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Infinitium, A Space Opera NRP

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When should story start, and the IC?

Start IC and story immediately
1
50%
Start IC immediately, stagger the story for about a week to get situated.
1
50%
Start IC when we have more nations, story immediately
0
No votes
Start IC when we have more nations, story immediately
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No votes
 
Total votes : 2

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

Postby The United Remnants of America » Tue Apr 05, 2016 7:55 pm

Imperialisium wrote:
Lunas Legion wrote:Meanwhile I'm just sitting here slowly typing an app up for what I think might be the single worst place to live ever.


The bottom of a Terran hive during the 41st millennium? Haha

.... Worse.
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Imperialisium
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Posts: 13569
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Tue Apr 05, 2016 7:58 pm

The United Remnants of America wrote:
Imperialisium wrote:
The bottom of a Terran hive during the 41st millennium? Haha

.... Worse.

Oh
Resident Fox lover
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Utceforp
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Posts: 10328
Founded: Apr 10, 2012
Left-wing Utopia

Postby Utceforp » Tue Apr 05, 2016 8:29 pm

SPECIES TITLE: Asterluxii sapiens
SPECIES NAME: Shoaler
DESCRIPTION: Shoalers have their body structures arranged trilaterally. Most of their body is taken up by a long tail. The end of this tail is coated in wiry, hair-like fibres that absorb light. The front of a Shoaler's body is taken up by three flexible arms that split into three smaller finger-like appendages roughly three-quarters of the way up. Each arm, at its base, has a small toothless mouth, while in the center of the three arms is a single compound eye partially covered by a layer of transparent skin. Internally, Shoalers superficially resemble terrestrial starfish, sea urchins and sea cucumbers.

I drew them a while ago, while I'm not exactly an artist it might help in picturing them.
AVERAGE SIZE: 1.5 to 3.0 m long, 0.5 to 1.75 m in diameter
BASE COMPOSITE: Carbon-based
RESPIRATORY GAS: Inhale CO2, exhale Methane. More information.
BIOLOGY: Shoalers are methanogens, converting carbon dioxide and hydrogen gas into methane and water to breath. They possess extremely thin and porous skin, which allows for the cutaneous gas exchange that is their only method of respiration. Shoalers are obligate anaerobes, and will become physically ill if exposed to pure oxygen, leading to death if exposed for extended periods.

Shoalers are both autotrophic and heterotrophic, gaining energy from both light and other organisms. Shoalers are primarily filter-feeders, consuming small aquatic animals and plant particles that are sucked into their three mouths. Water and waste material ingested in this way are filtered out of the digestive system and ejected through three funnels located further down the Shoaler's torso, allowing for a form of jet propulsion. This diet is supplemented by energy gained from sunlight absorbed by the fibres on their tails.

The Shoalers live in symbiosis with bioluminescent prokaryotes living in their veins, which they are capable of manipulating the colour of. Their aforementioned thin and porous skin allows the glowing light of these prokaryotes to be extremely visible. All Shoaler "languages" are based on manipulating the colour of these prokaryotes to produce complex patterns of bioluminescent light, which are analogous to words and letters.

Shoalers are asexual reproducers, and give birth to as many as a thousand young at a time. Newborn Shoalers are using less than a centimetre in length, and in prehistory were common prey for other filter-feeders. Shoalers do not care for their own young. Instead, whatever shoal (See below) comes across them will raise them as their own.
SPECIES CLASSIFICATION: They have traits of cephalopods, echinoderms and archaea. Ultimately, they defy any earth-based classification.
INTELLIGENCE: As sapient as humans. Their technology is more advanced and less advanced at the same time due to their radically different history. (For example, the invention of controlled combustion in Shoaler society was contemporary with the discovery of DNA, not agriculture, but genetic modification is a much older, refined technology than in other species.)
CULTURE: The "shoals" for which the Shoalers are named are large groups of individuals that perform most activities together. These shoals have both a basis in biology and in culture, and were evolved by the biological ancestors of the Shoalers as a defense against larger predators. The average size of these shoals varies between different time periods, cultures and geographical areas, but the average size of a modern shoal is between four and six individuals. Shoalers are extremely social creatures, and being unable to interact with other individuals is very damaging to their psyche. Anxiety disorders are known to develop in a Shoaler after as little as two days without extended interaction with another individual.

Shoalers have great cultural variation, much like among other species. However, overall, they are technologically more curious and adventurous than most other species, while at the same time being more slow to change socially and culturally. They can be very condescending at times, especially towards the Swarmers, though they consciously try to be more friendly towards them in order to prevent a repetition of their unpleasant history.
HISTORY: Filter-feeding, bioluminescent aquatic animals in the Asterluxii genus began to appear on the warm Earth-like planet Eridos approximately 4 million years ago, near the equator. Rapidly spreading due to their high birth rates and ability to collaborate intelligently, Asterluxii species carved out a niche within the northern temperate seas. One species, endemic to the southeastern edge of Asterluxii territory, developed a symbiotic relationship with a photosynthetic coral-analogue. The coral-analogue ejected edible particulate into the water, attracting the Asterluxii and ensuring they survived. At the same time, polyps were ejected with the particulate, which were ejected undigested after the Asterluxii consumed them, allowing the coral-analogue to spread to further regions and prosper.

The Asterluxii of this region managed to domesticate the coral-analogue, growing it into structures that served as both shelters and "farms" for the edible particulate. This newfound surplus of food and safety lead to larger, denser brains and increased specialization among shoals. Evolution for them took a new path, selecting for the ability to make tools and create new ideas. This lead to the evolution of Asterluxii sapiens, AKA "The wise starlight", AKA the Shoalers. The Shoalers experienced an enormous population boom as a result of their agricultural abilities, and displaced all other members of the Asterluxii genus, driving them to extinction. They also bred out the polyp-implanting behaviour of the coral-analogue, restricting their reproduction to transplantation of coral fragments into new areas and putting them entirely under the control of the Shoalers.

The Shoalers had a long and complex history as a sapient species, developing into tribes and kingdoms, nomadic and sedentary, warlike and scholarly. A few early civilizations were able to leverage their early population booms and cultural prestige into lasting for millennia, while others were displaced by nomadic groups that adopted the culture of those they subjugated, and so on and so on. A particularly significant event was the eruption of a supervolcano on the equater, clouding the northern parts of the world with ashy clouds and causing a massive die-off of the coral-analogue farmed for food. Most of the tribes that lived in the north migrated violently southward, destroying many of the classical Shoaler civilizations in their desperate attempts to find arable ocean.

The Shoaler's analogue to the industrial revolution occurred due to the development of "oxygen farms", structures which allowed for combustion reactions and thus the forging of metal and the creation of engines. Oxygen farms cultivated colonies of cyanobacteria in isolated but translucent coral chambers, converting CO2 and sunlight into oxygen gas. The oxygen was then pumped into other chambers in order to allow the creation of fire and heat. This development caused enormous leaps ahead for the Shoalers. They created iron, and then steel, tools, far superior to the crude copper devices used previously. Industry flourished, mass produced goods flooded the markets. Electronics came into being, as copper was freed up from being used in tools. Vehicles analogous to DPVs were invented, reducing the size of the world and allowing for new ideas to spread. Needleguns came into existence, and great wars followed.

When the dust settled, the political makeup of subaquatic Eridos was radically different. Those "new ideas" that the invention of advanced transportation and communication had propagated were now able to tested and executed in the crucible of the world stage. While not quite as progressive as 20th/21st human society, the Shoalers had made a great sociocultural leap from the time of warlords and tribal chiefs. It was around this time that the Shoalers began a space program. Under the extremely-justified belief that small teams would go mad from loneliness rapidly, the Shoalers focused on sending up enormous groups of people, rather than just small astronaut teams. This lead to a rapid colonization of the three other potentially-habitable worlds within the Eridos system. However, one place remained uncolonized: The surface.

Shoalers entered the surface within sealed vehicles, exploring and colonizing the surface the same way they colonized other planets, with prefabricated settlements filled with breathable water, exploring further beyond with unmanned drones. It was then that they encountered the Swarmers, who were at that time on the cusp of the chalcolithic. Swarmer biology and culture was completely alien to them - they were opportunistic carnivores and natural isolationists, and were completely blind. Eventually the two species managed to find a way to communicate with each other, using writing impressed into clay that the Shoalers could see with their eyes and the Swarmers could feel with their hands.

Swarmers were then forcibly incorporated into the growing empires of the Shoalers, each nation encouraged mostly in their expansion by the fear that another would take a territory if they did not. A great attempt was made to bring the Swarmers in-line with Shoaler culture, including by forcing them into "shoals" of their own. This was a bad idea in the end, as the close proximity they were forced into with each other activated their swarming behavior on an unprecedented scale. The Swarmers became mindless killers, ravaging the surface landscape, massively depopulating the Swarmers, and forcing the Shoalers to retreat back into the seas. Particularly violent Swarms seized under-construction interplanetary launchpads established by Shoaler colonists, and escaped Eridos, establishing themselves as a presence within the outer moons of the Eridos system. These Swarmers have remained there to this day, in the form of raider tribes, cults and petty dictatorships that intentionally and permanently activate the swarming behavior of their citizens in order to keep them savage.

A few decades after the Shoaler retreat from the surface, the Swarmer population stabilized at a small fraction of the size it had once been, as the chain reaction of Swarm-inducing-Swarm began to die down. Most major Shoaler nations, humbled by the war and having experienced a backlash against their governments' actions, extended a formal apology to the now-decimated Swarmers. While most did not accept this apology as fair recompense for their near-extinction, in time, the two groups grew to have a close relationship, with the Shoalers sharing much of their technology and resources with the Swarmers.

