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The Stars Unnumbered (FT Nation RP) OOC

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Ithalian Empire
Senator
 
Posts: 3795
Founded: Jan 19, 2015
Inoffensive Centrist Democracy

The Stars Unnumbered (FT Nation RP) OOC

Postby Ithalian Empire » Thu May 23, 2019 7:31 am

The Stars Unnumbered

IC||Theme||Discord
Co-Ops: Anowa Beiarusia





The Milky Way. A jewel suspended in the inky blackness of the universal void, just one of countless galaxies. An island of light amongst innumerable islands of light. But here, as in a thousand others, and upon a million worlds, life begins. For many planets life would never go beyond the microscopic, their environments too hostile for multicellular evolution, whereas on others fate would deny them advancement, obliterated by disaster and chance. Some would see the rise of great civilizations only for their story to end in grand displays of psychotic self-destruction.

However, not all have faltered, thriving in the face of adversity. The fortunate few to have survived all challenge. Perhaps it was their ingenuity, or their technical prowess, dumb luck, or maybe simple stubborn determination. Regardless of the cause these civilization have transcended to the space beyond the cradles of their origins. In the Milky Way, in the region of Orion's Arm, these civilizations begin their ultimate journey.




WHAT IS THIS?
The Stars Unnumbered is a future-tech RP set paradoxically in the modern era. Here we will tell the stories of civilizations that have already reached the final frontier. Their triumphs and their defeats; their rise and their fall. Here will be an epic tale of war and political intrigue, as well as the oft forgotten stories of those caught in the grand scale of history.



RP CONCEPTS
Before we begin we must first create an application. I, the OP, will have some restrictions in place in order to minimize the dreaded power gaming that consistently plague faction RP's. This will be accomplished in several ways. First, the use of a power scale that will determine in relation to other civilizations how powerful your empire is. Second, a technology scale that will give a definitive limit to what technology you can and cannot possess. Third, stats that can be used to compare your empire to others in key areas: Warfare, Industry, Economy, and Agriculture.

If you have an idea that does not fit within these constraints then simply ask. I am more than willing to give leeway in these instances.




FIRST-RATE POWER
The largest and oldest civilization in the Orion Arm. As suck, they possess the most systems, the largest populations, and the most advanced technology. Essentially the superpowers of interplanetary politics.
    Population: <500 Billion | FTL Capable: <500 Years | Territory: <300 Systems | Tech Limit: Tier 1 | Stats: 10 Points

SECOND-RATE POWER
Younger and generally more energetic, these civilizations have been capable of FTL travel for a few centuries at most. While generally not as populated or as large as older civilizations these empires are nonetheless capable of competing in the galactic landscape.
    Population: <300 Billion | FTL Capable: 200-300 Years | Territory: <150 Systems | Tech Limit: Tier 2 | Stats: 8 Points

THIRD-RATE POWER
The youngest of all space-faring civilizations, these empires are relatively weak compared compared to First-Rate or Second-Rate Powers and, as a consequence, must rely on cunning and political astuteness to avoid being absorbed by larger imperialistic neighbors.
    Population: 100-200 Billion | FTL Capable: <200 Years | Territory: <75 Systems | Tech Limit: Tier 3 | Stats: 6 Points

FOURTH-RATE POWER
The weakest of all civilizations. Not all have achieved FTL capabilities, much less the ability to leave their home system, and some have yet to discover fire. A civilization trapped on the confines of its homeworld. This includes humanity. Those wishing to play a non-FTL civilization may have taken the first steps in space exploration but are unable to leave the home system.
    Population: <10 Billion | FTL Capable: 0 Years | Territory: 1 System | Tech Limit: Tier 4 | Stats: 4 Points

TIER-1
The most technologically advanced civilizations in the Orion Arm. Capable of long-range FTL travel. Advanced medical treatments had led to the eradication of most diseases; weapons based on antimatter and exotic energies are under development. Additionally, the small-scale use of teleportation to move goods from orbit to surface is possible. Near-sentient Artificial Intelligence is also possible. Only First-Rate Powers may possess Tier-1 technology.

TIER-2
FTL travel is more-or-less mastered, capable of jumping multiple systems before needing to cool Warp Drives. Plasma and fusion weapons are utilized, many diseases have been eradicated on developed worlds, and Artificial Intelligence is continuing to advance.

