent", and are connected to them through an umbilical cord similar to that of the "growths" that mimic the fliers. The cord disappears once the young are capable of nourishing themselves. The Butchertree is one of the only species known to prey on Skewers. Most information about The Butchertree is unknown as it is too dangerous to get close to, meaning an almost impossibility of surveying it properly for scientists. Which is why scientists could only guess what the unnamed flyer is(whether its a different species, the second gender of the Butchertree etc) and how the Butchertree actually works.

Carver Wing
An incredibly aggressive ectoparasitoid flyer that lays its eggs on the dorsal survases of large animals. Once the eggs hatch, the Carver wings will devour their host.

Brain Balls
Brain-like creatures that resemble brain corals. Described as huge, colonial earthbound floaters, not much is known about them as they are quite rare.

Diskflyers
Diskflyers live around Rigel's remaining Seas and water bodies and operate within very distinct four square kilometer territories. It is not known whether young Diskflyers stay within the territories in which they were born or if they leave to establish new territories of their own. Diskflyers are hermaphroditic, like most of Rigel's fauna, and mating impregnates both partners. It is not known whether diskflyers give birth to live young or eggs. Possibly related to skewers. They are relatively rare due to the scarcity of water on Rigel.

Amphibians
Medium(0.5-1.5 metres in length), amphibious quadrupeds that live on the shores of large bodies of water. They look like a cross between an axolotl and a lancelet. They are pretty much the only species that even closely resemble Earthican species and one of the few species on Rigel to have true jaws. They are very rare, omnivorous, but do not pose a danger to humans.

Fin Leg
Small, silver, barrel-shaped herbivores with two fin-like limbs, hence the name. Even though it only has two fins, it walks on four points, two on each fin. They feed on the semi-liquid membrane of the jelly-bladder plants. They are also amphibious but they are rarer than the Amphibians as they need slightly deeper water to breed.

Jelly Bladder Plants
These are plants with relatively large jelly-like forms on their stems. Many creatures eat these plants. While very abundant(relatively) everywhere, the number of these organisms triple or quadruple near bodies of water and double in Pocket Forests.

Rigel Moss
These are the plants that are usually seen in the rare grasslands, pocket forests and bodies of water. They are however very numerous and are also present in deserts. They resemble green moss on Earth.

Hoppers
Small(30-70 cm height), biped, naked creatures that migrate from place to place in medium groups. They have powerful hind legs and are very fast(20 km per hour). They are easily targeted during the cool nights as they are cold blooded(an evolutionary path that helps them be so active yet waste very little energy) and can barely run away from predators. They have a special, sharp proboscis with which the suck gelly bladder plants and scrape Rigel moss. They are one of the few animals on Rigel to have eyesight, a reminiscent to a time when eyes were spread through Rigel's species. While their eyesight is very good, like all creatures, sonar is also present.

The Luna Flyer
An aerial relative of the Spitter, the Luna Flyer is a nocturnal creature with an anatomy very close to that of a Spitter. It's front appendages, however, were changed over the course of evolution into powerful wings that allow it to take into the air. It hunts in a similar way to the Skewer, with its back legs extremely atrophied(they are not visible any more). The creature does however have hard living conditions and a relatively short life. The problem is that the creature is obligately nocturnal, sunlight and heat can damage its skin. Since it has nothing to dig tunnels with to hide in, it is forced to constantly circle the planet to always be in the night zone, meaning that it needs copies amounts of energy and even the slightly weak quickly die off. To compensate for their short lifespan and high mortality, the Luna Flyers are very fast breeders, able to give birth in the air five times for each female. Yes, these creatures have two sexes like the Spitters, a rarity among Rigelian creatures. A female has a very short gestational period- three days and as much as ten wombs, each with a different conception date. The flyers are constantly on the search for food as well, wiping out other night creatures by swooping down on them or using their acid to take them down from the air. This complex lifestyle allows them to survive in sufficient numbers.

Trunk Sucker
The Trunksucker is a small animal that glides through Rigel's forests and clings to Plaque Bark Trees, sucking their sap. The Trunk Sucker is hunted by the Daggerwrist. It is a very widespread creature in the Pocket Forests.
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Ol
The Ol are the dominant aquatic life form in most bodies of water of Rigel. They have a streamlined body and tactile sensors all over its body. They coordinate with sonar and smell in large groups. They feed on the water equivalents of Aerophytes. While spread in most water bodies, the Ol generally need a depth of at least 5 metres, but are able to live in less deep water as well as hibernating in mud in sufficiently large groups to reproduce properly when the water deepens and/or rain falls. They propel themselves with the use of their lower body. They feed by filtering mud, sand and water.

Akatziri
Massive, stalking beasts that roam the desert in packs, a sort of tribal organization. No Akatziri ever breeds within their pack, but instead intermates with other packs, and the children stay with the mother. They're extremely territorial, and are generally considered scavengers on a large scale. However, due to their large amount of energy requirement for being so large, they are forced to turn either to cannibalism or predatory natures to ensure their survival. The Akatziri posses a beak-looking proboscis that they use to feed on creatures. The creatures are slightly taller than a giraffe. Their young are capable of moderate flight.

Stoveil's beast
Known actually by another, extremely long, latin name, these predators are unique, and have adapted to their surroundings very well. Completely solitary, Stoveil's Beast has the ability to stand on its hind legs, and propel itself forwards in a leaping motion. They're infamous for digging pits in the sand, and waiting hours, maybe days, for the right prey to come along, and then they pounce, their infamous high-pitched scream being the last thing many a vagabond has ever heard. This creature uses sonar and vibration to locate prey. It is not capable of long running which is why it lurks to pounce on its prey. It is a crepuscular species like Earth's tigers. It is the only Rigelian carnivore to have jaws, even though it uses them only to rip flesh so the prey bleeds to death, after which it uses its proboscis like other animals.
Sketch of the creature(-eyes):
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Rigelian Papaya
Somewhat related to the stickball plant, this 'plant' grows edible succulent round grey fruits. Eating too much(more than 4) will cause severe hypervitaminosis. Eating one or two, will give you a supply of vitamins. It is consumed by Prismalopes, Symets and other creatures who pierce the fragile membrane of the fruit.

Agora
A small, herbivorous diurnal quadruped creature. The Agora dwells in Pocket forest and burrows. Occasionally it might dwell on the surface but this happens rarely as it risks getting killed by carnivores. The creature is covered in hairs completely with only its proboscis sticking out. It's fur is soft and matches the colour of the desert. The creature has three sexes and is very populous, it's main sense is sonar and vibration. The creature is quite clumsy and might pretend a rock when cornered.

Poleria
The Poleria is a small, flying creature whose maximum size never reaches more than half a metre in length. It is legless and relies on sonar to navigate. It is a filter feeder that feeds on mainly aerophytes. The Poleria is bluish-purple in colour, is very lightweight and and has short , but stretched over the body, wings that have an anatomy like that of a Skewer. While usually exchanging genetic material and traveling in large groups, Polaria is a hermaphrodite and is diurnal, forced to constantly travel in a way like the Luna Flyer, but vice-versa.

Lorr
Yet another member of the so-called by scientists 'Spitter Genus', the Lorr is a relative of the Spitter and Luna Flyer. This creature, unlike its two nocturnal relatives, is diurnal and dwells in mainly Pocket Forests but travels through the vastness of the desert to different Pocket Forests, water bodies and fields. The Lorr resembles a rather small, bipedal creature with sensitive hairs on the tip of its proboscis. While having atrophied the glands thanks to which its relatives 'spit', this creature uses the leftover of the glands for communication as the species has a very sensitive sense of smell in the form of small pore-like openings running along its body, the liquid expelled through the glands being very scented and easily picked up the scent organs. Lorr are also able to change their colour to suit their surrounding and are bipedal, standing at half a metre and being about the same length as well. They travel in groups as large as six members, have a streamlined body with bony ridges on its back, are ectothermic and are omnivorous. It's main senses are those of sonar and scent, yet they also have a light sensitive spot on top of it's head. Like all of its relatives in the family, they have have two sexes.

Stinger Fan
A 'hybrid' between an animal and plant, this creature somewhat resembles a large flower with an average height of 1.5-3.5 metres. It folds up during the night and is present in swamp-like and generally at least somewhat rich in water areas in large groups that are sometimes referred to as 'Stinger Fan Forests'.
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Trot
The Trot is a generally slow-moving(but actually capable of faster-than-horse long term travel), large(5m in length and about three and a half in height), sextuped animal with armoured skin that moves in medium herds. It is often compared to Earth's equines. This animal has two ways of feeding itself: filtering the air for aerophytes using flaps on its neck and using its prolonged mouth as a proboscis to pierce jelly bladder plants and other flora, using its long anteater tongue lined with keratin ridges and hooks to consume other food. The Trot is considered a domesticated species and is used as a substitute for the horse. Like most creatures on Rigel, it uses sonar to get by, however vibration, hearing and smell are important senses as well. The second species, dubbed the 'Eyed Trot', has rather primitive eyes, one of the very few animals which had actually evolved eyes at this stage of the planet's biological evolution rather than 'loosing' them. The regular Trot has light sensitive spots that can also 'see' silhouettes. There are approximately five species of Trot, as thought out by biologist that have arrived on the planet, there may be much more. It is thought, and true, that the domesticated Trot are much faster than their wild relatives due to the domestication process which selected those fast enough while also encouraging and forcing them to take to speed much more often.

Ferns
Ferns are extremely hardy plant organisms that can be even occasionally found in sole group in the desert, despite being mostly found in fields of which they are a pretty important component. Although not as nutritious and frequently eaten as the Jellybladder plant, this species makes a very important component in the food pyramid for many creatures. They have a tetramerous radial symmetry and can be somewhat confused with Medusa's poisonous appendages. They are brown-green in colour, as well as looking slightly like a fern if looked at in general.

Medusa Magna
A large(3.5-5 metres in height), placid carnivorous creature whose 'tentacle' like appendages are extended over the ground to stand still as if they are a harmless plant organism, when they snatch unsuspecting prey and brutally bruise it with poisonous spikes and ridges until it dies of its injuries, then making its mouth go upwards to protrude from the earth to swallow the victim. The Medusa can then go on without food for years. Medusa's young are airborne and feed on mainly aerophytes until they become too large for flight and burrow themselves into the ground. Medusa Magna is a hermaphroditic organism, however the young frequently exchange genetic material. It relies on mostly vibration. It's aerial is the desert.

Orange Fruit
A hardy, heat resistant plant that has a bright saffron coloration with fading khaki spots. It is made up of a very hard stem and powerful roots, that are rather for keeping the plant in place rather than sucking water from the ground, but are jot exempt the either the functions. It's main source of water would be a flower-like bed on the top of its stem, which can reach up to nine times more wide than the stem and can fold and unfold depending on the weather, slightly resembling a closed umbrella when its closed. Like the jellybladder plant it has, although smaller, nutritious fruit like sacks. It is spread across low lying plains, pocket forests, near and on the shores of water bodies and can be occasionally met in the deserts.

Johanna-Annabjørg Plant or Sígurðadóttir Plant
Discovered by Scandinavian sister scientists Annabjørg and Johanna Sígurðadóttir on their trek around the planet, this organism is a rather small(5 cm in height and usually 2-10 in width) grass like plant that grows in sheafs. It is shamrock in colour.

These creatures are unique to the Great Khan Desert, and are best known for their significance to the The Özgür Insanlar jāti and the Eggyé Válunk Ragadozók Tengrist belief.

The Narbus are agile, quadruped creatures prized for their endurance running, although they are able to sustain a fast gallop when pressed. Similar to a trot regarding certain dietary habits, Narbus also prey upon large creatures during the heavy drought periods. Pods are relentless and capable of successfully preying upon a grovebacks, harassing and running their massive prey to exhaustion. It is seldom that such a hunt takes place, however, and most narbus are content to hunt or forage for other things.