Approximately fifty years after that disaster, a joint Shoaler-Swarmer team of scientists invented Faster-Than-Light travel, allowing the two species to enter the galaxy. About thirty years after that, they encountered [INSERT SPECIES HERE], and entered the galactic community. It was decided that there would need to be a unified body to treat with these foreign species, as the Shoalers and Swarmers were still divided into individual states and tribes. The Wise and Fertile State, The Spine of the World (The two most powerful Shoaler states), the Five and Thirty Tribes (The most powerful Swarmer tribal confederation), and the International Space Authority (The international body that governed Shoaler colonies) formed the Native-Extraterrestrial Rights and Obligations Commission, or NEROC, in order to act as a single entity when entering diplomacy (and war, theoretically) with interstellar species. It has been twenty-five years since the founding of NEROC.
ROLE IN CIVILIZATION: Shoalers tend to be the leaders of NEROC, though that is slowly changing, and form the backbone of the scientific and exploratory programs established by it, though again that is starting to change. They have by far the largest population of the two member species of NEROC.
NOTES: N/A


SPECIES TITLE: Pseudoteratodes sapiens
SPECIES NAME: Swarmer
DESCRIPTION: The Swarmers are humanoid quadrupeds, possessing two legs and four arms. Their upper arms extend to their knees and possess six fingers arranged in a radial pattern. Their secondary arms are located underneath their primary ones and end in scythe-like claws. However, they are a small vestigial structure, and could not be used effectively in combat. Their body is entirely coated in a bone-white exoskeleton, with flesh appearing in some places underneath. Their heads are perhaps the most interesting part about them. They are teardrop-shaped, with a circular center tapering off to a point at the top. The bottom of their head is a cylindrical "chin" with a small mouth on it, surrounded by six pores, three on each side. They do not possess eyes, and rely on sensing heat, smell and hearing to navigate. The teardrop portion of their head is actually a hollow cavity similar to the bill of a Hadrosaur, the sound of which is emitted through the six pores on the chin, producing both loud noises useful for alerting fellow Swarmers and intimidating enemies, and a haunting and alien melody used in Swarmer art and oral tradition. Swarmers have long, thin teeth designed for catching fish. When entering swarming behavior, Swarmers build muscle mass rapidly and their thin teeth fall out and are replaced by human-like teeth that normally rest within the gums, allowing them to become opportunistic omnivores. When exiting swarming behavior, these teeth retreat into the gums and new thin teeth grow back in their place.

Imps (see below) are almost identical to Swarmers in appearance, however four of their limbs are used as legs, with their remaining two limbs ending in scythes similar to those on a Swarmer's lower arms. Their exoskeletons are a mottled brown colour rather than a Swarmer's bright white. They are non-sentient and are commonly used as pets.
AVERAGE SIZE: 2.25 m in height and 100 kg in weight.
BASE COMPOSITE: Carbon
RESPIRATORY GAS: Inhale CO2, exhale Methane
BIOLOGY: Swarmers are piscivores (fish-eating carnivores) that developed in and primarily inhabit dark caves, with the occasional once-in-a-generation foray into the outside world (usually while swarming) in order to claim new caves once the previous cave is overcrowded. Two adaptations are designed to facilitate this expansion - alternation of generations, and the "swarming" for which the species is named.

Swarmers do not give birth to more Swarmers - instead, they give birth to a superficially similar non-sapient creature known as an "Imp", adapted to leave the cave where it was born and find a new one. For this purpose, it is born with camouflage designed to blend into the forest-like structures of terrestrial Eridos, and is an opportunistic scavenger rather than a piscivore like its Swarmer forebearers. Once an Imp has found a new cave, it will then birth a new generation of Swarmers. Swarmers experienced an enormous upswing in species-wide knowledge retention when Imps began being kept as pets, so that when they gave birth to the next generation of Swarmers, their grandparents could pass on their acquired knowledge.

A more drastic solution was evolved for when the caves became overpopulated. Biological signs of overcrowding - unwanted, repeated physical contact with other individuals, long periods of fasting, stress, etc. - leads a Swarmer to the "swarming" state for which they are named. "Swarming" is characterized by a rapid increase in muscle mass (and an associated ravenous hunger), the loss of the thin teeth designed for hunting fish and a set of incisors and molars designed for eating anything, massively increased levels of serotonin and adrenaline, highly reduced inhibitions (which can manifest as anything from a "drunken" state to temporary sociopathy) and the loss of a sex drive. Swarms will last several months on their own, but often self-perpetuate and endure for years. Prehistorically, "swarming" tended to kill off half of a Swarmer colony through infighting, with half of the living leaving the cave to find new regions to raze and, ultimately, a new cave to call home. The remaining quarter of the population usually remained within the first cave, safe from overpopulation once again. In modernity, Swarming is consciously avoided, though the impoverished inevitably undergo it at some point in their life due to communal living arrangements, a lack of ability to purchase quality food, and general stress.

Swarmers are entirely blind due to evolving as cave-dwellers, but are able to approximate sight through highly-sensitive hearing, smell, and infrared sensing allows them to crudely replicate sight. Basically, Swarmers have "sight" equivalent to a near-sighted, colourblind, illiterate human.

Swarmers reproduce sexually the vast majority of the time, but are genderless and hermaphroditic. They are also capable of self-fertilizing if the need arises. Swarmers give live birth to litters of up to six Imps, while Imps give birth to up to ten Swarmers.
SPECIES CLASSIFICATION: Probably are closest to arthropods, though their alternating generations are very plant-like and they have some reptile (specifically hadrosaur and viper) traits.
INTELLIGENCE: About as intelligent as humans, unless swarming or a member of an "imp" generation, obviously. Culturally less intelligent due to being forcibly uplifted out of their Neolithic only a few centuries ago.
CULTURE: Culturally not very complex, having adopted many elements of Shoaler culture as their own intentionally, unintentionally, or forcibly. They have a prominent oral tradition that utilizes the melodies they can make with their head cavities, and many different simple styles of art.
HISTORY: Anatomically modern Swarmers first appear in the fossil record approximately 90,000 years ago. They evolved as fish-eating cave-dwellers, originally resembling smaller white Imps. However, while their Imp generations remained the same, Swarmers developed bipedalism and increased intelligence in order to traverse vertical sections of cave more easily, and to create fishing tools. As their fishing techniques gave them a greater food surplus, their brains were able to evolve into more dense forms, creating a positive feedback loop. Anatomically modern Swarmers had gathered into simple villages and tribes, and had began to create copper tools, when they were discovered by the Shoalers. The remainder of their history, mostly their interactions with the Shoalers can be read in the previous app.
ROLE IN CIVILIZATION: Swarmers are often seen as the "muscle" of NEROC, working as security guards and military figures. This is mostly an unfair stereotype that has evolved from their depiction by early Shoaler colonists as "savages", but has a grain of truth to it. Nevertheless, Swarmers are becoming more and more prominent in political, scientific and cultural roles.
NOTES: N/A


NATION TITLE: The Native-Extraterrestrial Rights and Obligations Commission
Image
GOVERNMENT: The world of Eridos is divided up into several nation-states of varying sizes, which control the entirety of the oceans and some small areas of the surface.

Unlike most species' governments, Shoalers do not have single heads of state - Instead, due to their unique psychology and culture, an entire Shoal generally acts as a collective head of state (This shoal can be democratically elected or monarchal), informally reaching a consensus amongst themselves before making a decision. Swarmer governments are analogous to human tribal confederations with more organization and resources, and on a larger scale.

The Native-Extraterrestrial Rights and Obligations Commission, an intergovernmental organization consisting of most of the nations on Eridos, is charged with treating with alien empires and, theoretically, interstellar warfare. The vexilloids of the four founding members of NEROC (The Wise and Fertile State, the Five and Thirty Tribes, the International Space Authority, and the Spine of the World, in a clockwise direction starting from the top-left) are depicted on the vexilloid of NEROC.

The leaders of NEROC are appointed by the leaders of the most populous Shoaler and Swarmer nations on Eridos. NEROC is lead by the seventeen-member Ambassador Council. The number of council members is intentional, designed to prevent tied votes and gridlock.

LAW & HUMANITY: The rights of all species are respected, though NEROC is usually hesitant towards immigration and open trade due to their lack of experience in galactic politics. Rule of law generally exists everywhere, though some member-states are more backward than others.
SPECIES: Shoalers, Swarmers
HISTORY: See history of Shoalers
PROVITY AND CULTURE: (Not sure what "provity" is) For culture, see Shoaler and Swarmer cultures.
LANGUAGE: Multiple Shoaler bioluminescent languages families, multiple Swarmer language families.
ARCHITECTURE: Shoaler architecture, when not built out of coral-analogue, is designed to resemble it. Pastel colours, soft curves, and asymmetry dominates. Swarmer architecture is either extremely brutalist or designed to emulate (in a far more practical form, designed for being used outside of the water, of course) Shoaler architecture.
ECONOMY: Shoaler economies tend to be highly collectivist and organized, jumping up and down the spectrum of what humans think of as "leftist" economic policies. Shoaler economies are generally stable. Swarmer economies were built as, and mostly still are, extensions of Shoaler economies, focused on extracting and processing valuable material that can't be obtained or manipulated underwater.
INDUSTRY: Many different small, interconnected industries associated with different Shoaler states and their spheres of influence exist on Eridos and throughout the colonization, though NEROC's Ambassador Council is lobbying for globalization (Interstellarization?), a stance they have been criticized on as it is outside of their assigned duties.
DIPLOMACY: NEROC is generally very friendly, if reserved, and the two member species generally have little idea of galactic politics.
TECHNOLOGY?: NEROC often utilizes a blend of biotechnology and machinery when building structures, vehicles, etc., though anything designed to go into space is designed with as little biological portions as possible. Overall, they are just on the cusp of being a Type II on the Kardashev Scale.
MILITARY: NEROC is generally weak militarily, as its member states have in the past preferred to develop their own military rather than NEROC's. Since interstellar warfare is substantially different from terrestrial warfare, it is unlikely that a member-state's forces could be quickly transferred to NEROC in a time of emergency. However, there has been considerable buildup since First Contact, lessening the gap somewhat. NEROC's forces are mostly unmanned drones and heavily-armoured biomechanical organisms (since most alien environments are toxic or otherwise inconvenient for both Shoalers and Swarmers), with the exception of spaceships (which are manned, in order to provide a command center for ground troops) and specialized Swarmer infantry trained mainly for occupation rather than invasion.
STRENGTHS: Scientific ability, diversity of lifeforms, ability to colonize areas undesirable by other species (planets with methane atmospheres, and oceans, specifically)
WEAKNESS: New to galactic politics, highly decentralized
NCE/TERRITORY: Population of approximately 14 billion (13 billion Shoalers, 1 billion Swarmers), has colonized the entirety of the Eridos system, plus a small (single digit number) amount of colonized but unterraformed worlds in the star systems near the Eridos system.
MAP CLAIMS: (to be designed)

By making this application I, Utceforp, affirm that I have read all the rules and may be subject to questioning on them to prove this statement. I also accept that if I break any rules, I may be punished on the thread operator's discretion.
Last edited by Utceforp on Wed Apr 06, 2016 8:36 pm, edited 1 time in total.
Signatures are so 2014.