TIER-3
FTL capabilities are new with the first colonies being relatively recent additions to the civilization. Diseases are only now starting to be eradicated on the homeworld; weapons are limited to simple ballistics, nuclear fission, laser, and magnetic-acceleration. Artificial Intelligence is advanced enough to assist in calculated FTL jumps and other math-heavy tasks but has yet to develop to a point of outright superiority when compared to pre-FTL civilizations.

TIER-4
Any technology used before the advent of FTL capability. This ranges from Stone Age hunter-gatherers to advanced civilizations on the cusp of interstellar flight. Humanity in the modern era would be considered Tier-4.

Code: Select all
[align=center][b]General Information[/b][/align]
[b]Nation Name:[/b]
[b]Government:[/b]
[b]Power Rating:[/b]
[b]Tech Rating[/b]
[b]Population:[/b]
[b]Systems:[/b]
[b]Races[/b]
[b]History[/b]
[align=center][b]Stats and Military[/b][/align]
[b]Military:[/b]
[b]Industry:[/b]
[b]Economy:[b]
[b]Agriculture:[b]
[hr][/hr]
[b]Military Size[/b](no more the three percent of population for very militarized civilizations)
[b]Navy[/b]

Code: Select all
[align=center][b]Character Application[/b][/align]
[b]Name:[/b]
[b]Age:[/b]
[b]Race:[/b]
[b]Bio:[/b]
[b]Personality[/b]





Three stats will be used to compare civilizations. Based on Power Rating you have a number of points to spend on these stats (default 5). Under most circumstances these stats will be unneeded, however, should disagreements develop during IC conflicts these stats may be used as reference to mediate.

    WARFARE: A civilization's ability to engage in military conflicts.

    INDUSTRY: A civilization's ability to produce material goods.

    ECONOMY: A civilization's affluence and buying power.

    AGRICULTURE: A civilization's ability to feed its citizens.


GENERAL RULES
- OP's word is law.
- Co-OP's word is also law. OP can overrule.
- Ships cannot be larger than 1km in any dimension.
- Metagaming and Godmodding will not be tolerated.
- Fleet sizes should be of a reasonable number.
Last edited by Ithalian Empire on Thu May 23, 2019 5:54 pm, edited 3 times in total.
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Ithalian Empire
Senator
 
Posts: 3795
Founded: Jan 19, 2015
Inoffensive Centrist Democracy

Postby Ithalian Empire » Thu May 23, 2019 7:42 am

Nations of Orion
Eat ,Drink, and be mary, for tomorrow we die.
PRAISE THE FOUNDERS

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Turmenista
Negotiator
 
Posts: 5765
Founded: Apr 09, 2014
Ex-Nation

Postby Turmenista » Thu May 23, 2019 7:43 am

Alright. Sup. I got here before Tagali, so that's good. Apps coming up soon.

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Ithalian Empire
Senator
 
Posts: 3795
Founded: Jan 19, 2015
Inoffensive Centrist Democracy

Postby Ithalian Empire » Thu May 23, 2019 7:44 am

Turmenista wrote:Alright. Sup. I got here before Tagali, so that's good. Apps coming up soon.

Sounds good to me.
Eat ,Drink, and be mary, for tomorrow we die.
PRAISE THE FOUNDERS

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Beiarusia
Postmaster-General
 
Posts: 10769
Founded: Dec 29, 2014
Inoffensive Centrist Democracy

Postby Beiarusia » Thu May 23, 2019 8:32 am

I'll see to dropping an app soon.

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Ithalian Empire
Senator
 
Posts: 3795
Founded: Jan 19, 2015
Inoffensive Centrist Democracy

Postby Ithalian Empire » Thu May 23, 2019 8:52 am

Beiarusia wrote:I'll see to dropping an app soon.