Narbus have an unspecified symbiotic relationship with the Özgür Insanlar, and are kept undomesticated by them in order to preserve the creature's keen senses and predatory nature. They serve as mounts for scouts and as pack animals for their caravans.


Paddelus
The Latinus Paddelus, affectionately known as a Paddle, is one of the Özgür Insanlar's sacred animals.

The ability of paddelus to read human gestures is remarkable. Paddle are remarkably similar to human infants in the way they pay attention to us. This ability accounts for the extraordinary communication Özgür Insanlar have with their wild companions. Some paddle are so attuned to their human companions that they can read a gesture as subtle as a change in eye direction. The communicative abilities are mutual, however, and the experienced Özgür Insanlar looks no further than to his paddelus to determine approaching weather or encroaching danger.

Paddle are excellent trackers and natural herders. The size of a large dog, they often serve as a warning system, shrieking at hostile strangers or animals to alert their resting humans. They are fiercely loyal once they bond with a human, and will defend their companion from predators. Likewise, the Özgür Insanlar revere the paddle for its abilities and tend to its needs.

It is said that Tengri sung both humans and paddelus into being at the same moment, and both emerged from his sacred mouth as two pearls. One pearl fell however, and was lost amongst the stars. Now that pearl that was humanity has been found, and humanity must learn to exist as Tengri meant it to. The paddelus, ever faithful, is meant to be the guide.

Fireflockers
Fireflocksers (or bali'chak) are frequently found near fires or other luminary sources. Cute, pink, and roughly the size of an Earth hamster, Fireflockers prey upon the tiny creatures attracted to the light, as well as scavenge for scraps left behind by humans. They're considered good luck charms and kept as pets by children and caravan members alike.

Ölümcül canavar
Ölümcül canavar are frequently found in Özgür Insanlar and other Rom camps. It's tendency to dig and lie in wait like its larger Stoveil's beast cousin make it an excellent form of protect for the tribe. Intelligence levels on par with a dog make it easy to domesticate and train, and although these ambush predators still retain their instincts, they are treated with favor and often allowed inside tents or vehicles when the weather turns unfavorable.
Groups and factions
of Postapocalyptia
Archaeologists' Association

Archaeoholics Anonymous, as some like to call them, or Arch Ass as they're mocked by their (admittedly numerous) opponents, is a wealthy and influential organization that focuses on the discovery and study of alien artifacts and ruins. They're very jealous of said objects and consider themselves to be the sole scientific authority on Ancient Rigelian studies. If you see their people at a dig site, don't loiter around -- they might open fire at you. The ranks of the AA include archaeologists, soldiers and logistics personnel, but they're also known for hiring vagabonds and paying good prices for any artifacts brought to them.

The Association's headquarters are based in Montecristo, the largest and most prosperous of Postpoc's cities, sometimes called Little Earth, but their reach extends to most of the planet. They often clash with Gazprom on the edges of the Deep Sands, even though neither group has much interest in what is mostly considered to be useless wasteland.

Gazprom

One of the great conglomerates who initially settled Rigel-3, the originally Russian but these days mostly Chinese-owned Gazprom has, as opposed to most of their competitors, managed to retain some degree of organization and influence. They control large parts of the timonium refineries in the Eastern Dune Sea, an area very rich in the element, and have a large, if ill-equipped and only moderately trained security force.

ScanPower

Founded in the Scandinavian Commonwealth during the early 22nd century, ScanPower took immediate interest in Postapocalyptia's timonium reserves when word spread back to Earth. Their haphazardly set up command and supply structure collapsed following the Incident, leaving only a few pockets struggling to have some semblance of control.

UNSEC

Called UNSEC by most PostPoc residents, the United Nations Space Exploration Committee Expeditionary and Settlement Mission - Rigel 3 (for you assholes who want full names) was UNSEC's official mission to Rigel 3. Comprised of UN peacekeepers and civilian experts, UNSEC was the first official body to begin to establish settlements on Rigel 3 and to tap into the timonium resources on the planet. Under official UNSEC doctrine, UNSECESM-R3 was to maintain order on Rigel 3 and assist the colonists, corporations, and other organizations active on Rigel 3 to construct a government in order to regulate matters on Rigel 3. That was, until the sky came falling down.

With no way to contact Earth, UNSECESM-R3 was left in control of the planet. Despite their best efforts to maintain order on the planet, everything began to fall through, with various groups claiming areas of the planet and torching UNSEC outposts. Fighting between UNSECESM-R3 and its rivals commenced throughout Rigel 3, and after 10 years of constant fighting, all sides decided that the conflict was a waste of time and resources, and UNSECESM-R3 left the war with a sizable amount of territory, though attempts to regain control of lost territory have been met with failure, due to UNSECESM-R3's finite amount of resources.

Despite the past 20 years of isolation from Earth, UNSECESM-R3 Peacekeepers are among the most well-equipped and well-trained fighters on the planet, though training has begun to slack off in recent years..

NexComm Mobility

This mega-corp came to Rigel 3 hoping to establish a global communications monopoly. They got what they bargained for and more. With companies that abandoned the planet once titonium became a farce, they were stuck with a global communications network that hardly anyone was using. Most of their workers are gone; the network is operational, somewhat, left to the automation drones to maintain the it. Blackouts are frequent. Its a hacker's playground.


Dynamic Unlimited, LLC (D.U.)

This cordoned of portion is run by none other than D.U. High military grade weapons, solid foot soldiers, and enough gear to make the biggest bad ass weep in awe, or stew in envy. Their shit’s not for sale though, so if you manage to salvage one, keep it and run like hell. There’s a price to be paid joining up with D.U., and no one knows exactly how to become one of them. Nor does anyone know exactly what it is they do. Couple thing’s for sure though: it’s a lifetime commitment and no one close to you sees you again.
Locations large and small
(visit scenic...)
Free City of Montecristo

Montecristo is a unique city in many ways. Not only is it the largest settlement on Rigel-3, it is also completely unaffiliated with any of the major factions of the planet.

Located in the fertile (by Postpoc's standards) Heartlands, Montecristo looks more than a bit peculiar when approached on foot or by vehicle. The first thing a traveler sees is the expansive ranches arranged in a circular formation, followed by squat and wide buildings, then nothing. Only at the buildings can one observe the vast sinkhole the city is built into. The wide buildings are actually huge lifts designed to descend passengers and cargo into the city proper.

The city is divided into eleven levels:

L11 - Environmental and Weather Protection: not a level in the usual sense, although it is officially considered one. Consists of the supports and control centers for the huge tarpaulins that can be extended over L10 in the event of a potentially hazardous weather phenomenon, such as a sandstorm.
L10 - The Summit: the uppermost proper level of the city. Ridiculously opulent compared to the rest of Montecristo, L10 is home to many luxurious hotels and casinos, as well as the headquarters of several planet-spanning enterprises, such as the Archaeologists' Association. The very few people who actually live there have little contact with the populace below.



Twixt Hills

The World's End

Deep Sands

Sandman's Gorge

Howling Divide

Náttúrbærinn


A rather large town first formed by a group of scientists who settled near Hvalur Stöðuvatn. The then settlement grew as more scientists gathered in the area to explore the huge(by Rigelian standards) body of water. Much technology was also brought to assist the scientists and explorers in charting the lake's geography, geology, chemistry and biology. The settlement eventually grew at a very fast rate(faster than other settlements near biodiverse ecosystems), most of its population well-educated professionals, including scientists. Recognising the mistakes of humans on earth, who turned every ecosystem they touched to shit, thus harming themselves, the population chose a rather ecological approach to living near the precious lake. After the events following which Rigel was blocked off from the outside world, Náttúrbærinn was left rich with technological resources and great minds, ultimately including good weaponry and agriculture. The population set up a technocratic government that worked very efficiently in all matters, eventually including guarding the town's territory. Fearing a potential war for its array of resources, including intellectual property that the town was rich with, the town became a protectorate of AA, something that was beneficial to both sides(or else AA wouldn't accept it). The town continues to grow and has the best healthcare and education on Rigel. The town is very civilised and unlike other places doesn't harbour brothels and things of the sort. It was deemed as 'the last civilised and lawful corner on Rigel' by the AA itself. The Town has excellent defence systems and a more than able military, as well as an efficient police force.

Freebooters Lane

A lawless shantytown proclaimed as a “free city” run by the most influential bad asses. Its filled miscreants, scallywags, and all manner of unpleasantness and the usual not-so-unfriendly citizen that just happens to live there also. Here you find trouble, cheap women (or men), booze, and a parties unlike any other on PostPoc. Don’t turn your back on anyone, though, as it’s likely you’ll be robbed. Or stabbed. Think of it as Tits Hills + World's End, only much much bigger and funner. Yeah, funner.


Theresa’s Hope

Originally called Settlement 1783-A, it was once the starting colony for workers of the mega-corp Avtek Industries; its sole mission was to collect as much titonium as possible. It is now one of very few ‘safe havens’ on PostPoc governed exclusively by remnants of Avtek's staff that were left behind and protected by its own security force. Story has it that when it became impossible to leave the planet, the CFO of Avtek climbed up the mountain east of the colony without any gear and prayed at the precipice for days to her god for salvation. No one has seen her since. The town has since been renamed in her honor.

Cloudripper

Originally a standard UNSEC Ground-to-Orbit defense emplacement, it was abandoned shortly after it's construction after it was realized the Northern Wastes were virtually useless and resource poor. Construction of a second one was abruptly stopped in the planning stages when the Flux hit. The gun, and the surrounding base, were left to the elements until a band of nomads claimed it as their home. They are a peaceful group, mainly spending their time attempting to replicate more complex pre-Flux technology, like the gun itself. They trade with whoever passes by, rarely get involved in political mucking about, and are the most well armed sons-of-bitches on the planet. While they may lack a plethora of small arms, they control the largest selection of heavy weaponry on the planet, including the Cloudripper itself, which is a 80cm cannon that can fire nuclear warheads into orbit. They share their home with the Scavenger migrant clans.

Society and culture of Rigel-3
(WIP)







PostPoc OST
(Note: Compiled by Ayr. Credit for the music goes to their respective composers.)
Last edited by Mincaldenteans on Wed Jul 29, 2015 10:14 pm, edited 11 times in total.

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Mincaldenteans
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Ex-Nation

New Contributions

Postby Mincaldenteans » Thu Jun 04, 2015 1:33 pm

NEW STUFF

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Locations & Landmarks


by Carlisle
Great Khan Desert (common name)- Named after the Great Khan, the sole battleship that patrolled this side of Rigel-3, that crashed nose first into the desert when the sky was locked away. The desert is thousands of square miles large, consisting of dunes, salt flats, arid deserts, and the occasional oasis. The desert takes up the greater part of this side of Rigel-3, with very few landmarks, making travel dangerous.

Great Khan Desert holds many settlements and peoples, ranging from sedentary lifestyles to full fledged nomads. Many people descent from Central Asians, because of the history before Landfall. The CACP (Central Asian Colonization Program) won a bid on the region, back then known as the Trentian Wastes. While they felt cheated, they took what they could and sent thousands of willing people from Earth to Rigel-3 to settle in the wastes. Many died, and those that were hardy and adaptive survived.

Many of the first settlement started around permanent oases and deep wells. Over the years, they grew to be towns that would serve as stopping points on trade routes. Outside of them, semi-permanent villages were set up near seasonal oases and wells. Others are fully nomadic, where settlements are only temporary and for how long the animals an graze off a patch.