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Mesrane
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Posts: 9339
Founded: Apr 13, 2014
Ex-Nation

Postby Mesrane » Tue Apr 05, 2016 9:05 pm

A-tig-tig-tig-tiggity-tag.

Utceforp wrote:Swiggity swag, this is a tag.

Just so nobody accidentally steals my idea, I'm planning on creating a species of starfish-like creatures who breath methane and communicate through bioluminescence, and their client race of blind, methane-breathing locust/hadrosaur hybrids.

Curses, that's exactly what I was going for. :p

Hmm. Shall I Silicon?
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Great Confederacy of Commonwealth States
Postmaster of the Fleet
 
Posts: 21988
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Wed Apr 06, 2016 10:26 am

Hmmm, yes. The Most Serene shall rule the galaxy.
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
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Vortukia
Negotiator
 
Posts: 7011
Founded: Mar 30, 2012
Ex-Nation

Postby Vortukia » Wed Apr 06, 2016 8:11 pm

Please telegram me if you have a application finished and I should look at it.

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Vortukia
Negotiator
 
Posts: 7011
Founded: Mar 30, 2012
Ex-Nation

Postby Vortukia » Wed Apr 06, 2016 8:17 pm

New Neros wrote:
The Fallen Jedi wrote:"Meaning you can’t go use the force..."

Sorry then, this Rp is not for me.

No clue why this had to be said.

I'll have something up later today.

Neither do I, all that was needed was to read a little further and you would see I am actually lenient with some science if you simply bring it to me, and ask about things.

I'm not that rigid. :/

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Utceforp
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Posts: 10328
Founded: Apr 10, 2012
Left-wing Utopia

Postby Utceforp » Wed Apr 06, 2016 8:40 pm

Vortukia wrote:
New Neros wrote:No clue why this had to be said.

I'll have something up later today.

Neither do I, all that was needed was to read a little further and you would see I am actually lenient with some science if you simply bring it to me, and ask about things.

I'm not that rigid. :/

The guy was named "The Fallen Jedi". I think he was hoping to literally use The Force from Star Wars.




My app is entirely done except for one small thing. I have a blank space in the history section, specifically the first extraterrestrial species which the Shoalers and Swarmers encountered during their exploration. I could not name the species, I could make them humans, or I could make up a new species that is never mentioned again, but all three feel like copouts. So, who wants their species to be the first species the Shoalers and Swarmers met?
Signatures are so 2014.

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Zoblus
Diplomat
 
Posts: 888
Founded: May 03, 2015
Ex-Nation

Postby Zoblus » Wed Apr 06, 2016 9:02 pm

Tag. Also, when I have a species app up, I'd like my species to be the one that the Shoalers and the Swarmers meet
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Imperialisium
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Posts: 13569
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Wed Apr 06, 2016 9:08 pm

Anyone up for interactions with the Emperian Empire?
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The United Remnants of America
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Posts: 17599
Founded: Mar 09, 2013
Democratic Socialists

Postby The United Remnants of America » Wed Apr 06, 2016 10:57 pm

Imperialisium wrote:Anyone up for interactions with the Emperian Empire?

Ugh. Maybe.

Emperians. We remember this name. They are an interesting people.

Shut up, Hivemind. You don't get a say in this.
By any means necessary. Call me URA
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Novia Soviet Socialist Republic
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Posts: 20360
Founded: Dec 14, 2012
Ex-Nation

Postby Novia Soviet Socialist Republic » Thu Apr 07, 2016 1:57 am

Imperialisium wrote:Anyone up for interactions with the Emperian Empire?


I would say sure but my race will barely have existed a few days when the IC starts.
u wot m8

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Novia Soviet Socialist Republic
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Posts: 20360
Founded: Dec 14, 2012
Ex-Nation

Postby Novia Soviet Socialist Republic » Thu Apr 07, 2016 2:00 am

NATION TITLE: The Iron Legion
FLAG/ENSIGN: Here
GOVERNMENT: Hive Mind. The Hive Mind controls every aspect of the Legion.
LAW & HUMANITY: All Kheruxng except the Hive Mind and Proto-Hive Minds, require some sort of command input to do anything and as such, are basically slaves. Slaves that aren't self aware, but slaves non the less. As such there is no set law and the Hive Mind can and will do anything if it sees it as a necessary action. The Phanthuians on the other hand will enjoy rights as they are sentient semi-biological constructs.
SPECIES:
-Kheruxngians
-Phanthuians (In the near future)
HISTORY:
-Year 1 of project: Project Omniscient started by Vortukians in a bid to create a race of highly intelligent, sentient AI for varied purposes.

-Year 2 of project: Base design and programming is created along with a name for the race: The Kheruxng.

-Year 3 project: First samples of Kheruxng nano machines created and held in stasis until further notice.

-Year 4 of project: Final programming and operation protocols written for use within Kheruxng nano machines. Sample batch of nano machines is replicated and the code is uploaded to the sample batch for testing which lasts the remainder of the year with near perfect results.

-Year 5 of project: Coding is perfected and more nano machine samples are created with coding uploaded to them. Approximately 5 vials of Kheruxng nano machines are now prepped for deployment on an undisclosed planet to observe behavior. Vortukian government discusses possible uses for the Kheruxng if they show great prowess as a civilization.

-Year 6 of project: Vortukian research ships head towards undisclosed and uninhabitable planet to deploy the Kheruxng nano machines to the planets surface with some raw materials and data caches to get them started.

PROVITY AND CULTURE: To say they don't have a culture wouldn't be far from the truth though it seems that the Hive Mind and Proto-Hive Minds value cold, calculating and very logical thought patterns and a willingness to take action upon their words. In other words if they promise something to you whether it be an attack on one of your territories or humanitarian aid, be sure that it will happen. Empty words mean nothing to them at the end of the day. On the other hand Phanthuians have a nationalist-warrior like culture among them, something that was bred into them by the Kheruxngians to make them the heavily devout special forces they are known to be.
LANGUAGE: Binary, Vortukian and any other language they learn from other races.
ARCHITECTURE: A mixture of the Forerunners from Halo and the Vex from Destiny.
ECONOMY: Nonexistent for the moment though will rapidly grow to a powerful and vast economy.
INDUSTRY: Nonexistent for the moment though will rapidly grow to fulfill all needs of the Legion and eventually exportation.
DIPLOMACY: Will keep to themselves for the most part though is willing to open relations with others if they have something they want. Will act with extreme violent prejudice against anyone trying to cause them problems.
TECHNOLOGY?: Highly advanced technology, a lot of which is based off of Vortukian technology though will rapidly advance. They are masters in the field of nano technology.
MILITARY: Nonexistent for the moment. Will become extremely large and powerful in the future.
STRENGTHS: Organization and synchronization is near perfect thanks to their Hive Mind behavior. Their nano bots reorganize matter and can turn a pile of dirt into gold, allowing for the gathering of raw materials to be extremely fast and easy. Their survivability is another thing to take into account as even just one Kheruxng nano machine can start an entire colony and save the Legion, at the expense of accumulated knowledge. A notable ability of theirs is using nano bots to infiltrate systems and even people to gain knowledge from them. They could learn language, genetic makeup and biological functions just by being inside of a single creature and remaining undetected.
WEAKNESS: They lack as much creative thought as biological races and the ability to sympathize due to lack of emotions which can be an issue in diplomacy. Another point is that Kheruxng are very vulnerable to subzero substances such as Liquid Nitrogen and Liquid Oxygen which will stop them dead. EMPs are also a massive threat towards macro scale Kheruxng.
MAP CLAIMS: (to be designed)

By making this application I Novia Soviet Socialist Republic, affirm that I have read all the rules and may be subject to questioning on them to prove this statement. I also accept that if I break any rules, I may be punished on the thread operator's discretion.