Cool cool. I'll probably get mine up within the week.
Eat ,Drink, and be mary, for tomorrow we die.
PRAISE THE FOUNDERS

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Anowa
Post Marshal
 
Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Thu May 23, 2019 9:01 am

I have arrived
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

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Turmenista
Negotiator
 
Posts: 5765
Founded: Apr 09, 2014
Ex-Nation

Postby Turmenista » Thu May 23, 2019 9:04 am

General Information

Nation Name: The Ven Clique
Government: Autocratic Crime Clique/Syndicate
Power Rating: Third Rate
Tech Rating: Tier Two
Population: 15 Billion
Systems:15 inhabited systems under Ven’s SOI:
  • Praelia Caicos ★
  • Altis Traverse
  • Telstar 8B
  • 81 Asimov
  • Menagerie
  • Tribulation 80C
  • Fury 801
  • Tabula
  • Kindred (Contested)
  • Backwood (contested)
  • White Beach 902
  • CXR-432A
  • Anders's Cove
  • 9382-CQX-A
  • Second Coming

Races:
Kithan Male
Kithan Female

The Kithans are a species of cold-blooded, bipedal, saurian humanoids hailing from planet Kithum in the Praelia Caicos system. Their general appearance and biological traits are very reminiscent of Earth-based reptiles, especially dinosaurs, crocodilians, and lizards, most notably due to their hardened scales and claws, which act as natural armor and weapons respectively, along with a long tongue, and a long, a prehensile tail, which is useful for balance and grabbing objects. The tail is laterally flattened to assist in swimming.

Generally considered stronger, faster, and more durable than regular humans due to Kithum's heavier gravity, Kithans possess other features typical of Earth reptilians, including the ability to regenerate from injuries over time, the ability to climb some difficult surfaces unsupported like geckos, and most notably, a venomous bite from potent toxins secreted in glands in their mouths, which are able to be ejected at prey or targets at distances of up to 12 feet.

Dimorphism between males and females is present, with males being generally larger and broader-shouldered, while females are generally more curvaceous and slimmer. Differences in some “sub-species” of Kithans are also present, especially among generations located on different planets or in different environments. Those born on planets with lighter gravity may be smaller or weaker than regular Kithans. All Kithans fare the best in warmer, humid environments and marine environments, but suffer from the cold. Kithans are generally long-lived, with the average life span exceeding 200 years. Their downside is that they breed very slowly and females usually bear only 1-2 eggs per pregnancy, which lasts 12 months.

The Kithan race has garnered a reputation for itself as a hardy, and formidable species, making natural warriors and ruthless pirates. Their engineering talent is evident in their shipmaking and piloting skills, as well as the ubiquity of plasma weaponry. It should be noted that most of their technological advancements happened without contact with any other species, thus proving their self-sufficiency. Kithans are martial warriors by tradition, often hired for mercenary and guard positions, while others are known for skills in the stars, especially pirates.


History:
Although relatively new to the playing field, having only been in space for a little over 250 years years, the Kithans have adapted quite well to space travel. Their origins, however, are far from the stars. Drawing their history back to primitive cave paintings in the caves of Kithum, it is evident that they have been around for thousands of years, possibly even longer. According to the legends in the cave paintings, vast oceans once dominated the great canyons of the oasis world, the higher grounds taking the form of large continents that shared the world with the massive oceans. They tell of the story of Sebek, a godlike being of pure metal, who single-handedly shaped the vast oceans and continents and planted the life seen on Kithum today. This included the Kithans, with many of the most religious tribes regarding themselves as the direct descendents and prime creations of Sebek himself.

Before Sebek faded away and left the world his followers built a number of vast and elaborate cities and temples all over the planet, along with vast settlements beneath the seas. For some time, the Kithans remained in relative peace with one another, until the tribes of Kithum began fighting with one another once in a technological state comparable to the 20th century on Earth, before consuming themselves in warfare.

As technology progressed, it became increasingly evident that Kithum could not support the overpopulation and warfare for much longer. Ultimately coming to peace with one another, the tribes of Kithum united to form the Kithan Confederacy, and by extent the Kithan Space Exploration Initiative (KSEI), which served to guide the population of a dessicated and overpopulated Kithum to the stars, towards other habitable worlds in the Praelia Caicos system. The invention of FTL drives helped to make travel through their section of the Orion Arm quicker and easier. The corporate nature of the KSEI allowed it to establish colonies far and wide in 10 different systems, including the Telstar 8B and Altis Traverse systems, some of the closest to Praelia Caicos.

This period of vast and rapid interstellar travel came to an abrupt halt when a large syndicalist insurrection emerged, furious with the KSEI’s alleged poor treatment towards workers. The ensuing war turned formerly peaceful trade hubs and worlds into bloody warzones, causing a mass exodus of Kithans who fled elsewhere in the Orion Arm, while others joined the ranks of this now overwhelming insurgency. On an almost daily basis, the two powers would collide, with whatever semblance of a government that the Kithan Confederacy had left waning quickly from the fighting. Now, beset on all sides and with weakening power, the Confederacy simply collapsed, and the ensuing void in power seemed to be ripe for the taking for foreign alien corporations, warlords, and smaller civilizations that also occupied Kithan space. This vacancy was fought over by pirates, mining guilds, and megacorporations alike in the subsequent decades, but, unknown to them, the sudden power vacuum allowed for the creation of another beast in the criminal underworld, which would soon grow to rival or even surpass the other powers.