Agriculture, animal husbandry, mining, and trade make up the economy of the region. Towns serve as resting points for caravans and also agricultural centers. Semi-nomadic villages have a mix of animal husbandry and agriculture, growing fruits and vegetables when water is available and herding in-between moving between watering holes. But some are full-fledged traders, effectively being a moving bazaar. Watering holes can become centers of trade for a while before moving on. The nomadic tribes make up all their income with animal husbandry. Some settlements make all their income on mining, whether it is various metals, lucrative salt, or the rarer Timonium.

Many settlements proclaim Great Khan as their capital,because of the power it has in the region. People outside of the city are more aware of the corruption within Great Khan, and most have banded together to accumulate their voting power. Most settlements have their own "Town Company", which serves as the main judge of wealth for a town. Most towns band under an umbrella association named "Desert Towns and Villages Association". The DTVA binds the settlements together and accumulates their voting power into a single bloc. The DTVA makes up a significant portion of votes within Great Khan itself, and because of this, oligarchs throw money at it to either gain their support or at least section it off enough to make it insignificant. Many problems arise in between the villages because of it. But despite it all, they stick together because they are shit out of luck if they don't.

The culture of the region takes greatly from Central Asian culture. Unlike Great Khan, the languages vary greatly, with different villages having different languages. Despite the different languages, the lingua franca of the region is Kazakh Turkish, with most people at least having a decent knowledge of. Another widely used one is Russian, with most speakers resting on the outer towns and villages of the desert, where Great Khan's influence is nigh non existent. Animal Riding is huge, with plenty if intraregional competitions being held between towns and villages. Though few breed their Gyrosprinters to be fast, many believe that the best ones come from the deserts. Football is also huge, but not as big than in Great Khan. Only the bigger towns hold a field just for soccer while the rest either share use with a circuit or have none at all.

Great Khan (City)- A city-ship, and the main area of population in the Great Khan desert. Great Khan was a battleship that patrolled this side of Rigel-3 before it fell nose first into the desert. Towering 2000 feet high, Great Khan serves as one of the sole landmarks in the desert and its most noticeable one. Since Landfall, the former crew turned it into a new home, drilling deep wells and refurbishing the ship into a tower. Trade is the main income of Great Khan, with many traders selling their wares and many travelers buying. It has become the main hub of trade in the Great Khan desert, with many trade routes intersecting at it. The population of the city-ship is currently 4,580, huge for a city literally in the middle of nowhere.

Great Khan's people descend from the crew which once served the vessel when it patrolled Rigel-3 airspace before landfall, settled nomads, and immigrants looking to make their fortune. Being an important trade hub, city life is centered around keeping the economic machine running. Main sources of employment are managerial duties, financials, hospitality, service, import and export, caravan running and caravan security. Other important work includes general maintenance, from metalworking to electronics, which keeps Great Khan functioning. Most of the populous take work in the less life risking fields while outsiders make up most of the caravan running and security.

The people ethnically descend mostly from Central Asians, most of which are Kazakhs. Because of this, the main language of Great Khan is Kazakh Turkish. Along with being the main language of the city, it is also one of the trade languages of the wider region, because of the dominant power Great Khan has over the rest of the area. Russian is also a significant secondary language, but has been dwindling in use since Kazakh Turkish was established as the sole official language of the city. The culture of the people take many traditions from Central Asian culture. Animal riding is huge in Great Khan, with many competitions showing off who is the best rider or the fastest. Because of the lack of horses, the people have adopted Gyrosprinters as the animal of choice, but other animals are used as well. Great Khan sports a large circuit for animal riding activities, with many events being held throughout the years. There are several large stables and breeders also set up around Great Khan, breeding the best competition horses. Although, it is widely believed that the best animals come from the small towns dotted throughout the wastes, despite the fact most out there are bred for work. Football is also a huge sport, with Great Khan sporting its own field with seats for up to 2,500 and growing.

Politics in Great Khan is well known for being a corrupt oligarchy. Everyone can vote, but business owners and wealthy citizen get more votes. In fact, the richest people can cast up to ten votes. Not only that, but outside companies can set up a representative citizen that'll act as a voter for them, and their vote is based upon the wealth of who they are representing. Because of this, richest individuals hold the power in the city. Bribes are very often, with outside companies using their votes to buy favor with people in power. People wonder how the populous can live with such a corrupt system in place. The truth is, they are happy with it. The people in power keep the populous happy with economic development, gifts, shows, making sure the machine runs and keeping the city safe. Focus of development is centered mostly in Great Khan, which makes the people content with the set up despite the disadvantages of it.

Money and power is focus inwardly to Great Khan, making the city a prospering haven of trade and keeps the populous content. Because of this though, power projection over the rest of the region is not as tight. Borders are just lines on the map and don't exist in any form in reality. Desert Raiders are a common sight all across the deserts, with whole societies dedicated to raiding. But because of its importance, it is a center of trade and power within the region. Villages and towns across the desert depend on Great Khan's existence for being a safe spot for caravans to rest and travel through, and serves as where all the wealth of the region culminates. Because of this, settlements across the region proclaim Great Khan as their capital.
Megalith by Esternial

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Think of a train. Now imagine it a shitload bigger and no longer reliant on tracks. Now imagine it with a big-ass cannon. Congratulations, you now have a vague idea of what Megalith is and how it can royally fuck up your life if it's heading straight for you. Even if it's just a speck on the horizon, you already know your life is forfeit, as long range artillery and heavy missile ordinance are its way of announcing its arrival into shitstorm station, located right in the middle of your neighbourhood.

That is, if it were 100% functional. Unfortunately, this baby slurps power with wild abandon on a good day, and most of its systems have been heavily neglected. Fortunately, it's really big on the inside, mainly because it's also pretty fucking huge on the outside, and functions as a settlement. Ever since it was re-purposed to house a small society, some engineers have managed to make it mobile and restore some of its defensive systems, but in its current state it needs constant maintenance. The inhabitants push it only as far as they need it to, having never used its most powerful armaments, so whether or not these still work is left up to everyone's imagination. Better not to piss them off though, or they might test it on your face and everything around it in a one-mile radius.

Fortunately for everybody else in their region on Rigel-3, Megalith is a (mostly) peaceful city of nomads, even though pretty much everyone agrees that just because your city is mobile you're not a nomad. Because they wish to live without conflict, they never stay in one place too long and try to keep Megalith moving, even if its not spectacularly fast, to avoid being targeted by malicious folk. After all, if stationary, it's little more than a fancy wall.

Megalith itself is divided into four modules. The front contains the intricate machinery that allows it to move unabated, powered at all times by at least one of the three fusion reactors contained within this module. Because of its content and frontal position - likely to take the most damage - it boast additional reinforcements to ensure its continued existence. Only a few people actually live within this module, namely the lead engineers.

The second module boast a powerful long-range 370mm artillery cannon, acting as a symbol of Megalith's unquestionable power. It was never used since everything fell apart, implying that it may no longer be functional, but nobody has dared to poke the beast to see if it's dead or merely sleeping. Most of its space is allocated to the storage of military hardware, with the rest occupied by quarters for the trained defence forces

The third and fourth module once contained a large amount of military hardware, but almost all of its contents have long vanished as they were deployed and subsequently lost during the first year after society collapsed, the remains having been moved to the second module. What remains now is an abundance of space that serves to house Megalith's populace and sustain it, using technology long thought extinct by the people living across Postapocalyptica. Things like water chips, liquid condensers (like Zed's M.U.G.) and food synthesisers provide a steady source of nourishment, alongside a sizeable supply of MRE's that can last for a disproportionate amount of time, yet somehow still retain a rather delicious taste of wasteland standards.

Atop the third module sits a missile system that is fairly hard to spot, as it is integrated seamlessly with the module's hull, with each missile silo sealed off by a protective hatch.

All these modules have little connection to the outside, aside from venting systems that act as life support, constantly pumping in fresh air and cooling it down to more agreeable temperatures.
by Lunas Legion

Image

Antenna is named for the skyscraper-sized antenna that the small town is centered on. Originally the site of NexComm Mobility's planetary HQ and their comm network's main transmitter and receivers, Antenna had an extremely short golden age before the timonium farce and subsequent exodus of mega-corps. After that, NexComm withdrew all non-essential personnel and left behind a skeleton crew and a swarm of maintenance drones to keep the barely-used grid online.

The Flux catapulted Antenna from a useless, resourceless town to a not quite resourceless town. Although the security force had been fully evacuated, it's armoury had not been. The remaining skeleton crew of 60 technicians armed themselves in self-defence as their small UNSEC detachment was recalled. In the following conflict between UNSEC and the various other factions, Antenna's global strategic importance skyrocketed due to it's control of the global comm net. The technicians sold access to all sides and told whoever attacked them would have access shut off. Although this didn't affect any tactical considerations, as Antenna didn't control short-range frequencies, their control over all long-range frequencies meant their friendship was vital to anyone exercising control over large amounts of land.

This paid off, and Antenna spent the war as a place of safety, pulling in refugees and growing to a moderate size. Since then Antenna has been an agreed neutral zone between all large factions, most of whom maintain a military presence to protect Antenna from anyone but themselves, and this neutrality has meant it has become a large and mostly peaceful trading hub, although under hundreds of watchful guns.
by Carlisle
Alexander's Crater
A large crater located in the southeastern corner of Rigel-3. The crater was created by a large meteorite which impacted Rigel-3 around 350 million years ago. Since then, weather and erosion have turned the high walls of the crater into a mix of valleys and passageways, with one side of it completely collapsed. Near the center of the crater is a large freshwater lake, which is fed in by rain water and small rivers sourced from up "The Wall". Named by Captain Thomas Austin, who named it after one of his role models Alexander the Great.

The region ranges from dry grasslands to semi-arid hills. The region gets around 28 inches of rain yearly, with snow in the highlands of the crater. Because of this, the region is an effective for agriculture and animal raising.

The region was given to NACI (Native American Colonization Initiative) by the US after being written off as useless terrain in their colonial zone. It wasn't until later that they discovered that the region was productive after failing to analyze the rainfall and freshwater lake. But too little too late, Native Americans were arriving in the boatloads to settle new and, for once, productive lands.
by Carlisle

Crater Town
Located on the southeastern side of the crater lake in the Alexander's Crater at the mouth of the Kukain River. A large town, numbering at around 34,000 people. Over half the population descend from Pueblo Indians, with the rest being immigrants form all sorts of groups, from other Native Americans to Europeans and Asians. The architecture of the town reflects this, mostly made up of adobe brick house with modern techniques and structuring to keep them from collapsing from wear from rain. The Town is the center of the whole region, acting as the de facto capital. Administrative buildings are set up near the center of the town along "Hawker Avenue", running parallel to Market Street. The town has laws and maintains them with a somewhat competent police force. The economy of the town runs on manufacturing and trade, being the regions focus of agricultural and mining goods.
by Cylarn

Command Post Hercules
Situated in a strategic position in one of the desert's many passes, CP Hercules is AA's main holding in the region. While not as impressive as their other bases, Hercules is well-defended and well-supplied, with massive carriers often roving in and out of the post to ferry in supplies and fresh corpses for AA's operations. Defenses have taken advantage of the high ground, making almost any attack impossible due to the amount of visibility in the area. The raiders failed to take out the base numerous times, and even Cudgel thinks twice about assaulting the base. In addition to coordinating AA movements, Hercules also features a research facility, where various relics are studied.
by Swith



The Ticaret is a medium sized, subterranean wadi (oasis) best known for her vibrant bazaars and livestock markets. She is also renowned for the native and foreign craftsmen that inhabit her hallowed walls. If you want it, and have the patience to look for it or wait for it, you can find it at the Ticaret - although the price might not be to your liking.

The wadi is ringed by lush wilderness and framed by private dwellings and services lining the wadi walls and peppering the tropical zone. The primary markets and visitor accommodations are located within the Archway, a long structure which spans the width of the wadi itself. Private meditation gardens dotting the ring can sometimes be glimpsed from the highest balconies.