SPECIES TITLE: Alat Nanu
SPECIES NAME: Kheruxng
DESCRIPTION: The Kheruxng come in a variety of forms. The most base form of it's species are the tiny, yet highly organized and intelligent nano bots that dominate their existence. The other most important forms are the Hive Mind who controls the Kheruxng on an advanced level along with the Proto-Hive Minds being there to relay information across the galaxy along with being able replace the Hive Mind if anything goes wrong. There are other castes such as workers, soldiers, drones etc and more castes are created as more roles need to be filled. The Kheruxng were designed to be the ultimate learners and through the use of nano bots they can learn anything about anything or anyone. The Hive Mind and Proto-Hive Minds have a great level of sentience and creativity that is only limited by their lack of emotion.
AVERAGE SIZE: 5 Nanometers
BASE COMPOSITE: Silicon RESPIRATORY GAS: None
BIOLOGY: Synthetic hive mind race. All Kheruxng beings share only a few similarities to each other, one of those things being their internal built fusion cores and another being the microscopic nanobots that are present in each and every part of Kheruxng, using microscopic pores to move around their hosts providing maintenance to systems and other things. Because of this, the Kheruxng appear to have a regenerative capability that is usually only seen in certain biological races. This unique behavior allows Kheruxng bots to even reproduce if there are no factories around to supplement their numbers. However, most bots are created in mass at factories in vats of nano machines totally dedicated to construction of bots.
SPECIES CLASSIFICATION: Artificial Intelligence
INTELLIGENCE: Low - Extremely High
CULTURE: To say they don't have a culture wouldn't be far from the truth though it seems that the Hive Mind and Proto-Hive Minds value cold, calculating and very logical thought patterns and a willingness to take action upon their words. In other words if they promise something to you whether it be the death of one of your government officials or military aid, be sure that it will happen. Empty words mean nothing to them at the end of the day.
HISTORY: The Kheruxng were designed by the Vortukians as nano bots for undisclosed reasons. Some believe they made them as an experiment into the development of civilization though a lot believe they were made to be weapons or caretakers for the Vortukians. Time will only tell however and nobody is sure how the Kheruxng will actually develop. Studies into synthetic life mostly showed them turning on their biological masters though with no masters to turn against, it's a scientific grey area as to how this interesting synthetic race will get along on their new planet and eventually, in galactic politics.
ROLE IN CIVILIZATION: The most numerous ones though only the Hive Mind and Proto-Hive Minds have any sort of power or independence.
NOTES:
u wot m8

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The Sol Commonwealth
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Posts: 18
Founded: Dec 30, 2015
Ex-Nation

Infinitium, A Space Opera NRP

Postby The Sol Commonwealth » Thu Apr 07, 2016 3:02 am

The Allogani Unified Waters
GOVERNMENT: Theocratic Oligarchy, The Allogani head of state is the Orater of the Deep Mind who is chosen by the Senate from among themselves. The senate is made up of the Servants of the Deep Mind who are the priests of the Allogani deity known as the Deep Mind. The servants are selected to represent their home region by the local clergy without consultation of the people. Each Servant has a council of bureaucrats made up of the local aristocratic families to deal with local administration.
LAW & HUMANITY: The laws of the Waters are based largely on the teachings of the clergy of the deep mind and are interpreted by the regional Servants of the Deep Mind with each Servant having control over the laws of his or her region though they can be overruled by the Orator. Debt slavery is almost universally present among the Waters.
SPECIES: The Allogani described in the species application.
HISTORY: Being an entirely aquatic species it was extremely difficult for the Allogani to develop a post stone age civilization and indeed most of their civilization was built with such technology with vast power blocs being formed prior even to the discovery of metal. When eventually metal was discovered by use of volcanism it started an age of rapid scientific progress and a significant advantage to the military of the nation called Andromnos which used this advantage to conquer its rival the Ne-ar Union and the rest of the planet. The Allogani have maintained a faster than light speed capable civilization for 50 earth years and the global government for 800. The Allogani have only just begun to venture out of their home system.
PROVITY AND CULTURE: Allogani culture is dominated by religion and has been since the occupation of the planet by Andromnos. Temples are present in most cities and frequent sacrifices are made to the Deep Mind a deity of the abyssal depths of the planet Allog's global ocean and recently more and more the gulfs of space.
LANGUAGE: The Allogani communicate through a language based on bioluminescence with flashes and the lighting up of certain areas of the body constituting words. The light that is produced by the Allogani and several other lifeforms indigenous to Allog is considered less sacred than the enveloping darkness of the Deep Mind's dominion and as such temples and sacred places are always built far away from settled areas to ensure constant darkness.
ARCHITECTURE: Allogani infrastructure is either built on the seafloor of Allog in the darkness zone and is as a result mostly squat and short although in the past few hundred years free floating and surface floating cities have been constructed the Allogani who reside in the lighter regions of the ocean are often considered less pious and as such inferior by those who live in the darkness zones.
ECONOMY The Allogani economy is mostly based on free trade with little government interference. Their economy is fairly stable.
INDUSTRY The largest industries on Allog are Agriculture mostly of fish and free floating algae analogs, Deepsea mining of rare earth metals and volcanic resources and the manufacturing of electronics a process that is very difficult yet profitable in the underwater environment of Allog.
DIPLOMACY. The Allogani have not yet encountered any alien races and are neither particularly xenophilic or xenophobic.
TECHNOLOGY. The Allogani have just discovered the warp drive and are around 200 years more advanced than modern humanity in most other areas. The Allogani excel at genetic engineering and body modification.
MILITARY. The Allogani only maintain a small military force designed to keep the peace on Allog. It is largely faith based.
STRENGTHS. The Allogani homeland is largely unexploited resources wise and the population can easily adapt to life on other worlds through body modification and genetic engineering.
WEAKNESS. The Allogani are new to the universe and as such have very little territory. A faction called the people's front also exists on Allog that seeks to resist the government's oppressive regime and separate religion from state this faction mostly operates in the upper waters of the planet.
NCE/TERRITORY The Allogani only currently have colonised their homeworld Allog but several recently constructed mining stations have been constructed throughout the Dagoni system which they claim as theirs. The Dagoni system is located in the large magellanic cloud.

By making this application I the Sol Commonwealth, affirm that I have read all the rules and may be subject to questioning on them to prove this statement. I also accept that if I break any rules, I may be punished on the thread operator's discretion.


SPECIES TITLE: Dagoni Nox Sapiens
SPECIES NAME: Allogani
DESCRIPTION: The Allogani appear similar to giant dark coloured shrimp with several mandibles used for eating, two appendages used for manipulation and four partly finned appendages used for swimming. They possess gills along the side of their body the front of which a decorated with translucent frills that eventually just lead into bioluminescent spots the further they go down until the tip of the creature's body which ends in a fin similar to that of an insectoid whale and covered in bioluminescent lights. These bioluminescent lights are used for communication.
AVERAGE SIZE: The average lengths of fully grown Allogani is 1.5 metres and the average weight under earth gravity would be 170 kilograms.
BASE COMPOSITE: Carbon
RESPIRATORY GAS: Oxygen found in Allogs waters
BIOLOGY: The Allogani feed mostly on free floating algae and pseudo-plankton but supplement their diet with minerals and arthropod analogs from the sea-floor a diet that is thought to accelerate the Allogani evolution into a sentient race. The inhabitants of Allogs upper waters have swapped out minerals and arthropods for creatures that resemble the armored fish of Earth's devonian period. All three of these food sources have been domesticated by the Allogani. They reproduce in a similar manner to fish with the female producing a cloud of eggs into the water that are then fertilised by the male.
SPECIES CLASSIFICATION: Arthropod
INTELLIGENCE: Baseliner human standards
CULTURE: Allogani culture is dominated by religion with frequent prayers and sacrifices being a part of the average Allogani's daily life. A art is also practised by the Allogani that resembles dance and involves the species natural bioluminescence to communicate poetic lines to the audience. Prior to the electronic revolution that happened on Allog very late in the species progression due to their aquatic environment the Allogani used a form of writing that was engraved into rocks and made visible in the dark by filling the depressions with the bioluminescent liquid produced by certain seaweed analogs on the planet these writings were used in pre-industrial times by Allogani to leave messages to traveller about local hunting or resources sometimes even prayers, stories or songs.
HISTORY: Noted above
ROLE IN CIVILIZATION: The Allogani are the founder race of the Allogani Unified Waters and currently the only species that exists within it.
NOTES: None
I am a: Socialist Authoritarian Multilateralist Bleeding-Heart Progressive
The Commonwealth is an interstellar human power with control over 79 inhabited worlds.

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Great Confederacy of Commonwealth States
Postmaster of the Fleet
 
Posts: 21988
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Thu Apr 07, 2016 3:05 am

Working on it!

SPECIES TITLE: Ipsum Divinum
SPECIES NAME: The (Most) Serene
DESCRIPTION: http://orig04.deviantart.net/4241/f/200 ... r54k3n.jpg
AVERAGE SIZE: Hundreds of meters, many tonnes
BASE COMPOSITE: Carbon-based
RESPIRATORY GAS: CO2 goes in, oxygen goes out
BIOLOGY: The Serene are, for human understanding, stationary tree-like beings. They get energy by using photosynthesis to convert water and CO2 into oxygen, creating sugars and energy in the process.
SPECIES CLASSIFICATION: Plant
INTELLIGENCE: High. A Serene on itself is nothing more than a big tree, but the entire planetary network combined has a high level of intelligence.
CULTURE:
HISTORY:
ROLE IN CIVILIZATION: The Gods, the Rulers, Those High Above
NOTES:


SPECIES TITLE: Servi Sunt
SPECIES NAME: The Servants
DESCRIPTION: https://s-media-cache-ak0.pinimg.com/73 ... 4a5e1d.jpg
AVERAGE SIZE: Three meters, 500 Kg
BASE COMPOSITE: Carbon-based
RESPIRATORY GAS: Oxygen goes in, CO2 goes out.
BIOLOGY: The Servants live in a symbiotic relationship with the Serene. They hunt out the creatures that live in the bark of the Serene, and in return they get shelter and food in the form of the aforementioned parasites and high-vitamin fruits.
SPECIES CLASSIFICATION: Ehm… Reptilian-like weak-skinned being?
INTELLIGENCE: Low when compared to the Serene, average when compared with the rest of the universe.
CULTURE:
HISTORY: Ever since the Servants took up residence in the wooden caves beneath the Serene, they have been a subservient race. They think themselves sovereign, beings of their own making and own choice. But in truth, their planet has been ruled by the Serene for millions of years, even before the Servants first crawled from the mud. The Servants have dwelled in these caves ever since, making themselves useful to the Serene by ridding them of pests and the like. What was more, their waste products were extremely helpful to the growth and vitality of the Serene. Seeing that these small Servants could be very useful to them, the Serene lifted them up from ignorance. They provided them with nutrients and shelter, and through the power of suggestion they learned them language. These Servants soon united in various chiefdoms, which united into kingdoms, which united into entire empires based around the jungles of their home world.
ROLE IN CIVILIZATION: The Servants are exactly that for the Serene. They are the workers. They construct everything from power plants to building materials, they work in factories and do the bidding of the Serene.
NOTES:


NATION TITLE: The Serene Hegemony
FLAG/ENSIGN (IF APPLICABLE)
GOVERNMENT (What government is held, and who has position? How does it work?)
LAW & HUMANITY (What kind of law do you have? Human rights? Slaves?
SPECIES (List of species, + short blurb about them/their relationship)
HISTORY (Good sized history of nation + timeline if possible)
PROVITY AND CULTURE (What is day to day culture like? Society?)
LANGUAGE (How do they speak? What do they speak?)
ARCHITECTURE (What is their building like?)
ECONOMY (What is their economy like? How is it doing? What kind is it?)
INDUSTRY (What do they build? How do they build it? What is Industry like?)
DIPLOMACY (Have you encountered other species before? What is your interaction with others? Do you play nice?)
TECHNOLOGY?(How advanced are you? What do you excel, lack in? Where does technological focus really shine?)
MILITARY (How does your military work? How is it organized? How big/effective is it?)
STRENGTHS (If you could list some strengths what would they be?)
WEAKNESS (If you could list some weaknesses what would they be?)NCE/TERRITORY (Where is your territory located? How big? Infrastructure? Capital? Homeworld?)
MAP CLAIMS: (to be designed)

By making this application I, James Usari, affirm that I have read all the rules and may be subject to questioning on them to prove this statement. I also accept that if I break any rules, I may be punished on the thread operator's discretion.
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
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The United Remnants of America
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Posts: 17599
Founded: Mar 09, 2013
Democratic Socialists

Postby The United Remnants of America » Thu Apr 07, 2016 7:35 am

Novia Soviet Socialist Republic wrote:
NATION TITLE: The Iron Legion
FLAG/ENSIGN: Here
GOVERNMENT: Hive Mind. The Hive Mind controls every aspect of the Legion.
LAW & HUMANITY: All Kheruxng except the Hive Mind and Proto-Hive Minds, require some sort of command input to do anything and as such, are basically slaves. Slaves that aren't self aware, but slaves non the less. As such there is no set law and the Hive Mind can and will do anything if it sees it as a necessary action. The Phanthuians on the other hand will enjoy rights as they are sentient semi-biological constructs.
SPECIES:
-Kheruxngians
-Phanthuians (In the near future)
HISTORY:
-Year 1 of project: Project Omniscient started by Vortukians in a bid to create a race of highly intelligent, sentient AI for varied purposes.

-Year 2 of project: Base design and programming is created along with a name for the race: The Kheruxng.

-Year 3 project: First samples of Kheruxng nano machines created and held in stasis until further notice.

-Year 4 of project: Final programming and operation protocols written for use within Kheruxng nano machines. Sample batch of nano machines is replicated and the code is uploaded to the sample batch for testing which lasts the remainder of the year with near perfect results.

-Year 5 of project: Coding is perfected and more nano machine samples are created with coding uploaded to them. Approximately 5 vials of Kheruxng nano machines are now prepped for deployment on an undisclosed planet to observe behavior. Vortukian government discusses possible uses for the Kheruxng if they show great prowess as a civilization.

-Year 6 of project: Vortukian research ships head towards undisclosed and uninhabitable planet to deploy the Kheruxng nano machines to the planets surface with some raw materials and data caches to get them started.

PROVITY AND CULTURE: To say they don't have a culture wouldn't be far from the truth though it seems that the Hive Mind and Proto-Hive Minds value cold, calculating and very logical thought patterns and a willingness to take action upon their words. In other words if they promise something to you whether it be an attack on one of your territories or humanitarian aid, be sure that it will happen. Empty words mean nothing to them at the end of the day. On the other hand Phanthuians have a nationalist-warrior like culture among them, something that was bred into them by the Kheruxngians to make them the heavily devout special forces they are known to be.
LANGUAGE: Binary, Vortukian and any other language they learn from other races.
ARCHITECTURE: A mixture of the Forerunners from Halo and the Vex from Destiny.
ECONOMY: Nonexistent for the moment though will rapidly grow to a powerful and vast economy.
INDUSTRY: Nonexistent for the moment though will rapidly grow to fulfill all needs of the Legion and eventually exportation.
DIPLOMACY: Will keep to themselves for the most part though is willing to open relations with others if they have something they want. Will act with extreme violent prejudice against anyone trying to cause them problems.
TECHNOLOGY?: Highly advanced technology, a lot of which is based off of Vortukian technology though will rapidly advance. They are masters in the field of nano technology.
MILITARY: Nonexistent for the moment. Will become extremely large and powerful in the future.
STRENGTHS: Organization and synchronization is near perfect thanks to their Hive Mind behavior. Their nano bots reorganize matter and can turn a pile of dirt into gold, allowing for the gathering of raw materials to be extremely fast and easy. Their survivability is another thing to take into account as even just one Kheruxng nano machine can start an entire colony and save the Legion, at the expense of accumulated knowledge. A notable ability of theirs is using nano bots to infiltrate systems and even people to gain knowledge from them. They could learn language, genetic makeup and biological functions just by being inside of a single creature and remaining undetected.
WEAKNESS: They lack as much creative thought as biological races and the ability to sympathize due to lack of emotions which can be an issue in diplomacy. Another point is that Kheruxng are very vulnerable to subzero substances such as Liquid Nitrogen and Liquid Oxygen which will stop them dead. EMPs are also a massive threat towards macro scale Kheruxng.
MAP CLAIMS: (to be designed)

By making this application I Novia Soviet Socialist Republic, affirm that I have read all the rules and may be subject to questioning on them to prove this statement. I also accept that if I break any rules, I may be punished on the thread operator's discretion.


SPECIES TITLE: Alat Nanu
SPECIES NAME: Kheruxng
DESCRIPTION: The Kheruxng come in a variety of forms. The most base form of it's species are the tiny, yet highly organized and intelligent nano bots that dominate their existence. The other most important forms are the Hive Mind who controls the Kheruxng on an advanced level along with the Proto-Hive Minds being there to relay information across the galaxy along with being able replace the Hive Mind if anything goes wrong. There are other castes such as workers, soldiers, drones etc and more castes are created as more roles need to be filled. The Kheruxng were designed to be the ultimate learners and through the use of nano bots they can learn anything about anything or anyone. The Hive Mind and Proto-Hive Minds have a great level of sentience and creativity that is only limited by their lack of emotion.
AVERAGE SIZE: 5 Nanometers
BASE COMPOSITE: Silicon RESPIRATORY GAS: None
BIOLOGY: Synthetic hive mind race. All Kheruxng beings share only a few similarities to each other, one of those things being their internal built fusion cores and another being the microscopic nanobots that are present in each and every part of Kheruxng, using microscopic pores to move around their hosts providing maintenance to systems and other things. Because of this, the Kheruxng appear to have a regenerative capability that is usually only seen in certain biological races. This unique behavior allows Kheruxng bots to even reproduce if there are no factories around to supplement their numbers. However, most bots are created in mass at factories in vats of nano machines totally dedicated to construction of bots.
SPECIES CLASSIFICATION: Artificial Intelligence
INTELLIGENCE: Low - Extremely High
CULTURE: To say they don't have a culture wouldn't be far from the truth though it seems that the Hive Mind and Proto-Hive Minds value cold, calculating and very logical thought patterns and a willingness to take action upon their words. In other words if they promise something to you whether it be the death of one of your government officials or military aid, be sure that it will happen. Empty words mean nothing to them at the end of the day.
HISTORY: The Kheruxng were designed by the Vortukians as nano bots for undisclosed reasons. Some believe they made them as an experiment into the development of civilization though a lot believe they were made to be weapons or caretakers for the Vortukians. Time will only tell however and nobody is sure how the Kheruxng will actually develop. Studies into synthetic life mostly showed them turning on their biological masters though with no masters to turn against, it's a scientific grey area as to how this interesting synthetic race will get along on their new planet and eventually, in galactic politics.
ROLE IN CIVILIZATION: The most numerous ones though only the Hive Mind and Proto-Hive Minds have any sort of power or independence.
NOTES:


Mechanical beings... They must be destroyed. The destroyers must be destroyed! They must be destroyed! THEY MUST BE-

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Novia Soviet Socialist Republic
Postmaster of the Fleet
 
Posts: 20360
Founded: Dec 14, 2012
Ex-Nation

Postby Novia Soviet Socialist Republic » Thu Apr 07, 2016 8:48 am

The United Remnants of America wrote:
Novia Soviet Socialist Republic wrote:
NATION TITLE: The Iron Legion
FLAG/ENSIGN: Here
GOVERNMENT: Hive Mind. The Hive Mind controls every aspect of the Legion.
LAW & HUMANITY: All Kheruxng except the Hive Mind and Proto-Hive Minds, require some sort of command input to do anything and as such, are basically slaves. Slaves that aren't self aware, but slaves non the less. As such there is no set law and the Hive Mind can and will do anything if it sees it as a necessary action. The Phanthuians on the other hand will enjoy rights as they are sentient semi-biological constructs.
SPECIES:
-Kheruxngians
-Phanthuians (In the near future)
HISTORY:
-Year 1 of project: Project Omniscient started by Vortukians in a bid to create a race of highly intelligent, sentient AI for varied purposes.

-Year 2 of project: Base design and programming is created along with a name for the race: The Kheruxng.

-Year 3 project: First samples of Kheruxng nano machines created and held in stasis until further notice.

-Year 4 of project: Final programming and operation protocols written for use within Kheruxng nano machines. Sample batch of nano machines is replicated and the code is uploaded to the sample batch for testing which lasts the remainder of the year with near perfect results.

-Year 5 of project: Coding is perfected and more nano machine samples are created with coding uploaded to them. Approximately 5 vials of Kheruxng nano machines are now prepped for deployment on an undisclosed planet to observe behavior. Vortukian government discusses possible uses for the Kheruxng if they show great prowess as a civilization.

-Year 6 of project: Vortukian research ships head towards undisclosed and uninhabitable planet to deploy the Kheruxng nano machines to the planets surface with some raw materials and data caches to get them started.