This powerhouse, located in the central regions of Kithan space, was known as the Ven Clique. It was created by Ruth C'Zek Ven, the pirate son of an enigmatic warlord who was self-proclaimed to be one of the last remaining ancestors of Sebek. Ven, who ran a small consortium in the criminal underworld at the time, was able to quickly garner support and manpower for his operation in trafficking aliens, arms, and a lucrative drug, known as Ambrosia, throughout Ven space and neighboring countries. The collapse of the KSEI brought about the total loss of all authority in the area, providing room for Ven to expand. He made his way by conquering smaller civilizations in the former Kithan sphere of influence, making deals with various companies, and utterly destroying the competition—often literally so. He would later sell his wares and loot to the outer fringes of Kithan space and the backwaters of other countries, where he garnered massive clout for his group, enlisting mercenaries, pirates, criminals, and volunteers into his gang alike.

Soon, the Ven Clique would become ubiquitous in the former Kithan space, gaining the attention of various other civilizations and organizations either dedicated to bargaining with him, or devoted to stomping him out. One thing is certain, however: Such an operation run by a single man is impressive, and even frightening, yet no one knows what Ven might do now that he and his Clique are in the position to make political demands.

Stats and Military

Military: 8
Industry: 6
Economy: 7
Agriculture: 5


Military Size: 15 million
Navy: 300 Armed ships (Primarily strike fighters and high-mobility ships of the line. Civilian ships not included)

Military Description:
Because they breathe oxygen, like Humans, Kithans sometimes require the use of power armor to fight in the harshest of environments. Most Kithan Soldiers of the Ven Clique use light armor and plasma weaponry, relying on their physical abilities, natural ability to heal from damage, and hard scaly armor to protect themselves from most damage. Whenever possible, infantry shielding and cloaking technology are used. As for ground and atmospheric units in general, plasma weaponry is ubiquitous, designed to be effective against both shielding and hard targets alike. However, the vast majority of ground vehicles are designed to be highly mobile. While treaded tanks and other vehicles are present, the vast majority of vehicles nowadays are hovering vehicles, which use gravity manipulation to give them an unprecedented edge when it comes to mobility. In many cases, some of these hovering vehicles are capable of taking flight and moving much like regular aircraft. As for most aircraft in general, they are usually multi-role, with dropships sharing the role of transport with heavy gunship. Their exoatmospheric qualities allow them to operate in vacuum environments as well as atmospheric ones. Thermonuclear weapons used in ground combat is still a thing, though is due to be replaced with different style WMDs.

As for space, plasma weaponry is still supreme, with different types used for different roles. Rapidly-fired plasma bolts are used in the same way autocannons are used, while plasma torpedoes that rely on guidance systems fill anti-strike craft and anti-capital roles alike. All spacecraft are equipped with energy shielding and are capable of short and long range FTL jumps. Most strike craft, too, utilize FTL drives for long-range missions or keeping up with larger ships in a given flotilla. Large anti-ship weapons, like heavy plasma artillery (long-range heavy plasma cannons) handle guidance and aiming with onboard computers that run calculations, though are not as quick as AIs. Most large Kithan ships also utilize tractor beams, which grab hold of smaller ships and objects of interests and pull them towards the ship.

As for military doctrine, strike craft like fighters, bombers, and transport craft all operate on the same platform: fast, reliable spacecraft which are capable of traveling at FTL for long missions and can hold their own against larger spacecraft. An emphasis on multirole capability is also stressed, as Ven Clique strike craft, much like pirate strike craft, operate on the sense that the small, nimble strike craft should be able to engage large and small targets alike. The sense of individuality in the Clique is also stressed, as members aren't obliged to strictly use the aforementioned listed equipment. This is best seen in Ven's own starfighter, which uses a hodgepodge of salvaged technology to turn it into a small, but highly-nimble and deadly craft that can become problems for even larger corvettes due to its firepower.