The majority of the ethnic Rom subgroup Özgür Insanlar inhabit the Ticaret Oasis although some can be found in the Great Khan City and other outlying communities. The jāti and wadi are governed by the founding family, Aksu. Ali Aksu and his brother, Bayram, serve as two of the Kris.

Foreigners (those people not of the family or of Rom heritage) usually remain in the arch. Hotels, restaurants, indoor markets, repair shops, arms brokers, and other such business establishments can be found there. You get what you pay for when looking for proper accommodations, and the food can range from a can and a spoon to a gourmet meal.

Ticaret's taverns, like all businesses, are privately owned. Many offer microbrews, the recipes of which have been passed down from generation to generation. Ticaret and the Aksu family also distill their own hard alcohol; this commodity lead to their expansion and the Ticret's development. Prostitution is legal when business is conducted in the appropriate venue (brothel, cabaret) although an unscrupulous gentleman or lady can pay for company via a pimp on the street, although they take their chances of being robbed or murdered by non-rom.

The law is set by the Council of Nine and enforced by all Rom citizens. In Ticaret, you have the People and the Outsiders, and Outsiders committing crimes will not receive a fair shake. This fact is widely known to those traveling trade routes. It is the prevailing reason why an uneasy and unspoken truce exists between Rom, nomads, raiders, and other groups housed with in the Ticaret's boundaries, and why murder/assassination isn't tolerated. On the other hand, the vehicle and animal resale markets usually have excellent deals on items belonging to dispatched troublemakers!

A few Ticaret laws:
  • There are no social classes; jāti are an enrichment. The only sharp division exists between Roma and Gadje (non-Roma).
  • The Rom Court is the Assembly (Kris), composed by Judges according to their clans (that are like Tribes). Kris answer to the Council of Nine.
  • Controversies among Roma cannot be judged by Gadje, but only by the Kris.
  • The Kris must be impartial, without regard of the family or clan of the contenders. All Roma are equal before the Kris. This impartiality is not required when hearing cases brought by outsiders.
  • If there is a serious offense committed by a Roma person or family, the Kris should judge if that person or family must leave the territory where the offended part lives or works. The "blood avenger" does still exist in Romany Law and may take legal action against the offender if he/she enters the territory in which he/she has been banished. This law may be applied to things or people. Roma cannot have any kind of relationship with the banished person, not even greetings and must avoid cross their ways.
  • Roma cannot ask interest for loans from their own people, but can do so from Gadje. (Interest is often ludicrously high.)
  • Gadje have more rights than a non-domesticated animal, but not as many as a Rom. A Gadje accused of a crime is guilty until a Rom witness comes forward in their defense.
  • Rape is punishable by public castration.
  • The Rom are communal. Items are shared, and also returned in good condition or replaced if damaged. Outright theft is frowned upon because it removes a community resource. Stealing from Gadje while within the Ticaret is frowned upon; swindling and cheating at games are not considered theft. Rom caught stealing suffer the loss of hand. Gadje caught stealing might also suffer that fate, but most are simply stripped of all positions and cast out of the boundary. Note: Pickpocketing is not considered theft IF the "nimble finger" leaves an item in exchange. The item must be of equal value. This is why visitors lurking in the seedier areas of the Ticaret often find potatoes in their pockets where bulky items once rested.


Society


by Highfort aka Agy
"From the sky fell / This Great Khan / From the sand her body rises / In defiance" - Initiate's Chant, an excerpt from The Most Great Khan

The Cult of the Great Khan emerged in shortly following the "landing" of the floating behemoth in the middle of what would become the Great Khan Desert. Though the vessel's crew discouraged veneration of the object - fearful that they would be driven out by fanatic believers - a cult nevertheless sprung up in surrounding villages and among some nomadic groups that the Great Khan was the manifestation of the Kindred Spirit, a deity-like being who watched over Rigel Three and had precipitated the gravity well incident in order to encourage the inhabitants to stay and colonize the planet.

The cult maintains a small following in Great Khan itself, mostly priests and missionaries who help maintain the ship alongside her original crew and other workers. They occupy the lower areas of the hull, with the upper portions being reserved for the Archeological Association, the government, and others rich enough to afford the affluence of living in a futuristic room overlooking the main city and surrounding area. This cult spreads the word of the Great Khan through verbal chants, dances, and a few written books which contain information about the Kindred Spirit and why it brought the Great Khan from her place in the sky to settle upon the earth.

Outside of the city, the Cult of the Great Khan is popular among a few nomadic tribes. They regularly make pilgrimages into the city under the pretense of trading and restocking with supplies, though they spend much of their leave touring the lower levels of the Great Khan and furtively stealing away bolts, wall pieces, and other tiny artifacts of their venerated ship.

"The Great Khan is love / Is life / Is kindness / Is Kindred / Is Spirit" - Khanate Creed

Tenets of Great Khan worship mix the tolerance of Tengriism with typical cargo-cult behaviors. Due to its followers having contact with Tengriists, Muslims, and Christians, the cult morphed to take on aspects of all three faiths while preserving its own unique traditions.

The cult asserts that the Great Khan is the manifestation of the will of the Kindred Spirit upon Rigel Three. As part of its apocalyptic end-times narrative, it states that one day the Great Khan shall fly once more and deliver her loyal, loving followers into the Great Beyond, a utopia in space where no hunger, disease, violence, or death shall beset those loyal to her.

As a manifestation of the Kindred Spirit's will, the Great Khan possesses herself a spirit. Renditions of this spirit typically mix machine, woman, and sometimes dust, and her followers often claim to have seen her patrolling within the halls of the Great Khan while they were on pilgrimages. The spirit is considered part of a trinity: the Kindred Spirit, the Great Khan's Body (the ship herself), and the Great Khan's Will (the spirit).

The cult preaches tolerance and love for others, citing that the Great Khan has given permission for her body to be used by everyone. They are in staunch opposition to the oligarchy which rules over Great Khan, considering their closing-off of her upper levels to be sacrilege - they believe everyone should have the opportunity to see and pay homage to the Kindred Spirit through Great Khan's Body. This tolerance has resulted in the cult's members being treated fairly amongst the outer towns, though the AA and the rich distrust their desire to open the Great Khan up to everyone.

Among the most valued tenets among the Great Khan include hard work - especially in machinery and metalworking, so as to maintain the Great Khan's body - honesty, humility, tolerance, and sharing. Cult ceremonies and festivals always include the exchange of gifts, no matter how trivial (as created gifts tend to be valued more than purchased ones) as well as showing off new mechanical inventions and developments. Technological advance is considered the will of the Kindred Spirit, so that one day the Great Khan may fly once more.

"Great Kindred Spirit / Deliver us aboard / Your Great Khan / From the pain / Of the Desert" - Khanate Death Chant
by Imperial--Japan
'The Schism' originally existed as a group of hopeful archaeologists that had come to Rigel-3 in order to stake their claim to the many valuables that existed across this harsh world. As expected, nothing goes as expected. The group began to dwindle as conflicts arose on what the artifacts would be used for, and who would acquire what share of the artifacts. Greed and mistrust finally ended in the group at a measly twelve members remained from the original thirty-five. In the remains of a small alien ruin, the first permanent enclave of what would evolve into a religious organization was established. The enclave would survive well into its first year, as the walls would do well in protecting against raiders and the 'unruly'.

'The Schism' is well renown for its many outreach problems and its attempts at aiding the less fortunate. They've built a number of orphanages, and institutions for the downtrodden in society, and continuously seek permission to establish enclaves in settlements, and cities that lack them. As a result, while some may not particularly agree with the central belief of 'The Schism' known as 'The Mandate', they can appreciate the good will and hope that this way of life offers, and live according to 'The Mandate'.

'The Mandate' exists as a set of rules that members of 'The Schism' are asked to live by, and promises the betterment of humanity if all were to live according to the book. The Archimandrite, the head of 'The Schism', promises that eternal peace will come to a world that has known nothing but hardship and strife if all would come to willingly accept 'The Mandate'. The use of technology and/or relics to better ones self as an individual is strictly prohibited, and said relics must be used to better humanity as a whole. To ensure this rule is maintained, relics and acquired technology are only accessible to members of the Priesthood; who are seen as heralds of 'The Mandate' and will most definitely use this privilege to bestow wisdom upon their peaceful followers.

Some of the other more common rules of 'The Mandate' requires followers to adhere to the below:
  • All Humans Are Brothers And Sisters In Spirit
  • The Use Of Violence, Unless In Self Defense, To Spread 'The Mandate' is strictly prohibited
  • The Use Of Profanity Is Prohibited
  • To Achieve Paradise, The Acquisition Of Relics Takes Precedence Above All Else
  • The Use Of Technology Or Relics For Personal Gain Is Forbidden
  • Intellectual discussion is encouraged
  • All Must Accept Peace Into Their Hearts

Aside from the few walled off enclaves that exist in select areas, many members of 'The Schism' are seen traveling with caravans, and moving place to place. It's not too uncommon to find at least one preacher or a number of followers in a major city, but the most concentrated of followers tend to exist in isolated towns, where 'The Schism' preaches cooperation between your fellow man for a better tomorrow. The total number of followers can be estimated at a solid 1,300.
by Swith

The Rom are but one ethnic group found in the Great Khan. Contrary to popular belief, not all Rom are nomadic, nor are all nomads Rom.

History
The Rom first came to Rigel-3 as skilled labor and tradesmen. It was not uncommon to find four or five siblings and their relations hired on as teams. Over time, they expanded to provide other services, to include pubs, inns, food markets, textiles, and animal husbandry.

Language
Rom speak a variety of languages, and most Rom are bilingual (speaking both their jāti's tongue as well as the local language). The majority of Rom in the Great Khan have also picked up second or third languages, although they may not be fluent in them.

Social Structure
Rom follow a caste system inherited from India. It evolved since the 1600s, and continued to change once Rom arrived on Rigel-3. The term "jāti" is preferred over "caste". However, many non-Rom mistakenly refer to the individual jāti as "tribe"; no effort has been made on the part of the Rom people to correct this misconception.

Jātis are in-marrying subgroups.They constitute a social-economic system of social stratification, loosely based on hereditary occupation. The jātis developed in post-Vedic times with the emergence of feudalism in India, which crystalised from the 7th to the 12th century. Doctrinally, jāti was defined as a system of separation of people, each with a traditional hereditary occupation, and a varying degree of "purity and pollution."1 The Jāti on Rigel-3 are known for the services they provide (see subgroups below).

Each Jāti governs itself through a council which is usually comprised of the elders of the family which formed it. Councils can vary in size and are not gender restrictive. The council's word becomes law. Those within the Jāti adhere to the law due to complex honor systems; the punishment for breaking the law can be as minor as public flogging or as serious as ostracism. It is important to note that most ostracized members are physically disfigured to hasten death.

Belonging and Exclusion
Romanipen (also romanypen, romanipe, romanype, romanimos, romaimos, romaniya) is a complicated term of Romani philosophy that means totality of the Romani spirit, Romani culture, Romani Law, being a Romani, a set of Romani strains.

An ethnic Romani is considered to be a Gadjo (non-Romani) in the Romani society if he has no Romanipen. Sometimes a non-Romani may be considered to be a Romani if he has Romanipen; usually this is an adopted child. As a concept, Romanipen has been the subject of interest to numerous academic observers. It has been hypothesized that it owes more to a framework of culture rather than simply an adherence to historically received rules.2

Marriage
Many jātis located within wadi embrace polygamy, especially in the more important ruling families. A man or woman may have more than one spouse although, typically, the marriages revolve around multiple wives for a single man (women outnumber men).

Code of Conduct
Rom follow a strict code of conduct. Honor is everything, and a Rom's word is his bond. Contrary to popular, romanticized beliefs, Rom are not thieves nor swindlers.