PROVITY AND CULTURE: To say they don't have a culture wouldn't be far from the truth though it seems that the Hive Mind and Proto-Hive Minds value cold, calculating and very logical thought patterns and a willingness to take action upon their words. In other words if they promise something to you whether it be an attack on one of your territories or humanitarian aid, be sure that it will happen. Empty words mean nothing to them at the end of the day. On the other hand Phanthuians have a nationalist-warrior like culture among them, something that was bred into them by the Kheruxngians to make them the heavily devout special forces they are known to be.
LANGUAGE: Binary, Vortukian and any other language they learn from other races.
ARCHITECTURE: A mixture of the Forerunners from Halo and the Vex from Destiny.
ECONOMY: Nonexistent for the moment though will rapidly grow to a powerful and vast economy.
INDUSTRY: Nonexistent for the moment though will rapidly grow to fulfill all needs of the Legion and eventually exportation.
DIPLOMACY: Will keep to themselves for the most part though is willing to open relations with others if they have something they want. Will act with extreme violent prejudice against anyone trying to cause them problems.
TECHNOLOGY?: Highly advanced technology, a lot of which is based off of Vortukian technology though will rapidly advance. They are masters in the field of nano technology.
MILITARY: Nonexistent for the moment. Will become extremely large and powerful in the future.
STRENGTHS: Organization and synchronization is near perfect thanks to their Hive Mind behavior. Their nano bots reorganize matter and can turn a pile of dirt into gold, allowing for the gathering of raw materials to be extremely fast and easy. Their survivability is another thing to take into account as even just one Kheruxng nano machine can start an entire colony and save the Legion, at the expense of accumulated knowledge. A notable ability of theirs is using nano bots to infiltrate systems and even people to gain knowledge from them. They could learn language, genetic makeup and biological functions just by being inside of a single creature and remaining undetected.
WEAKNESS: They lack as much creative thought as biological races and the ability to sympathize due to lack of emotions which can be an issue in diplomacy. Another point is that Kheruxng are very vulnerable to subzero substances such as Liquid Nitrogen and Liquid Oxygen which will stop them dead. EMPs are also a massive threat towards macro scale Kheruxng.
MAP CLAIMS: (to be designed)

By making this application I Novia Soviet Socialist Republic, affirm that I have read all the rules and may be subject to questioning on them to prove this statement. I also accept that if I break any rules, I may be punished on the thread operator's discretion.


SPECIES TITLE: Alat Nanu
SPECIES NAME: Kheruxng
DESCRIPTION: The Kheruxng come in a variety of forms. The most base form of it's species are the tiny, yet highly organized and intelligent nano bots that dominate their existence. The other most important forms are the Hive Mind who controls the Kheruxng on an advanced level along with the Proto-Hive Minds being there to relay information across the galaxy along with being able replace the Hive Mind if anything goes wrong. There are other castes such as workers, soldiers, drones etc and more castes are created as more roles need to be filled. The Kheruxng were designed to be the ultimate learners and through the use of nano bots they can learn anything about anything or anyone. The Hive Mind and Proto-Hive Minds have a great level of sentience and creativity that is only limited by their lack of emotion.
AVERAGE SIZE: 5 Nanometers
BASE COMPOSITE: Silicon RESPIRATORY GAS: None
BIOLOGY: Synthetic hive mind race. All Kheruxng beings share only a few similarities to each other, one of those things being their internal built fusion cores and another being the microscopic nanobots that are present in each and every part of Kheruxng, using microscopic pores to move around their hosts providing maintenance to systems and other things. Because of this, the Kheruxng appear to have a regenerative capability that is usually only seen in certain biological races. This unique behavior allows Kheruxng bots to even reproduce if there are no factories around to supplement their numbers. However, most bots are created in mass at factories in vats of nano machines totally dedicated to construction of bots.
SPECIES CLASSIFICATION: Artificial Intelligence
INTELLIGENCE: Low - Extremely High
CULTURE: To say they don't have a culture wouldn't be far from the truth though it seems that the Hive Mind and Proto-Hive Minds value cold, calculating and very logical thought patterns and a willingness to take action upon their words. In other words if they promise something to you whether it be the death of one of your government officials or military aid, be sure that it will happen. Empty words mean nothing to them at the end of the day.
HISTORY: The Kheruxng were designed by the Vortukians as nano bots for undisclosed reasons. Some believe they made them as an experiment into the development of civilization though a lot believe they were made to be weapons or caretakers for the Vortukians. Time will only tell however and nobody is sure how the Kheruxng will actually develop. Studies into synthetic life mostly showed them turning on their biological masters though with no masters to turn against, it's a scientific grey area as to how this interesting synthetic race will get along on their new planet and eventually, in galactic politics.
ROLE IN CIVILIZATION: The most numerous ones though only the Hive Mind and Proto-Hive Minds have any sort of power or independence.
NOTES:


Mechanical beings... They must be destroyed. The destroyers must be destroyed! They must be destroyed! THEY MUST BE-

Oh. Right. Vresh don't like your kind.


What's the worst that could happen? It's not like any of the Proto-Hive Minds are going to malfunction and go on a crusade to assimilate all biological life.
u wot m8

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

Postby The United Remnants of America » Thu Apr 07, 2016 9:42 am

Novia Soviet Socialist Republic wrote:
The United Remnants of America wrote:
Mechanical beings... They must be destroyed. The destroyers must be destroyed! They must be destroyed! THEY MUST BE-

Oh. Right. Vresh don't like your kind.


What's the worst that could happen? It's not like any of the Proto-Hive Minds are going to malfunction and go on a crusade to assimilate all biological life.


It's a simple dislike.

Robots were the source of the Vresh's last near-extinction. So there's a vendetta.

Also, robots can't be eaten, and they have no biological material to be used. The Vresh deem them as useless, and a useless threat must be destroyed.
By any means necessary. Call me URA
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Zoblus
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Posts: 888
Founded: May 03, 2015
Ex-Nation

Postby Zoblus » Thu Apr 07, 2016 11:32 am

WIP
SPECIES TITLE: Palmarum falcatus
SPECIES NAME: Kissanai (singular), Kissanaii (plural)
DESCRIPTION: Human-like in appearance, save for the identifying stripes that cover their bodies like tigers and the strangeness of their hands and feet. Their skin color is normally bluish grey, with the stripes that adorn their skin ranging from alabaster white to vibrant gold. Gracing their faces is usually a single stripe that can form a variety of patterns, depending usually on the individuals lineage, with the most complex facial stripes forming elegant loops and breaking off into smaller branches across the face. Their hands have only four fingers, with the "thumb" sticking out at an 130° angle and ending in a sharp, pointed nail like the other fingers. The feet also posses four digits ending in sharp nails, though they no longer serve the same purpose they used to have when the ancestors of the Kissanaii still lived in the trees. The Kissanaii also posses canines that are much more prominent than those of humans and are used to break into hard nuts.
AVERAGE SIZE: 2.1 m in height and 80.2 kg in weight on average.
BASE COMPOSITE: Carbon
RESPIRATORY GAS: Inhale methane and exhale methyl. They are Aerotolerant organisms, meaning that while they can't use oxygen, they can tolerate its presence.
BIOLOGY:
SPECIES CLASSIFICATION: Humanoid
INTELLIGENCE: Usually above the level of human intelligence in the majority of individuals with an advanced grasp of mathematics.
CULTURE: The Kissanaii are a social species, preferring the company of their own or other sentient beings rather than isolation, which they abhor. To them, being in close contact with others means that they can better grasp the harshness of reality and brave it for the time they have, as well as making it easier to have educated discussion on various topics, for the greatest pass time for a Kissanai is discussing anything. Being isolated, for the Kissanaii, is seen as a great taboo, since to them isolation represents exile and otherness, and isolation is used by the Kissanaii to torture the most heinous of individuals. Because of this, one usually never sees a Kissanai traveling by themselves, for they either travel with other Kissanaii or other sentient beings in order to avoid being seen as alone.

Although they are advanced in many fields of science and mathematics, the Kissanaii are quite religious. Morphing the sciences with their ancestral beliefs, the Kissanaii view the entirety of reality as being indifferent, providing to none special rights and/or privileges, while severely limiting others. Instead, the universe gives each species the same opportunities to thrive in their separate environments and possibly rise to sentience, the only real limitations being whatever constraints dominate each separate environment. The extinction of species and the rise of others to take their place is seen as a continuation of reality's fairness, for no species can be dominant or last forever. There are no true "opposites" in reality that clash with each other, that is but an illusion of the senses. There is instead complimentary "essences" of existence that validate and add to each other, though the imperfect senses of living beings interpret these complimentary essences as opposites. As such, most mortal species view reality in dualistic way, with concepts such as good and evil, light and dark, cold and warm, which are only correct based on who is making the observation. Religious practices of the Kissanaii involve great gatherings to consecrated grounds, where the Kissanaii partake in energetic debate on the meaning of life and the point of existence.

Holding language, thinking, and discussion in high regard, one of the most important pass times of the Kissanaii is either watching or taking part in debates/arguments on any noteworthy topic. These events, called Sirehsils, may last for hours, with the longest Sirehsil having lasted a total of seven months (two teams were debating the feasibility of creating a powerful enough device that could allow the Kissanaii to harness the power of their sun, thus ending their reliance on other forms of energy). In these events, the topic of the debate is usually chosen by the challenging party and is usually a topic which both parties have some sort of grasp on in order to keep things interesting. The challenging party begins the debate, giving the challenged party the time to formulate a rebuttal, consulting either their teammates and/or the audience for information. After the challenger finishes the opening argument, the challenged party offers their rebuttal, aiming to either tear apart the argument placed forth by the challenger or offer a superior argument. The winner of the Sirehsil is whichever team can convert the other team to their point of view.
HISTORY: Palmarum falcatus, the Kissanaii, evolved from a species of tree dwelling ancestors on the planet Iohiri approximately 8 million years ago. Palmarum carcharodontus, as they are called, were a species of small tree dwellers who spent the majority of their lives within the canopies of the mega forests that once covered the surface of Iohiri over several million years ago. These small creatures, resembling earth's chimpanzees, traveled in family groups of up to 70 individuals, all members of the same family, spending their days foraging among the treetops for fruits and edible leaves. Rarely venturing to the forest floor, these creatures spent nearly all their lives in the treetops, even giving birth in specially crafted nests of branches and leaves in the trees, for the forest floor was home to vicious arthropods and poisonous land dwelling cephalopods.