The Clique's larger craft consist of Light Carriers, Corvettes, and frigates, offering Strike Craft transport and command and control, fighter screening and combat support, and front line combat roles, respectively. A number of freighter craft are also used by the Clique's logistical wing, armed lightly to maximize carrying space, but burly and slow nonetheless.

Perhaps the most unique craft in service with the Clique are the Marauder-class Caravels. Serving a middle ground position between small and nimble frigates and big and tough destroyers, these ships deserve their own spot as a ship type due to their history to the Kithans, size, and nature. Named after a type of ancient sailing ship, Marauder Caravels are built with an emphasis on speed without losing protection and firepower, making them superb blockade runners and hit and run craft, and even highly-effective ships of the line due to their nimble nature. They also have ample cargo space, making them impromptu merchant destroyers or freighters, though this space pales in comparison to actual freighters. Effectively, they take the speed and mobility of a corvette and frigate and add on the firepower of a destroyer. These ships are among the most often used because of their popularity, and Ven himself even commands a Marauder himself, the Ce'Zar Ruk. Due to their size, armament, relatively cheap cost of maintenance and overall reliability, these ships have become a staple in the Ven Clique, with many stories of their escapades often filling the cantinas and shipyards of Clique space. These nimble vessels have been given fame for completing shipping runs and maneuvers in record time, and are praised among the Ven Clique, even if they struggle to engage craft larger than destroyers.







General Information

Nation Name: Harlequin Clique
Government: Mafia-like Crime Syndicate
Power Rating: Third Rate
Tech Rating Tier Two
Population: 15 billion
Systems: 15 inhabited systems under Harlequin's SOE
  • Kanawahi ★
  • ACB-12834
  • Mansar 9X
  • Formica
  • Imver
  • Kyoukai B3
  • Thanatos
  • Mardek
  • Kindred (Contested)
  • Backwood (Contested)
  • Third Base
  • Woorbeck
  • Eden's Bounty
  • 981NF-X-B
  • Xa'Qash

Races:
Feli Male
Feli Female

Generally speaking, Feli is a catchall term for a species of generally short, stout, humanoid aliens very similar in appearance to Earth felines. Along with their human features, they harbor feline features as well, such as longer and more powerful leg muscles, sharper teeth, sharp claws, an overall much more physically fit build, and a strong sense of smell and hearing. In addition, their sense of perception is superior to that of a human with more powerful eyes which can see better in low visibility and low light situations, and can detect movement faster. They can also balance more easily thanks to their tail. Feli are generally smaller and able to fit into tight spaces as well, with an average full-grown Feli being 5'0". This makes them perfect engineers able to fit into tight spaces, but also means they are lacking when it comes to physical prowess.

History:
Once the Feli nations of Kanawahi IV banded together to produce the first interstellar spacefaring ship, the nation was fit for a upwards spiral of success true to Feli natural tendency to expand, exploit, and capitalize off of virtually everything in their path. Kanawahi IV and several other planets in the Kawanahi system were soon transformed from the resource-rich worlds they once were, to large-scale industrial operations, over the course of a few hundred years of hyperindustrialization. The government transformed into an amalgamation of state-owned-megacorporations, with several smaller republics splintering out from this, and corporate rule became the way of life.

While frontier planets and stations filled up rapidly as Feli populations grew, so did the need for land, and, as such, many planets in Kanawahi IV and other neighboring systems within the reach of the Feli were terraformed to make way for colonies. Primitives and lesser civilizations were ruthlessly purged and enslaved and made way for terraformation by the megacorporations, whom took advantage of the rather weak government and started their own private colonies and ventures — some corporations even combining with one another to form large "hypercompanies", rivaling the size and power of the Feli "government" itself, each having their own private armies and navies. However, the waning role of the Feli government in politics and overextension of Feli corporations allowed for another giant to form, right under their noses.

The Feli Cliques followed a path to power similar to the Ven Clique, but rather than take advantage of a collapsed government, the Feli took advantage of a weakened government, spawning the Harlequin and Cheshire Clique from the chaos. The Harlequin Clique, led by the charismatic Feli crime boss, Caporegime Crimini Andios Harlequin and his many Capos, infiltrated the business sphere of Feli space and expanded far beyond their species' borders, becoming embedded within several large companies and sub-republics like a plague. Using their corporate connections, the Harlequin Clique would garner great military and economic power, pillaging anything that they could make a profit from in a brutal yet contained and methodical manner, only to sell their wares and loot in the outer fringes of the Galaxy, where they possessed significant clout.