Religion
Tengrism:
Historically, [Tengrism] was the mainstream religion of the Turks, Mongols, Hungarians, and Bulgars as well as the Xiongnu and the Huns. In Tengrism, the meaning of life is seen as living in harmony with the surrounding world. Tengriist believers view their existence as sustained by the eternal blue Sky, Tengri, the fertile Mother-Earth, spirit Eje, and a ruler who is regarded as the holy spirit of the Sky. Heaven, Earth, the spirits of nature and the ancestors provide every need and protect all humans. By living an upright and respectful life, a human being will keep his world in balance and maximize his personal power Wind Horse.

It is said that the Huns of the Northern Caucasus believed in two gods. One is called Tangri han (that is [i]Tengri Khan
), who is thought to be identical to the Persian [/i]Aspandiat, and for whom horses were sacrificed. The other is called Kuar, whose victims are struck down by lightning.3

Tengrism had many followers by time the Rom people first appeared in Hungary in the 14th and 15th centuries, fleeing from the conquering Turks in the Balkans. It has become the predominant religion of the Rom on Rigel-3.

Rom do not believe in nor support evangelizing. Tengri calls, thus people follow. They will discuss their beliefs openly if asked to share them, and tolerate other religions well. That said, much ethnic cleansing in Earth's history was done under the banner of religious conversion; Rom (Tengrist or not) loathe zealots.

Abrahamic Faiths:
Those Rom that do not follow Tengrist teachings tend to embrace Islam or Christianity (Roman Catholic). These beliefs are tolerated amongst the People. Islamic and Christian Rom, like their Tengrist cousins, do not evangelize.

Subgroups
There are several Rom subgroups (castes) represented on Rigel-3. Most of these reside in the Great Khan region and prefer to keep to a nomadic lifestyle. Many inhabit the varied wadi (oasis) found in the great desert. It is important to note that not all wadi have markets nor do all Rom welcome outsiders.

Once such subgroup are the The Özgür Insanlar ("Free People"), which migrated to Rigel-3 from Turkey, Earth. Historically, they are tied to the Beás (or Boyash/Bajaši) Hungarian subgroup which fled Hungary during World War II and found itself displaced in Turkey after the war's conclusion. They blend both cultures seamlessly. They are merchants and shaman, but are also renowned for their colorful caravans and ability to traverse even the most inhospitable regions. Animal husbandry and naturalism are vital components of their survival. The Jāti's main settlement is the Ticaret.

The Özgür Insanlar jāti embrace the Tengrist belief of Eggyé Válunk Ragadozók, or "One with Predator". They form a symbiotic relationship with specific native predators in order to utilize parforce hunting techniques.



1. Samuel, Geoffrey (2008), The Origins of Yoga and Tantra: Indic Religions to the Thirteenth Century
2. Saul, Nicholas; Susan Tebbut (2005). Nicholas Saul, Susan Tebbutt, ed. The role of the Romanies: images and counter-images of 'Gypsies'/Romanies in European cultures
3. worldlibrary.net, "Tengrism"



Organizations

by Esternial
BLACKLIGHT

A very old organisation, initially founded as a PMC, Blacklight has turned into a private law enforcement agency, tied to a long list corporations that use their services for security, espionage or other services. Due to its function within the corporate world, Blacklight carries a great deal of influence and is considered a powerhouse within the private sector with a monopoly on secrecy.

Despite their official role as an agency, Blacklight has taken over several companies over the course of its existence, some of which have little or nothing to do with their field of work. Needless to say, what most people know about Blacklight, which is already very little, is only a small tip of the iceberg. Conspiracy theorist hold the name "Blacklight" synonymous to the "New World Order".

On Rigel-3, Blacklight has a modest influence. Because of the near-anarchic conditions of the wasteland, the agency has trouble expanding and maintaining their network, and is mostly present in the few highly-populated cities on the planet. There are Blacklight offices in each major city, hiding in plain sight from prying eyes. Nobody knows where they are. They also own several facilities in the wastelands, heavily secured and hidden from whomever might be interested in their contents.

The reason for their presence on the planet is unknown, but wherever there are alien artifacts to be found, Blacklight is often nearby, hidden from view. They've got more than a few eyes and ears in the Archaeologists' Association and use middlemen to make contact with raiders or vagabonds, sometimes even paying them to stir up conflicts to advance their agenda.
by Cylarn

Cudgel

Formed by infamous Vagabond and alleged "terrorist" Russ Gellar along with his son Jack, Cudgel is a 1,000-strong mercenary crew operating out of Freebooter's Lane, after Russ, rich from his adventures under Hiram Dupont's leadership, armed and led a force of mercenaries and downtrodden folk into Freebooter's Lane to depose the biggest, baddest warlord in the settlement, mostly in reprisal for maiming Jack in a job-gone-wrong. With control of the settlement, Russ subjugated control of the other criminal elements and decided to keep the credits rolling by expanding on his band of mercenaries. Calling themselves "Cudgel," they began to take jobs across the planet as they expanded their numbers, their credits, and their arsenal. A majority of their personnel are derived from the other factions, though Cudgel is know for its tough training as much as it is known for its big parties.

Their operations in the Great Khan Desert are low, considering that Russ Gellar would much rather avoid a costly engagement with the powers of the region, preferring instead to offer his support against encroaching Gazprom and AA forces in exchange for lots and lots of credits, since that's the only resource on that whole side of the planet. A few groups have accepted Cudgel's support, and the organization operates with small, quick, hard-hitting strike teams to launch midnight raids into Gazprom and AA camps. Cudgel teams are also responsible for bringing in narcotics, firearms, cigarettes, and erotic literature into the desert, though they have 200 men tops active in the region, possibly less.
The Skyfallen Nomads by Illan

A nomadic group-slash-tribe originating from all sorts, they wander the lands of Rigel-3 banded together in a huge pack of interconnected - in both communication and physical manners, occasionally - motor vehicles of all sizes. Mostly known for their prowess as tinkerers, engineers, and technicians, they are also famed for their bazaar, known as the "Traveling City" to many. This bazaar, typically set up in the Great Khan Desert, attracts all sorts of people, and is renown for what it offers - electronics, vehicles for sale, weaponry of all kinds, and many other forms of salvage that has been restored to a useful purpose. At typical times, depending on the situation of the location, the "Traveling City" is stopped to set up shop for around two weeks, but can vary depending on the safety of the region. At times, it could extend to a month or even two months in stasis, if their business is good enough. When they do need to pack up, however, they can do so in just under a day's time, and be back to wandering on. In a new development, however, the Skyfallen have came to favor the investigation and acquisition of alien artifacts that are strewn across Rigel-3, possibly being one of their most prized objects.

>>The Skyfallen - Origins

As mentioned above, the Skyfallen Nomads are composed of people of many ethnicities and backgrounds, all of whom who came to Rigel-3 in some manner. Often, these people were those who were grunts of the companies and groups that came to the planet, and left their former employers to pursue something more....fulfilling. Others came to Rigel of their own accord, and they eventually conglomerated into what the Skyfallen are today. As for their vehicles and equipment - they first began as what the people brought with them to Rigel, but as the planet got more tense and lawless, they began taking the armaments of bandits and raiders, as well as the vehicles of them, modifying them to serve themselves better. In fact, the Skyfallen's workshops for these vehicles, known as "forges" in common parlance, are some of the most efficient and renown around, and are typically based aboard massive rigs that can support their load.

As the different cultures that came to Rigel-3 clashed, the Skyfallen began blending these together in a rather efficient manner. Skyfallen "culture" reflects this, as one can not truly pinpoint the Skyfallen's mannerisms as a whole to one ethnic group.

The Skyfallen - Society

As mentioned above, Skyfallen society has blended together from many sources. This is evident in their trades - while above it was mentioned that the Skyfallen show a great proficiency in engineering and technology, they also have a rather inclined aptitude toward more....refined arts. Tailoring, sewing, weaving, etc. have a great place in Skyfallen culture, as an individual in the clan typically wears clothing that corresponds to their ethnicity, while retaining the light armor-esque suit that the Skyfallen seem to favor. They often show this cultural pride in the form of cloaks, ponchos, scarves, and so on. This is just one example of Skyfallen culture, and there are many more kinds. Another prominent one is the use of many languages, be it English, French, German, Russian, Spanish, or something else. In addition to these, various "traditions" we're adopted as distinguishing characteristics. The most well-known is the use of a tattoo-like system to distinguish oneself - depending on pattern, coloration, location, and so on of the tattoo, it tells your identity, be it your family or ethnic origin, in addition to ones attire and other factors. Another tradition adopted by the Skyfallen is the granting of one a visor mask, if one is a male, or a form of facial wrapping or a simple covering mixed with a hood, if one is female. Done in a manner to protect against sandstorms in the Great Khan, it has now been tradition for several years, and many like to give their own custom "touch" to their masks. It is also typically frowned upon to not carry one's mask with them at all times, while it is not neccesary to always wear it. This is only done as a "coming of age" ceremony to regulate the supply of masks - with the influx of new children in the Skyfallen, there is simply not enough protective masks to go around. Thus, it is reserved for the coming of age time, which is typically around 15 to 18 years of age.

Since the event that led to the clan's name occurred, the clan has experienced the first true generation to their cultures. Thus, they must accommodate to teach and instruct these children and soon-to-be-inheritors of their culture. Honestly, this was a task that turned out rather easy. Mixed in with those of the Skyfallen was those who were experts in the fields which required teaching to this new generation, be it biology, mathematics, the various languages, and so on. This generation turned out to be rather well educated, while not as well as their predecessors, turned out alright, being with educated on Rigel-3 itself.
by Gladius
A large society of wandering individuals who where originally the lower echelon of the corporate society that postapocalyptia once held, former expendable manual labor for a massive corporation that flocked to the planet during the timonium rush on the planet. This once mass group that came into being in the wake of the massive gravitational flux that cut the planet off from the outside world, with their story starting with a rebellion, a rebellion against the people that owned them through signed paper, enforced by vicious armed goons, a rebellion in which they overcame impossible odds and claimed their freedom, which is how they like to tell it, when in reality they robbed them blind of vehicles, weapons and supplies before disappearing into the wide verity of hostile environments to with a destination of nowhere, travelling in a massive convoy of vehicles with very incompatible people. Most made the discussion to settle down, moving into the various towns that they passed by in order to become "productive citizens" rather than wander aimlessly, looking to fit in with the "normal" society, but a rather sizable group with a disdain for order and a thirst for jolly adventure came into fruition, sticking on the path which led nowhere in particular, with the sole plan of living out their days free in the vast desert and to have fun away from tight grasp of the law and killjoys. Further details can be found here.
by Illan

SynthTek Enterprises
One of the megacorporations that latched onto the expedition to Rigel-3, SynthTek is the leader in nearly all things synthetic, as well as the basis for much of the other corporation's robotic or electronic needs. Odds are, if you see a half-decent metallic automaton, drone, robotic limb, or automated turret out there, it came from a SynthTek factory.

SynthTek weeded its way into the arsenal of many of the well known groups who first settled on Rigel-3 - GAZPROM, the Archaelogists Assosciation, even the United Nations, along with many more. Contracts with these companies supplied said companies with their electronic needs in return for a hefty sum in SynthTek's pockets. They established quite the regime of their own in the more desolate regions of Rigel, their "work" being done away from prying eyes - creating more robots and electronics for not only the parties that hired them out, but themselves in a much higher magnitude. The grand scheme of SynthTek was to cozy up with the bigger corps and groups, and then manufacture their own massive military of robots of every shape and size.