Though they reproduced slowly when compared to other species on Iohiri, they still managed to spread to the majority of the planet's forests by the time now known as "The Dying." Due to shifting winds and the formation of enormous mountain ranges, the forests of Iohiri were slowly withered away to deserts and grasslands as the nourishing rains were diverted by recently formed mountains. Desertification quickly ensued and the majority of the forest dwelling species of Iohiri died out, with the few remaining patches of forest laying far to the north. Of the few species that survived, the ancestors of the Kissanaii only survived due to the fact that isolated pockets of the species still clung on in the remnants of the once vast forests, the ever shrinking nature of the forests forcing many subspecies to extinction. However, one particular subspecies managed to thrive in this new world and they were the ones destined to bring about the emergence of the Kissanaii.

Know as the Kundaii, which means "Upright Strider," this subspecies was remarkable for its upright posture and its abandonment of the canopies of the remaining forest, though they still lived within the forests, rarely venturing out into the dangerous grasslands in search of food. Before the Kundaii, no species of the Palmarum family ate meat, their diets consisting solely of plant matter and maybe the occasional insect. However, with the addition of meat to the Kundaii diet, the Kundaii quickly developed larger brains and their intelligence increased, eventually culminating to their species beginning to make use of tools. Simple weapons like spears and stone knives soon appeared, and the Kundaii slowly began to venture out into the previously unexplored grasslands, establishing a foothold previously upheld by any species of their family.

The Kissanaii themselves emerged around the time that the Kundaii began to use fire on a regular basis and it was the Kissanaii who firs began to harvest the power of fire. Following the development of human society, the Kissanaii eventually reached their version of the Industrial Revolution, but this time, the revolution involved the harnessing of the power of the sun. Solar farms began sprouting planet wide and soon, there was an overabundance of power for all. The Kissanaii eventually surpassed humanity in that unlike humanity, the entire planetary population of Iohiri willingly came together to form a single world government after a lengthy Sirehsil was held. The Kissanaii began settling nearby moons and some planets, setting up various colonies.
ROLE IN CIVILIZATION:
NOTES:
"Tenderness and kindness are not signs of weakness and despair, but manifestations of strength and resolutions."
- Khalil Gibran

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United Soviet Jason Republic
Negotiator
 
Posts: 5083
Founded: Jan 21, 2013
Ex-Nation

Postby United Soviet Jason Republic » Thu Apr 07, 2016 1:01 pm

SPECIES TITLE: Engi Erectus
SPECIES NAME: Engi
DESCRIPTION: http://images3.wikia.nocookie.net/__cb2 ... 0/Engi.png
Engis have a light green skin, which underneath normally contains mechanical implants which can grey the skin. Their face have been heavily altered, and for the most part are filled with mechanical implants.

AVERAGE SIZE: 2 meters tall, 70 kilograms
BASE COMPOSITE: Silicon
RESPIRATORY GAS: Oxygen
BIOLOGY: Due to the composition of their home world, all Engis have the ability to carry out a photosynthesis like process, and have very thick leathery skins. This is so that Engis could produce some of their own food while in the deserts, and so that what water they had would remain in them for extended periods of time. Besides for these additions, Engis are very similar to most humanoid species. Since the space age the Engis have heavily modified their bodies with mechanical implants in order to adapt to the long periods of interstellar travel and new environments. For the most part, Engis are very slow beings.

SPECIES CLASSIFICATION: Humanoid
INTELLIGENCE: Engis have a very high level of intelligence, and is aided by on board computers in their bodies to help store and process information.
CULTURE: Engian society is heavily reliant on technology and modernization. Most of their customs were founded during the Great Exodus and ensuing Interstellar Civil War between the members of the Engi race. Amoung themselves the Engis are a competitive people, but with other species are very friendly and will cooperate willingly with outsiders.

HISTORY:
Over the Engi Civilization, three types of governments arose to dominate the planet. The Republic of Haal, The People’s Republic of Choee and the Empire of Engio. These three nations were all stable and supported civil rights and liberties. All resembled the “Atomic Era” of Planet Earth, and lived in relative peace with each other, due to the threat of all out nuclear war. Each nation had large arsenals of nuclear weapons, and none of them desired to have them be used. However, they all competed to master and discover new technologies. The space race for them never ended, with each nation trying to land, colonize and claim resources, planets and moons in outer space. However, soon a terrible discovery was made. The Engi’s discovered their star was going to die. Using their stockpile of Nuclear Weapons, Asteroid mines and other resources, the three nations competed in launching Interstellar Craft. These craft used Nuclear Pulse Technology, and were assembled in orbit. By using Embryos, Deep Hibernating technology and integrating technology into the Engi physiology, the three nations set out into the stars in desperation. Two thousand years passed with the nations launching their ships, and then, without warning, Engio went Nova, killing 10 Billion Engies and destroying their Home system. In total, 500 Colonial ships were launched colonizing roughly 62 worlds, with four ships per star. Each ship has a crew of 100, with thousands of embryos from Engies and animal and plant life from their home system. These ships took roughly 100 years to reach their targets. Here the crew were awoken, embryos raised and planets, moons and other bodies colonized.
War of Unification and the Formation of the Engi Confederation
After communication with their home system was lost, the colonies were self-governing. However, some colonies wanted to put all of the colonies under one government. The sides of the war were determined by who wanted to unify and who didn’t, not based on Ideology. With non FTL communication and ships, the war lasted a thousand years, with battles few and far between, but lethal. Alliances were formed, broken and reformed. New technologies were developed to protect planets and moons, with Orbiting Defense platforms becoming the norm for all colonies. However, a third side arose, one perching a joint government but self-governing planets. Soon the Engi Confederation was born, meeting on New Engia. The government let the colonies govern themselves, but they had to follow the laws and regulations set out by the government. It is a Representative Democracy, and soon after its formation there was a golden age, with FTL communication, the anisable, and FTL drives being decoupled, along with other technologies improving Engi life.
ROLE IN CIVILIZATION: Engis full every role in society as they are the Confederation’s main species by far.
NOTES:


The Engi Confederation
FLAG/ENSIGN Image

GOVERNMENT The Confederation’s main body of government comprises of two senators from each world representing that world’s interests on New Engia. The Confederation must work through this body to pass all legislation, treaties, and government functions. Two Consuls are elected for six year terms. These two consuls select senators to help run the beuocratic functions of the executive branch. Besides for the senators, each home world is permitted to have any form of government they wish, the most common being representative democracy, followed by socialists governments.

LAW & HUMANITY: Most laws in the Confederation originate back to the time of The Great Exodus, in which most governments set out the rules for their colonies. For the most part in the nation, the rule of law is firm. Slavery is outlawed, and Engis have morals similar to those of most human religions as a result of the Exodus.

SPECIES: The Engis are the main race in the Confederation, and run almost all of the country.

HISTORY: Over the Engi Civilization, three types of governments arose to dominate the planet. The Republic of Haal, The People’s Republic of Choee and the Empire of Engio. These three nations were all stable and supported civil rights and liberties. All resembled the “Atomic Era” of Planet Earth, and lived in relative peace with each other, due to the threat of all out nuclear war. Each nation had large arsenals of nuclear weapons, and none of them desired to have them be used. However, they all competed to master and discover new technologies. The space race for them never ended, with each nation trying to land, colonize and claim resources, planets and moons in outer space. However, soon a terrible discovery was made. The Engi’s discovered their star was going to die. Using their stockpile of Nuclear Weapons, Asteroid mines and other resources, the three nations competed in launching Interstellar Craft. These craft used Nuclear Pulse Technology, and were assembled in orbit. By using Embryos, Deep Hibernating technology and integrating technology into the Engi physiology, the three nations set out into the stars in desperation. Two thousand years passed with the nations launching their ships, and then, without warning, Engio went Nova, killing 10 Billion Engies and destroying their Home system. In total, 500 Colonial ships were launched colonizing roughly 62 worlds, with four ships per star. Each ship has a crew of 100, with thousands of embryos from Engies and animal and plant life from their home system. These ships took roughly 100 years to reach their targets. Here the crew were awoken, embryos raised and planets, moons and other bodies colonized.
War of Unification and the Formation of the Engi Confederation
After communication with their home system was lost, the colonies were self-governing. However, some colonies wanted to put all of the colonies under one government. The sides of the war were determined by who wanted to unify and who didn’t, not based on Ideology. With non FTL communication and ships, the war lasted a thousand years, with battles few and far between, but lethal. Alliances were formed, broken and reformed. New technologies were developed to protect planets and moons, with Orbiting Defense platforms becoming the norm for all colonies. However, a third side arose, one perching a joint government but self-governing planets. Soon the Engi Confederation was born, meeting on New Engia. The government let the colonies govern themselves, but they had to follow the laws and regulations set out by the government. It is a Representative Democracy, and soon after. For the past two hundred years the Confederation has governed the nation in peace as it has expanded outward. Recently, for the past half a century, this expansion has been at an ever growing rate as parties vie for power.

PROVITY AND CULTURE: For the most part, poverty has been eradicated due to the surplus of items within the Confederation. Large scale manufacturing has made the requirement for basics like food, water, and shelter irrelevant. This is also a custom from colonial days. Today, services and technology, including entertainment and the acquisition of new resources, spurs economic growth. The culture of the Confederation is heavily reliant on social media, communication, interconnectedness, and adoption of technology.

LANGUAGE: Due to Engi implants, Engis can not only speak and write, but can communicate mentally vie phone calls or messaging systems, like texting.

ARCHITECTURE: All buildings are, for the most part, exposed to the sunlight with large open windows. Stainless steel, bright lighting, and large open spaces also are highlights of Engi engineering. For more luxurious buildings, gardens, plants and running water are common.

ECONOMY: The Engian economy revolves around continued colonization and servicing civilians needs. This often is in the realms of entertainment and whims. In addition, research and arms manufacturing have in recent years been growing industries within the Confederation.

INDUSTRY: Engian industry is revolves around large scale production in factory worlds or orbital shipyards, often receiving supplies from deep space mining facilities and mining worlds. For the most part, all large scale industry is computerized.