Stats and Military

Military: 7
Industry: 7
Economy: 7
Agriculture: 5


Military Size: 15 million
Navy: 300 Armed ships (Primarily strike fighters and high-mobility ships of the line. Civilian ships not included)
Military Description:
Because of its nature as a mafia-like crime syndicate and status as a quasi-state, the Harlequin Clique does not properly have a military, instead relying on the private armies of its various underbosses and the boss himself. Each Capo is responsible for a different sector of Harlequin Clique space, and answers solely to The Boss. The Harlequin Clique usually places a heavy emphasis on mercenary use and special forces combat, such as assassins, hitmen, and private guards, as well as small, organized naval strike groups for counter-pirate operations. Most Capos use a similarly-styled doctrine of small, highly-effective (otherwise conventionally "elite") teams (usually with powe armor because of their reliance of Oxygen) to accomplish their goals, as most fights are small-scale in nature. Essentially, these hired troops are given the best training and fighting programs that the Harlequin Clique's front companies have available, giving them a sharp advantage compared to other armies against more conventional soldiers, albeit not in size. Many of these hired guns are more comfortable in dealing with smaller threats like pirate groups rather than proper armies, however. Although their infantry department is a powerhouse, there still lies the fact that the Harlequin Clique is not a proper nation, and thus does not have a proper plan of battle aside from using mercenaries and privateer fleets for protection of its assets. In other words, the security forces of a Capo is solely dependent on them, meaning there are a wide range of perspectives when it comes to planning defenses and fights. As such, units are not treated as commodities, but rather as resources - run out, and you are doomed to fail, but if you have numerous numbers of this resource, you are free to do whatever you please. Larger conflicts are generally avoided as best as possible—for these sort of events, the full brunt several Capos' combined private militaries will be put to bear.

Most mercenaries utilize plasma weaponry or other energy-based weapons, whereas ships use an assortment of energy missiles, plasma weaponry, nuclear weaponry, and more. Both Harlequin Clique warships and mercenaries possess energy shielding with varying strength.

The Clique's "Navy", if you even want to call it one, places an emphasis on the use of strike craft in a fashion similar to that of contemporary humanity, circa 20th-21st century, in their use of aircraft on aquatic aircraft carriers. Albeit in small numbers and not necessarily swarms, strike craft are used, as their name implies, to soften up large ships and engage other strike craft, with the Harlequin Clique warp-capable fighters displaying their capabilities as adequate long-range strike craft capable of dealing massive damage in their surprise attacks and high quality weaponry. The larger ships of the Clique typically are more independent and tasked with engaging other ships of comparable size and role, occasionally tasked with screening fighters as well. "Fleets" consist of small strike groups, usually five ships at max, which are dedicated counter-insurgency and counter-pirate vessels. Any number larger than 100 in terms of the size of a fleet is considered massive.







General Information

Nation Name: Cheshire Clique
Government: Drug cartel-like Crime Syndicate
Power Rating: Third Rate
Tech Rating Tier Two
Population: 15 billion
Systems: 15 inhabited systems under Cheshire's SOE
  • Pleasuredome ★
  • Ecstacy-93
  • Bliss-42
  • Hedon
  • Garden-293
  • Garden-294
  • Mayla
  • Wonderland
  • Cheshire's Grace
  • Catnip
  • Spice
  • 88C-93B
  • The Vega Sector
  • New Kanawahi
  • Char'Kul

Races:
Feli Male
Feli Female

Generally speaking, Feli is a catchall term for a species of generally short, stout, humanoid aliens very similar in appearance to Earth felines. Along with their human features, they harbor feline features as well, such as longer and more powerful leg muscles, sharper teeth, sharp claws, an overall much more physically fit build, and a strong sense of smell and hearing. In addition, their sense of perception is superior to that of a human with more powerful eyes which can see better in low visibility and low light situations, and can detect movement faster. They can also balance more easily thanks to their tail. Feli are generally smaller and able to fit into tight spaces as well, with an average full-grown Feli being 5'0". This makes them perfect engineers able to fit into tight spaces, but also means they are lacking when it comes to physical prowess.