This goal was nearly realized as well - hundreds of thousands of robots were manufactured in the massive citadels that were the Rigelian SynthTek factories, just waiting to march out from the fortified doors to begin their conquest. However, this all fell short with one thing - Timonium. The CEO of SynthTek, while generally a business savvy man, ran the corporation like it was his own country, and he was the dictatorship. When he saw the potential Timonium held, he halted his robotic army to investigate this odd element. Before he knew it, nearly all of SynthTek's funds were poured into the investigations of Timonium applications in the field of robotic warfare.

Some say that a breakthrough was made, but it doesn't really matter, as the bankruptcy of SynthTek on Rigel-3 led to them pulling any operations they had out before the great sky collapse. Now, the numerous SynthTek citadel-factories lie dormant, guarded by endlessly running robotic guards. The factories act as vaults now, sealing the army of metallic death machines that lie underneath the ground, sealed tighter than any vault on Earth, likely never to be unearthed.
Last edited by Mincaldenteans on Wed Jul 29, 2015 10:29 pm, edited 15 times in total.

User avatar
Mincaldenteans
Powerbroker
 
Posts: 9453
Founded: Feb 17, 2013
Ex-Nation

Roster - Alive & Dead

Postby Mincaldenteans » Thu Jun 04, 2015 1:33 pm

Image
Cast in order of appearance


Cylarn
as Willis Clark
the Mercenary
Name: Willis Clark
Sex: Male.
General appearance: Willis.
Skills: Willis is a trained UNSEC officer, trained and experienced in the usage of a variety of weapons, leadership tactics, and equipment. He is well-versed with the usage of an assault rifle, as with pistols, shotguns, sniper rifles, and crew-served weaponry. He isn't the best at hand-to-hand, but he knows his way around fists, feet, and grappling. Serving with UNSEC's famed Independent Patrols and working as a gun-for-hire has given him years of experience, fighting everyone from bandits and Gazprom to Stoveil's Beasts and Dynamics Unlimited.

He has also received training in advanced land navigation, rappelling, air assault operations, basic vehicular operation, outdoor survival, escape and evasion, and a number of other useful military skills.

Likes: Solace, quiet, competency, Russ Gellar under fire, attractive and intelligent females, UNSEC, a fine cigar, a fine glass of scotch.
Dislikes: Russ Gellar as a person, lawlessness, raiders, idiots.
Reason for becoming a Vagabond: Because of Russ Gellar's shenanigans, he was the subject of an UNSEC inquiry. Rather than get tied up by the investigation and have some of his unit's "exploits" exposed, he resigned his commission and became a gun-for-hire.
Highfort
as Temir Talgat
the Tinkerer
Name: Temir Talgat
Sex: Male
General appearance: Temir
Though he has little practical reason or propensity to show his face, he has brown eyes and a weathered, slightly wrinkled appearance due to sun and windburn. His skin stretches tightly over his high cheekbones and is discolored due to scarring and the aforementioned burns, appearing mostly a light brown with some pale splotches. His hair is kept in a short crop cut to ensure it doesn't catch on fire when he's working in the forge, and it's black with slivers of grey. He has no facial hair and keeps clean-shaven.

Skills:
  • Metalworking
  • Maintaining mechanical equipment
  • Bartering
  • Sniping (up to 500 yards / 450 meters)

Likes: The Cult of the Great Khan, Great Khan, metalworking, reading, drinking, technology
Dislikes: Archaeologist Association, thieves, blasphemers (against the Great Khan), oligarchs, scam artists

Reason for becoming a Vagabond: Temir saw an opportunity to further the cause of the Great Khan by searching for possible ways to restore her to flight capability in the form of finding and reverse-engineering the various alien artifacts that dot Rigel Three. He also saw an opportunity to spread the word of the Great Khan to others while on his travels, acting as a sort of quasi-missionary while on his quest to unearth the future salvation of the Great Khan.
Esternial
as Zed, M.D.
the DIY Surgeon
Name: Zed ("Z-3" or "Zee Drei")
Sex: Male?
General appearance: Zed
Skills: Zed is a licensed medical practitioner and a pretty decent cook, especially when it comes to spicy foods. He has extensive training with firearms and combat, and knows his way around prosthetics maintenance.
- Multi-Use Generator (aka "MUG"). Can condense water from the atmosphere and heat it to produce scalding liquids. Currently set on "fristi". Settings can be changed by interacting with the MUG's AI.
- Cybernetic arm (left). Contains an energy wave generator capable of producing a surge of energy. Can also transfer power to the MUG. At low energy settings it can overload/destroy electrical devices or knock out people (effects similar to a tazer). At higher settings it produces strong microwaves. Uses energy cells containing Timonium, lasting a significant amount of time. At maximum settings it can deplete an entire cell of Timonium in an instant, discharging all the energy at once.
- Nanomachines, monitoring his medical data and saving it on a small storage drive mounted on his right arm.


Likes: Zed is a very curious individual, sometimes leading him to execute a vivisection on a non-consenting, fully conscious pedestrian. He enjoys learning and looooooves factoids.
Dislikes: He dislikes overly serious people and being jump-scared. Several people have been accidentally stabbed in the face in the past.
Reason for becoming a Vagabond: Adventure.
Mincaldenteans
as Aubrey Sian
the Confused Artist
Name: Aubrey Sian
Sex: Male
General appearance: Aubrey

Skills: Close combat, some knowledgeable tech know-how, decent cook, basic first-aid, photography (first love). Capable con-artist.

Likes: exploring, photography, a half-decent drink, men
Dislikes: Keeps a simple code to not cross him
  • Don't tell him what he can and cannot do
  • A deal is a deal
  • If it's Dynamic Unlimited: run, hide or die
  • If it's Severine Fields: kill her... maybe
Reason for becoming a Vagabond: No better job that lets him explore while keeping under the radar of Dynamic Unlimited.
Swith Witherward
as Esma Aksu
The Survivalist
Name: Esma Aksu
Sex: Female
General appearance: Esma
Esma prefers vibrant fabrics dyed in the red and purple tones associated with her tribe. However, like most of her kinsfolk, drab coverings work as camouflage while walking the open desert. The garments are loose-fitting to protect her skin from the sun while also allowing sweat to evaporate. A veil across her nose and mouth keeps out the sand.

Skills: She's a kinswoman from the oasis, and a wilderness survival guide. Her specialty is specific to the Khan region. Attuned to nature and mindful of the living things around her, she can often determine approaching weather or lead a lost team through featureless terrain just by paying attention to the deadly things around her. (Animal behaviorist... it's more than a hobby.) Subskills include hunting and tracking, as well as traditional stick fighting. Bartering (black market style) skills are mastered at a very young age. She can read and write, and enjoys drawing. Her childhood in the Oasis provided a working knowledge of several indigenous languages, and a knack for storytelling. Cheap schtick skill: can play a flute.

Likes: intelligent people; her pet; storytelling (a traditional activity).
Dislikes: religious zealots (although she, in a sense, is one); loud, brash outsiders incapable of respecting the nature around them (nothing decimates quite like predators and storms); pickup artists
Reason for becoming a Vagabond: Hired as a professional guide
Jessjohnesik
as Johanna
the Assassin
Name: Johanna
Sex: F
[b]General appearance:
http://i.imgur.com/BDWDlQv.jpg

Skills: Johanna has mastered Silat and widely uses her fighting skills to get rid of human threat. Previously an assassin working for DU, while also a spy for AA, Johanna is skilled in close quarter and hand to hand combat, as well as reconnaissance, utilising her natural acrobatic prowess and flexibility to her advantage. She's also a decent enough medic, but not too good. She's a decent shot and knows her way with weapons too. Having spent some time in AA's laboratories, she somewhat knows how to get around with scientific equipment to a limited extent, primarily chemicals

Likes: Monetary/financial incentive, liberty, combat, adrenaline, knowledge, intelligence, pragmatism, realism
Dislikes: Idiocracy, Ignorance, opposition, Dynamic Unlimited, moralism, zealousness
Reason for becoming a Vagabond: Forced to do so in order to go into hiding from DU and provide a decent enough living for herself through utilising her extensive skills
Tiltjuice as
Mathias Strand
the Pacifist
Name: Mathias Strand
Sex: M
General appearance: Mathias

Skills: A journeyman naturopath/herbalist, Mathias is a strict pacifist with good knowledge of anatomy and the flora and fauna of Rigel III. Other than that, he's mostly harmless.

Likes: Collecting things he thinks is useful. Anything goes. Also, darkness.
Dislikes: Loud/obnoxious people.
Reason for becoming a Vagabond: Gain experience to reach professional naturopath status.
The Carlisle
as Eira & Shimmer
the Plural & Accident
Name: Eira Takahashi
Sex: Female
General appearance: No Suit She wears a large light brown duster, patchwork and sewn repairs in some places. She wears her hair back to keep it out of her face.

Skills:
    Cartography
    Survival
    Tracking
    Archaeology
    Proficient shooting skill
    First Aid
    Multilingual (Japanese, English, Russian, and a bit of regional languages)
    Proficient mechanics skill

Differing personalities have differing skills

    The Mistress: Seduction and coercive negotiating
    The Professor: Critical thinking, planning, archaeology, and whip using
    The Veteran: Crack shot and close combat. Also a skill drinker and smoker
    The Kid: High energy and agility. Skilled thief and pickpocket
    The Beast: Dominating strength and stamina. Skilled use in the "Sheeredge"


Likes: Eira likes to sit by fires, read news, stargaze, and study artifacts. Coffee is her drink of choice. Her passion is traveling and is her lifestyle. She enjoys the company of her daughter, even if she is a burden and has caused her suffering beforehand. Her hobby is writing, whether a story or just notes.
Dislikes: Tea, sugar, drugs, alcohol, sweets, her other personalities and killing people.
Reason for becoming a Vagabond:
    A man in her past helped her, raised her, and trained her in the ways of the Vagabond. Since then, she has followed that as her path in life. Even if she didn't want to, she didn't have any other option. DID made her difficult to work with and outright dangerous if the Beast arises.



Name: Shimmer Takahashi
Sex: Female
Age: 4
General appearance: This Shimmer has bright cerulean eyes, silver hair, and pale skin.

Skills:
    Children don't hold many skills, yet the wastes of Rigel-3 necessitates that they learn things fast.
    Can apply bandaids and ointment
    Can hold tools
    Only knows english
    Good picture drawer
    Great smiler
    Expert crotch puncher

Likes: She is a similar to most kids. She loves sweets and sugar. She loves to draw and likes animals especially Gyrosprinters. She likes playing games and having fun. She likes mimicking her mother, doing similar things to her. She loves her "family". She likes to visit the ruins and look at artifacts of the old civilization. She loves the stories her mother tells her. She loves napping in the back of Lil'bit.
Dislikes:
    Seeing her mother cry.
    Being alone
    Being away from her mom
    Vegetables
    Coffee
Reason for becoming a Vagabond: Her mother is a Vagabond so she wants to be one too! (like she has much of a choice)
Pan Asian
as Armando Manhoso
the Suave
Name: Armando T.A. Manhoso
Sex:Male
General appearance: Truly dandy. Armando is tall and thinly built, with green eyes and short, slick, silver-gray hair and a fancy brown mustache (pictured). His suit and vest are brown, with a blue and white pinstripe shirt and a matching blue tie, with a white band on his wide-brimmed fedora and matching white gloves.

Skills: Gambling, Bartering, Negotiation, Pickpocketeering, Bribery, Lying, Quick-draw, Passable in Hand-to-Hand.

Likes: Games of chance, the gullible, people with loose pockets, the wealthy, mint juleps, cuban sandwiches, shady business deals.
Dislikes: Moral crusaders, no-gambling, dry counties, poor deals, having to fight.
Reason for becoming a Vagabond: Hey, I can't be stuck here forever, dig?
Cerillium
as Mia & Max
the Twins
Name: Mia Grey
Sex: female
Age: a lady never tells
General appearance:
Image

Skills: Hardware Expert/IT/design, Mechanical aptitude (vehicle technology/diagnostics/repair/comms), Bartering, Weapon proficiency: multiple-barrel, Driving, Survivalist (by nature of upbringing), communications.
Likes: working with her hands, exploration, the smell of fuel in the morning.
Dislikes: the living; doorknob collections; AA
Reason for becoming a Vagabond: Becoming a Vagabond? That would imply she was something different prior.