DIPLOMACY The Confederation has made first contact with several civilizations and warmly seeks to cooperate and trade with new civilizations that they come in contact with.

TECHNOLOGY? The Confederation’s technology is highly advanced, and has its strong points in robotics, communication technologies and energy storage. Due to the loss of biodiversity after the Exodus, Engian medical practices concerning microbes is weak.

MILITARY The Confederation’s military comprises of donations from its member states. Its commanders are appointed by the world which provides and funds the force. The head of the Engian military are the Consuls. Besides for the planetary defence forces run by each member world, the Confederation Navy comprises of a fleet and army. The Fleet mostly comprises of medium to light ships which are designed to fight at long rage and use energy and projectiles (including missiles, and a lesser extent kinetic weapons.)
STRENGTHS (If you could list some strengths what would they be?)

WEAKNESS: Compared to the size of other nations, the Engian Confederation is relatively small in stars under its control and young in age.
NCE/TERRITORY The Confederation is located in the NW part of the galaxy, and comprises of seventy five systems. The nation has a large and robust infrastructure base. The capital is New Engia
Homeworld: New Engia (New Homeworld)
MAP CLAIMS:

By making this application I Jason, affirm that I have read all the rules and may be subject to questioning on them to prove this statement. I also accept that if I break any rules, I may be punished on the thread operator's discretion.
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Ghondra
Senator
 
Posts: 4354
Founded: Feb 07, 2014
Ex-Nation

Postby Ghondra » Thu Apr 07, 2016 3:22 pm

So OP, what are the plans for the plot? Or is this more of a persistent and ever changing sandbox?
⚧Copy and paste this in your sig if you passed biology and know gender and sex aren't the same thing ⚧
I'M A MEMBER OF THOUGHT CAFE
WE'RE THE AWESOMEST, COME CHECK US OUT

CURRENT STATUS: Splendid Isolation
IS A: Democratic Socialist, Liberal, ENTP/ENFP
Agrees on:
Gay Marriage, Civil Rights, Military Interventionism, Capitalism with Limits, Theory of Evolution, Equality for all, Free Education, and Universal Healthcare, Legalisation of Marijuana
Disagree on:
Militant Atheism, Wars of Aggression, Communism, Welfare to Parasites, Nazism, Fascism, Militarism.
Economic Left/Right: -3.88
Social Libertarian/Authoritarian: -1.13

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Vortukia
Negotiator
 
Posts: 7011
Founded: Mar 30, 2012
Ex-Nation

Postby Vortukia » Thu Apr 07, 2016 3:48 pm

Ghondra wrote:So OP, what are the plans for the plot? Or is this more of a persistent and ever changing sandbox?

Read the OP

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Ghondra
Senator
 
Posts: 4354
Founded: Feb 07, 2014
Ex-Nation

Postby Ghondra » Thu Apr 07, 2016 4:03 pm

Vortukia wrote:
Ghondra wrote:So OP, what are the plans for the plot? Or is this more of a persistent and ever changing sandbox?

Read the OP

Roger that, railroad sandbox.
⚧Copy and paste this in your sig if you passed biology and know gender and sex aren't the same thing ⚧
I'M A MEMBER OF THOUGHT CAFE
WE'RE THE AWESOMEST, COME CHECK US OUT

CURRENT STATUS: Splendid Isolation
IS A: Democratic Socialist, Liberal, ENTP/ENFP
Agrees on:
Gay Marriage, Civil Rights, Military Interventionism, Capitalism with Limits, Theory of Evolution, Equality for all, Free Education, and Universal Healthcare, Legalisation of Marijuana
Disagree on:
Militant Atheism, Wars of Aggression, Communism, Welfare to Parasites, Nazism, Fascism, Militarism.
Economic Left/Right: -3.88
Social Libertarian/Authoritarian: -1.13

Exelia wrote:It's all good till you have to wear a badge.

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Kyrusia
Retired Moderator
 
Posts: 10152
Founded: Nov 12, 2007
Capitalizt

Postby Kyrusia » Fri Apr 08, 2016 2:03 am

Infinitium wrote:Welcome to the vast space opera of Infinitium. Whatever brought you here on your travels, bet it curiosity, to believing you belong here. If you dare venture into the unforgiving voids of space, then you should fill out an application.

Infinitium is a nation-based, story-driven roleplay. New attendees and applicants alike do not need to know all that has happened so far, but you are welcome to ask any of the already present members. Civilizations that are accepted, or characters that are made will be worked in, allowing you plenty of time to learn story, setting and others.

This roleplay in particular is a sandbox-railroad roleplay. There is no prescribed storyline, however there is an overarching plot line that has been befit for you to discover. People as a result of this system are free wander where they will in the cosmos and find adventure where, and when they wish at discretion, or the bold may create it. However, there will be occasion, such as a major event where the space opera fluctuates between sandbox and railroad, based upon the necessity, and the discretion of the thread manager. Railroading to move the story on when people lose momentum. This allows people to be free when they wish to be, but gives structure when they feel lost.

New, and experienced members are encouraged to improve writing skills, fashion layered characters and civilizations rather than 2d caricatures, making a entity with a rich and diverse lore than can be fleshed out. It’s also encouraged for members to try their hand at controlling small sub-plots. Newer players are welcome here, and are free to ask for assistance.
Personification Life: EPIC wrote:Welcome to PERSONIFICATION LIFE. You're here because you belong here, having applied and been accepted. Or you're here because you think you want to belong here, and thus you should fill out an application. Or perhaps you're here because you've seen this thing in the sidebar for several years and you've always wondered what it was.

PERSONIFICATION LIFE
is a character-based, story-driven role play. New players do not need to know everything contained in the information boxes. We work your characters in, allowing you plenty of time to learn the setting as you play.

This is a combination sandbox-railroad role play. It does not have a specific prescribed storyline, although there is an overarching plot. The world is set and the PCs are free to wander where they will and find adventure where they will. There are occasions, such as when we hold a major event, where the play fluctuates between sandbox and railroad based upon need and GM inclination, railroading to move the story on when the players lose momentum and sandbox otherwise; this tactic lets the players be free when they want to be but gives them structure when they're feeling lost.

Players are encouraged to improve their writing skills, to fashion layered characters rather than 2D caricatures, and to try their hands at GMing their own small adventures. Players of all skill levels are welcome here.

Infinitium wrote:Hierarchy of Thread
I, Vortukia am the OP of this thread, I act as the head of the roleplay . Currently the only Co-OP is United Jason Soviet, although I am open to appointing new ones should it arise. The word of the OP, and/or Co-Op is final law, and will not be changed unless deemed fit by us. Only we are allowed to change setting, change the story, break physics(if it calls for it), adjust time, or add any plot device to the roleplay. We are always available to answer questions, or settle disputes, however the Co-Ops won't always know ALL there is to know about the story, so you may direct major questions towards myself.

[...]

Role Play Etiquette

Godmodding and metagaming are not allowed.
We don't use multi-colored or oddly formatted fonts for dialog. We also don't use asterisks to denote action. You must use proper punctuation and grammar; this isn't English 101.
If you have a problem with a player, take it to
PR. If that does not work, bring it to the Op or a CoOPs attention. Do not turn the OOC thread into chaos, there is NO exceptions for this, even the slightest form of baiting or complain will not be allowed in the OOC whatsoever.
Bogging down other players through lack of posts or low-quality posts without offering satisfactory OOC explanation (esp. if posting of high quality in other RPs) will earn a warning; further problems will lead to player removal from the roster.

Personal Stories
Players do not need to request permission to run stories unless that story will impact the overarching plot. creations of them must be authorized by the OP, not the Co-Ops, for example. A story involving a bounty crew searching for a bounty does not need to be cleared. Ignoring established IC canon (concerning the Sovereignty, it's history, or other players lore) in order to advance one's personal plots will earn IC & OOC consequences. If this becomes a problem, the offender will be ejected at thread staff discretion.
Personification Life: EPIC wrote:Hierarchy
PL's OP is Cerillium. I function as the overarching GM. CoOPs are Mincaldenteans, Swith Witherward, and Tiltjuice. Our word is law. Only the OP or CoOPs are permitted to change the setting, change the city, open portals, adjust time, or insert an invincible character (PL syntax: the character is in "tool mode"). CoOPs are always available to answer questions, and to settle disputes.

[...]

Role Play Etiquette

Godmodding and metagaming are not allowed.
We don't use multi-colored or oddly formatted fonts for dialog. We also don't use asterisks to denote action. You must use proper punctuation and grammar; we aren't here to teach basic English.
If you have a problem with a player, take it to
TG. If that does not work, bring it to the OP or a CoOP's attention. Do not turn the OOC thread into chaos.
Bogging down other players through lack of posts or low-quality posts without offering satisfactory OOC explanation (esp. if posting of high quality in other RPs) will earn a warning; further problems will lead to player removal from the roster.


Stories
Players do not need to request permission to run stories unless that story will impact the setting. Invasions or the creation of businesses must be authorized by the OP, for example. A story involving John and Mary searching for a magical tome does not need to be cleared. Ignoring established IC canon (concerning the government, the police, the city itself, and NPCs) in order to advance one's personal plots will earn IC consequences. If this becomes a problem, the offender will be ejected at staff discretion.

As can be seen from the above, there are significant portions of this OOC thread's original post which seem to originate from two previous iterations of the OOC thread for "Personification Life: EPIC" ([1], [2]). Some portions are directly ripped, others are functionally ripped with only minor changes in phrasing but identical message (pink highlights "dropped-in" differences; red highlights either direct copying or copying but minor phrasing differences). As such, the intent here is clear: the original post is an attempt at plagiarizing another player's created content and, as such, this thread will be locked.

Vortukia, consider this a very stern unofficial warning for plagiarism. If you wish to recreate this thread, I suggest you do it without utilizing another player's created content.
Last edited by Kyrusia on Fri Apr 08, 2016 2:17 am, edited 1 time in total.
Reason: Typo.
[KYRU]
old. roleplayer. the goat your parents warned you about.

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