Name: Maxwell (Max) Grey, Jr.
Sex: male
General appearance:
Image

Skills: Max is a software expert known for his programming skill. He possesses mechanical aptitude (vehicle technology/diagnostics/repair). He's not an expert marksman but he's familiar with most firearms. He excels Driving/piloting, Unhealthy penchant for demolitions, Bench jeweler, Survivalist (by nature of upbringing).
Likes: reading; programming; explosions
Dislikes: noisome teenagers; AA
Reason for becoming a Vagabond: Tech team for hire: will travel, have own vehicle.
Ayreonia
as Confesor Wrothwild
the Inquisitor
Name: Confesor Wrothwild. That's Father Wrothwild to you, son.
Sex: Male
Age: Sixty-ish
Height: About 175 cm
Weight: Been a while since he's stood on a scale, but he looks like he's around 70 kilos

General appearance: Skinny, although you couldn't tell for the covering clothes he always wears. A long, braided and graying beard makes his wrinkly and windswept face look almost starved, although that's not the case. He's actually in a pretty good physical condition for his age. Bushy eyebrows, hair that's shaved on the side and long on top, usually braided too. Despite otherwise looking like a particularly well-groomed hobo, something in his bright and youthful eyes suggests there's more to him than that.

Skills: Several or none at all, depending on who's asking. He's a sort of mystic. If spiritual guidance isn't your thing, Wrothwild's extensive survival skills might persuade you to let him tag along anyway. The long and many years out in the wastes have made him adept at pathfinding, field medicine and hunting both sentient and nonsentient prey. He's either very lucky or extremely hard to get rid of, having reached his age on a planet like Rigel-3.

Oh, he's also a pretty effective combat leader, once you get over the crazed yelling and calling for GOD TO SMITE THE WICKED ONES.

Personality: Confesor is a philosopher, a mystic, and a cleric. He's also crazy, according to some, but while scary and belligerent, he's ultimately harmless to people he likes. Well, "like" is not a very fitting word for it. Nevertheless, listen to his ramblings, and he might even come across as friendly. While what he spews is mostly madness, there's a strange conviction to it that makes even the hardest skeptic think.
Traits, quirks, habits: Often speaks in riddles and metaphors. Eats and sleeps very little, but his bladder needs frequent emptying. Smoker.
Likes: Preaching his gospel, bringing God's wrath upon the wicked
Dislikes: Arrogance, the wicked
Reason for becoming a Vagabond: He's not a Vagabond. Not anymore.
Vehicles
(WIP)
Image

  • The tractor will not have the back nor the supplies pictured in the photo. Instead, it will have a flatbed where supplies can be stored.
  • The front of the vehicle will have a cowcatcher attached to it to push aside the sand and to keep debris from going under the truck and breaking the axle and other vital parts.
  • For sleeping, most likely we'll have to sleep outside in tents or rolls if this is the vehicle chosen; unless we attach a trailer onto the flatbed, there's no real shelter from the elements except in the cabin.
  • For daytime travel, four can ride fairly comfortably in the cabin. Two or three can probably ride on top of the cabin, if you don't mind the heat and dust. The rest can ride in the flatbed to protect supplies.

Image
This is Lil'Bit: seats 3 with extra point man (4 maximum), storage space is fair. Able to mount weapons.



Image


Imperial Japan
as Constanza Xiones
the Zealot
Name: Constanza Xiones
Sex: Female
General appearance: Here, but disregard the weapon.

Skills: Constanza prides herself in her deductive capabilities. She's read up on 'The Mandate' extensively, and can preach it by heart. She's quite skilled in using bladed weapons, and thanks to her being a part of the higher echelon's of 'The Schism' she is able to translate 'The Mandate' into a number of different languages.

Traits, quirks, habits: Constanza can get lost in fervent speeches, leading her to ramble and often get carried away. However, she is a good public speaker and negotiator. She can often be seen reading a copy of 'The Mandate' during her free time.
Likes: Intellectual discussion, converting infidels, and doing good in the name of 'The Mandate'.
Dislikes: Unnecessary violence, profanity, insults to 'The Mandate'.
Reason for becoming a Vagabond: She's less of a vagabond in her own eyes, and more of someone who has taken it upon herself to 'associate in the vagabond lifestyle'. It's through obtaining a better understanding of her lives that she seeks to convert Vagabonds into the fold of 'The Schism'. If she were to succeed, 'The Schism' would be able to acquire greater numbers of alien artifacts through these new followers.
Galdius
as Charly
the PotGearhead
Name: Charly [Charlotte Schüttler]
Sex:F
General appearance: Charly
Pupils are often very dilated

Skills: Vehicle Maintenance and modification; Close quarter combat, mainly involving gun play; athletic; Vehicular combat; Skill driver; agile; Stoic.

Likes:Guns, drugs, smokes, Beethoven, Mozart, action, explosions, cars, bikes, trucks etc, fixing things, Jerry rigging things, happy go lucky type people, partying, dancing, particularly when high and listening to symphony No. 40 in G minor.
Dislikes:Downers, authority figures, UNSEC, Gazprom, getting her ass handed to her, the radio presenter that constantly keeps going on about the weather and recent deaths, overbearing conservatives, religious fanatics.
Reason for becoming a Vagabond:Jolly adventure and cooperation.
Transoxthraxia
as Slattern
the Pyromaniac
Name: Slattern, or simply "Slat".
Sex: Yes please.
General appearance: Here. Her oddly-white, usually dirty hair is often braided quite tightly and neatly in a single column down her back that goes down to around the lumbar area of the back. Her skin is much darker than in the photos due to her continuous exposure to the harsh sun of Rigel-3.

Skills:
  • Experienced demolitions expert, having nearly a decade and a half of experience with explosives of all sorts, both making and using them.
  • Skilled close-quarters combatant, finding not only pleasure, but comfort in what she calls "The graceful art of CQC".
  • Experience, though not much skill, with firearms, preferring instead to stab/bludgeon/blow up anything in her way than shoot it.
  • Her experiences and life upon Rigel-3 have left her in a hardened state, performing well under pressure and in stressful situations, and she rarely ever panics.
  • Somewhat surprisingly, she is an experienced tailor, being able to stitch back together a bunch of old or ruined clothing.

Likes: Cleanliness, alcohol, drugs, fire, explosions, close-quarters combat.
Dislikes: The sun, hangovers, dirty people, children.
Reason for becoming a Vagabond: More or less necessity. She's too infamous for most bandit clans, too weird for normal Rigel-3 life, and needs to feed herself and her addictions every so often, along with making a bit of cash on the side as well.
Last edited by Mincaldenteans on Fri Jul 10, 2015 11:48 am, edited 27 times in total.

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Cylarn
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Postby Cylarn » Thu Jun 04, 2015 1:37 pm

Howdy.

Reserved for soldier-of-fortune Willis Clark.

Name: Willis Clark.
Sex: Male.
Age: 41.
Height: 6'1 ft.
Weight: 195 lbs.

General appearance: Willis.

Skills: Willis is a trained UNSEC officer, trained and experienced in the usage of a variety of weapons, leadership tactics, and equipment. He is well-versed with the usage of an assault rifle, as with pistols, shotguns, sniper rifles, and crew-served weaponry. He isn't the best at hand-to-hand, but he knows his way around fists, feet, and grappling. Serving with UNSEC's famed Independent Patrols and working as a gun-for-hire has given him years of experience, fighting everyone from bandits and Gazprom to Stoveil's Beasts and Dynamics Unlimited.

He has also received training in advanced land navigation, rappelling, air assault operations, basic vehicular operation, outdoor survival, escape and evasion, and a number of other useful military skills.

Stuff they own: His main weapon is a semi-automatic sniper rifle, chambered for .308 and equipped with an advanced scope capable of allowing its user to utilize night vision and thermal imaging when selecting a target, as well as a match-grade barrel made for the elements, and a folding bipod. On his back, he carries an UNSEC-issued carbine chambered for the same caliber, and it is equipped with an ACOG optical sight, combined bipod/forward grip, and taclight. On a thigh holster, he carries a pistol chambered for 5.7mm. Attached to a thigh sheathe is a bolo machete, and he usually has a sjambok accessible on the side of his backpack.

He wears his old tactical plate carrier, colored in Multi-Cam and equipped with different pouches for his gear, along with a space for his CamelBak hydration system. His garb usually consists of a tan t-shirt, a pair of Multi-Cam pants, and a Multi-Cam boonie cover, along with a pair of desert combat boots and a green and tan shemagh around his neck. For cold weather, he usually resorts to a tan waffle-type thermal shirt, a black pull-over, black combat gloves, and a black fleece cover. He wears a coyote tan thigh holster on his right thigh, and a tan plastic sheathe on his left thigh, both holsters rigged up so that they can't flap around freely.

For his necessary essentials, he has 3 20-round magazines for his sniper rifle, 4 30-round magazines for his carbine, and 3 15-round magazines for his sidearm. In his pack, he carries his spare clothing, a cleaning kit, three flares, 2 grenades, a spotting scope, a range finder, a compass, a carton of full-flavor unfiltered cigarettes, a zippo lighter, a sleeping system, an old gas mask, 3 MREs, two canteens of water, an olive-drab poncho, a tourniquet, an Israeli bandage, and a compact folding shovel.
Personality: Unlike his counterpart Russ Gellar, Clark is an intelligent, no-nonsense kind of guy. He's serious about what he does, and it's hard to get him to banter if he doesn't know you. Basically, he's your tough-as-nails commanding officer, but he supports his troops. He's serious about keeping people alive, and he hates idiocy. Once in a blue moon, he'll lighten up, and it's not impossible for the stone-faced asshole to find love at times. He's a diehard UNSEC guy to the core, but he knows that his new line of work will often put him at odds with his own organization.
Traits, quirks, habits: He's a smoker, so to speak. Nothing else really to note.
Likes: Solace, quiet, competency, Russ Gellar under fire, attractive and intelligent females, UNSEC, a fine cigar, a fine glass of scotch.
Dislikes: Russ Gellar as a person, lawlessness, raiders, idiots.
Reason for becoming a Vagabond: Because of Russ Gellar's shenanigans, he was the subject of an UNSEC inquiry. Rather than get tied up by the investigation and have some of his unit's "exploits" exposed, he resigned his commission and became a gun-for-hire.

Bio: Major Willis Clark was slated to occupy the higher echelons of UNSEC, until certain events involving a former NCO of his forced him into this current stage of his life. He was born on Mars, but he was educated on Earth in Charlotte, North Carolina. His parents were military, and they groomed their son to become an officer at some point. He ended up on Rigel-3 during UNSEC's colonization, where he would remain once the planet was shuttered from the rest of the galaxy. At the age of 16, when a civil war erupted against UNSEC's authority, he joined up with the peacekeepers, proving himself in the following days. The young soldier earned his keep when UNSEC lost control of a large swath of the planet, fighting various factions and raiders.

Eventually, he proved his worth, and he ended up as an officer. It was at this time that he met Russell Gellar, an NCO with UNSEC who would end up as Clark's senior NCO in their company. The two were opposites in personality, with Clark being a straight-laced, serious officer and Gellar being a childish, silly NCO. However, when they were under fire, they worked well together. He didn't know that Gellar would end up blowing up a bunch of AA scientists, or rolling up into a Gazprom and AA standoff with a crew of Vagabonds posing as an UNSEC IP. He had no idea that when Gellar left for Gazprom, that this childish man would end up becoming one of PostPoc's most esteemed and vilified characters. He found out years later, when now-Major Clark was assigned to UNSEC's administrative details.

It seemed that Russ Gellar had started an incident with two powerful factions, and UNSEC was caught in the middle. The alleged terrorist could have potentially started a war, and all eyes were on his former commanding officer. UNSEC launched an inquiry, investigating Clark's career for anything they could use to throw him under the bus as a scapegoat, so the Major - who was being groomed for a promotion to Lieutenant Colonel - resigned his commission and made his way out into the wastes as a soldier-of-fortune.

5 years have passed, and he has ended up in the Great Khan Desert, after the AA expedition he was protecting became the victim of raiders.
Last edited by Cylarn on Mon Jun 08, 2015 6:56 pm, edited 3 times in total.
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Jessjohnesik
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Postby Jessjohnesik » Thu Jun 04, 2015 2:31 pm

A new thread, excellent.
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Illan
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Postby Illan » Thu Jun 04, 2015 2:40 pm

Hey, I'm here as the official new guy.
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Mincaldenteans
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Postby Mincaldenteans » Thu Jun 04, 2015 3:00 pm

New peeps always welcome.

So let's discuss a few things, characters, plots, worldbuild, etc. Throw them out, let's see if we can make Ayr proud :D
Last edited by Mincaldenteans on Thu Jun 04, 2015 3:01 pm, edited 1 time in total.

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Cylarn
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Left-Leaning College State

Postby Cylarn » Thu Jun 04, 2015 3:07 pm

Gazprom prison break?
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Illan
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Postby Illan » Thu Jun 04, 2015 3:12 pm

Mincaldenteans wrote:New peeps always welcome.

So let's discuss a few things, characters, plots, worldbuild, etc. Throw them out, let's see if we can make Ayr proud :D

Well, I'm going to make my fella a wandering outlaw, if that's relevant/anyone hasn't done that yet.
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Feel free to contact me about any fantasy, sci-fi, or otherwise futuristic RPs, especially those involving aliens or other non-humans, especially if it is an original universe/idea. I also enjoy Mass Effect, Fallout, Elder Scrolls, and many other things that transit to roleplays.

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Esternial
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Inoffensive Centrist Democracy

Postby Esternial » Thu Jun 04, 2015 3:14 pm

We could have a side-arc revolving BLACKLIGHT, the organisation responsible for experimentation on humans to develop mechanical and bio-augmentations.

Supersoldiers and big ass machinery.

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Illan
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Postby Illan » Thu Jun 04, 2015 3:23 pm

Esternial wrote:We could have a side-arc revolving BLACKLIGHT, the organisation responsible for experimentation on humans to develop mechanical and bio-augmentations.

Supersoldiers and big ass machinery.


Hey! I could be one of their escaped experiment things! That way I could be the special snowflake I wanna be!
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The Carlisle
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Postby The Carlisle » Thu Jun 04, 2015 3:43 pm

Let me just throw some world building.

Great Khan Desert (common name)- Named after the Great Khan, the sole battleship that patrolled this side of Rigel-3, that crashed nose first into the desert when the sky was locked away. The desert is thousands of square miles large, consisting of dunes, salt flats, arid deserts, and the occasional oasis. The desert takes up the greater part of this side of Rigel-3, with very few landmarks, making travel dangerous.

Great Khan- A city-ship, and the main area of population in the Great Khan desert. Great Khan was a battleship that patrolled this side of Rigel-3 before it fell nose first into the desert. Towering 2000 feet high, Great Khan serves as one of the sole landmarks in the desert and its most noticeable one. Since Landfall, the former crew turned it into a new home, drilling deep wells and refurbishing the ship into a tower. Trade is the main income of Great Khan, with many traders selling their wares and many travelers buying. It has become the main hub of trade in the Great Khan desert, with many trade routes intersecting at it. The population of the city-ship is currently 4,580, huge for a city literally in the middle of nowhere.
Last edited by The Carlisle on Thu Jun 04, 2015 3:44 pm, edited 1 time in total.
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Illan
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Postby Illan » Thu Jun 04, 2015 3:44 pm

The Carlisle wrote:Let me just throw some world building.

Great Khan Desert (common name)- Named after the Great Khan, the sole battleship that patrolled this side of Rigel-3, that crashed nose first into the desert when the sky was locked away. The desert is thousands of square miles large, consisting of dunes, salt flats, arid deserts, and the occasional oasis. The desert takes up the greater part of this side of Rigel-3, with very few landmarks, making travel dangerous.

Great Khan- A city-ship, and the main area of population in the Great Khan desert. Great Khan was a battleship that patrolled this side of Rigel-3 before it fell nose first into the desert. Towering 2000 feet high, Great Khan serves as one of the sole landmarks in the desert and its most noticeable one. Since Landfall, the former crew turned it into a new home, drilling deep wells and refurbishing the ship into a tower. Trade is the main income of Great Khan, with many traders selling their wears and many travelers buying. It has become the main hub of trade in the Great Khan desert, with many trade routes intersecting at it. The population of the city-ship is currently 4,580, huge for a city literally in the middle of nowhere.


I love it. I wish I thought of it....
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Mincaldenteans
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Postby Mincaldenteans » Thu Jun 04, 2015 5:17 pm

Cylarn wrote:Gazprom prison break?


Always nice to have a prison break; side story or character plot? Either works, of course.


Esternial wrote:We could have a side-arc revolving BLACKLIGHT, the organisation responsible for experimentation on humans to develop mechanical and bio-augmentations.

Supersoldiers and big ass machinery.


This would be nice. Would it involve/give insight to Zed?


Great Khan City sounds awesome, I'll put that in the reserve post! -nodnod-

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Swith Witherward
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Postby Swith Witherward » Thu Jun 04, 2015 5:39 pm

Oh neet! Can I help out with some world building?
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Esternial
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Inoffensive Centrist Democracy

Postby Esternial » Thu Jun 04, 2015 5:46 pm

Mincaldenteans wrote:
Cylarn wrote:Gazprom prison break?


Always nice to have a prison break; side story or character plot? Either works, of course.


Esternial wrote:We could have a side-arc revolving BLACKLIGHT, the organisation responsible for experimentation on humans to develop mechanical and bio-augmentations.

Supersoldiers and big ass machinery.


This would be nice. Would it involve/give insight to Zed?


Great Khan City sounds awesome, I'll put that in the reserve post! -nodnod-

I hope it will. It would also give insight to Zee.

Illan wrote:
Esternial wrote:We could have a side-arc revolving BLACKLIGHT, the organisation responsible for experimentation on humans to develop mechanical and bio-augmentations.

Supersoldiers and big ass machinery.


Hey! I could be one of their escaped experiment things! That way I could be the special snowflake I wanna be!

I'm already on that. I created BLACKLIGHT as a backstory for my earlier (and new) character.

It serves as more of a side-arc, a backstory, rather than direct plot.
Last edited by Esternial on Thu Jun 04, 2015 5:49 pm, edited 1 time in total.

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Mincaldenteans
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Postby Mincaldenteans » Thu Jun 04, 2015 5:49 pm

Swith Witherward wrote:Oh neet! Can I help out with some world building?


Course!

@Este, I hope so too. You did fantastic with his character. Personally I think it raised the bar on the rest of us to properly form our characters :P

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The Carlisle
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Postby The Carlisle » Thu Jun 04, 2015 5:50 pm

Thank you! I don't know how big it is, but its the largest continuous desert on the planet. So I'm gonna say at least 1/4 the size of this side of Rigel-3, maybe up to 1/3. Really big and relatively flat. Everything else is a free for all I guess. Rocky wastes, steppes, mountains, salt seas, or maybe the rare jungle or two.
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Highfort
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Postby Highfort » Thu Jun 04, 2015 5:50 pm

Down to world build and possibly participate, depending on how my summer schedule looks. Anyone in need of a socially-maladjusted wanderer who communicates through grunts and awkward stares? :p
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Mincaldenteans
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Postby Mincaldenteans » Thu Jun 04, 2015 5:51 pm

Highfort wrote:Down to world build and possibly participate, depending on how my summer schedule looks. Anyone in need of a socially-maladjusted wanderer who communicates through grunts and awkward stares? :p


We had an eclectic crew in the original, I expect nothing less in the future :)

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Mincaldenteans
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Postby Mincaldenteans » Thu Jun 04, 2015 5:52 pm

The Carlisle wrote:Thank you! I don't know how big it is, but its the largest continuous desert on the planet. So I'm gonna say at least 1/4 the size of this side of Rigel-3, maybe up to 1/3. Really big and relatively flat. Everything else is a free for all I guess. Rocky wastes, steppes, mountains, salt seas, or maybe the rare jungle or two.


Could you/would you be willing, to expand more on that? 1/4 is huge for a planet, so anything else to add to the desert would be great!

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Esternial
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Inoffensive Centrist Democracy

Postby Esternial » Thu Jun 04, 2015 5:53 pm

The Carlisle wrote:Let me just throw some world building.

Great Khan Desert (common name)- Named after the Great Khan, the sole battleship that patrolled this side of Rigel-3, that crashed nose first into the desert when the sky was locked away. The desert is thousands of square miles large, consisting of dunes, salt flats, arid deserts, and the occasional oasis. The desert takes up the greater part of this side of Rigel-3, with very few landmarks, making travel dangerous.

Great Khan- A city-ship, and the main area of population in the Great Khan desert. Great Khan was a battleship that patrolled this side of Rigel-3 before it fell nose first into the desert. Towering 2000 feet high, Great Khan serves as one of the sole landmarks in the desert and its most noticeable one. Since Landfall, the former crew turned it into a new home, drilling deep wells and refurbishing the ship into a tower. Trade is the main income of Great Khan, with many traders selling their wares and many travelers buying. It has become the main hub of trade in the Great Khan desert, with many trade routes intersecting at it. The population of the city-ship is currently 4,580, huge for a city literally in the middle of nowhere.

Image

An apt representation.

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The Carlisle
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Postby The Carlisle » Thu Jun 04, 2015 5:53 pm

Esternial wrote:
The Carlisle wrote:Let me just throw some world building.

Great Khan Desert (common name)- Named after the Great Khan, the sole battleship that patrolled this side of Rigel-3, that crashed nose first into the desert when the sky was locked away. The desert is thousands of square miles large, consisting of dunes, salt flats, arid deserts, and the occasional oasis. The desert takes up the greater part of this side of Rigel-3, with very few landmarks, making travel dangerous.

Great Khan- A city-ship, and the main area of population in the Great Khan desert. Great Khan was a battleship that patrolled this side of Rigel-3 before it fell nose first into the desert. Towering 2000 feet high, Great Khan serves as one of the sole landmarks in the desert and its most noticeable one. Since Landfall, the former crew turned it into a new home, drilling deep wells and refurbishing the ship into a tower. Trade is the main income of Great Khan, with many traders selling their wares and many travelers buying. It has become the main hub of trade in the Great Khan desert, with many trade routes intersecting at it. The population of the city-ship is currently 4,580, huge for a city literally in the middle of nowhere.

Image

An apt representation.

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Highfort
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Postby Highfort » Thu Jun 04, 2015 5:55 pm

The Carlisle wrote:Thank you! I don't know how big it is, but its the largest continuous desert on the planet. So I'm gonna say at least 1/4 the size of this side of Rigel-3, maybe up to 1/3. Really big and relatively flat. Everything else is a free for all I guess. Rocky wastes, steppes, mountains, salt seas, or maybe the rare jungle or two.


If the desert is that huge I imagine it would make an excellent location for constant dust storms and unstable, shifting land. Perhaps build a society around ambushing unwary desert travelers - Vagabonds not yet seasoned enough to spot obvious blind spots and ambushes?
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