History:
Once the Feli nations of Kanawahi IV banded together to produce the first interstellar spacefaring ship, the nation was fit for a upwards spiral of success true to Feli natural tendency to expand, exploit, and capitalize off of virtually everything in their path. Kanawahi IV and several other planets in the Kawanahi system were soon transformed from the resource-rich worlds they once were, to large-scale industrial operations, over the course of a few hundred years of hyperindustrialization. The government transformed into an amalgamation of state-owned-megacorporations, with several smaller republics splintering out from this, and corporate rule became the way of life.

While frontier planets and stations filled up rapidly as Feli populations grew, so did the need for land, and, as such, many planets in Kanawahi IV and other neighboring systems within the reach of the Feli were terraformed to make way for colonies. Primitives and lesser civilizations were ruthlessly purged and enslaved and made way for terraformation by the megacorporations, whom took advantage of the rather weak government and started their own private colonies and ventures — some corporations even combining with one another to form large "hypercompanies", rivaling the size and power of the Feli "government" itself, each having their own private armies and navies. However, the waning role of the Feli government in politics and overextension of Feli corporations allowed for another giant to form, right under their noses.

The Feli Cliques followed a path to power similar to the Ven Clique, but rather than take advantage of a collapsed government, the Feli took advantage of a weakened government, spawning the Harlequin and Cheshire Clique from the chaos. The Cheshire Clique grew to dominate the drug trade whereas the Harlequin Clique dominated the corporate and smuggling sphere. Lucrative drugs like Ambrosia from their rivals, the Ven Clique and other sedatives, as well as drugs made from exotic flora and fauna parts, quickly made their way into the markets of a myriad of galactic nations either legally or illegally, all thanks to the Cheshire Clique. Even the Cheshire Clique's own leader, Boss Phateon Harlock Cheshire, seems to be very much into the own drugs he sells, seeing himself as a mythical "Cheshire Cat" at times in his own hypnagogic states of ecstasy and perpetual highs. The Ven Clique, Cheshire Clique, and Harlequin Clique often have massive gang wars with each other, vying for control in the lawless zones of space, in part kickstarted by Cheshire's unexpected behavior and insistence of dominating the drug trade.

Stats and Military

Military: 6
Industry: 8
Economy: 7
Agriculture: 5


Military Size: 15 million
Navy: 300 Armed ships (Primarily strike fighters and high-mobility ships of the line. Civilian ships not included)
Military Description:
Because of its nature as a drug cartel-like crime syndicate and status as a quasi-state, the Cheshire Clique does not properly have a military, instead relying on the private armies of its various banchos and the Boss himself. Each bancho, or underboss, is responsible for a different sector of Cheshire Clique space, and answer solely to The Boss. Like the Harlequin Clique, the Cheshire Clique usually places a heavy emphasis on mercenary use and special forces combat, such as assassins, hitmen, and private guards, as well as small, organized naval strike groups for counter-pirate operations. Most Capos use a similarly-styled doctrine of small, highly-effective (otherwise conventionally "elite") teams (usually with power armor because of their reliance of Oxygen) to accomplish their goals, as most fights are small-scale in nature. Essentially, these hired troops are given the best training and fighting programs that the Cheshire Clique's front companies have available, giving them a sharp advantage compared to other armies against more conventional soldiers, albeit not in size. Many of these hired guns are more comfortable in dealing with smaller threats like pirate groups rather than proper armies, however. Although their infantry department is a powerhouse, there still lies the fact that the Cheshire Clique is not a proper nation, and thus does not have a proper plan of battle aside from using mercenaries and privateer fleets for protection of its assets. In other words, the security forces of a bancho is solely dependent on them, meaning there are a wide range of perspectives when it comes to planning defenses and fights. As such, units are not treated as commodities, but rather as resources - run out, and you are doomed to fail, but if you have numerous numbers of this resource, you are free to do whatever you please. Larger conflicts are generally avoided as best as possible—for these sort of events, the full brunt several banchos' combined private armies will be put to bear.

Most mercenaries utilize plasma weaponry or other energy-based weapons, whereas ships use an assortment of energy missiles, plasma weaponry, nuclear weaponry, and more. Both Cheshire Clique warships and mercenaries possess energy shielding with varying strength.

The Clique's "Navy", if you even want to call it one, places an emphasis on the use of strike craft in a fashion similar to that of contemporary humanity, circa 20th-21st century, in their use of aircraft on aquatic aircraft carriers. Albeit in small numbers and not necessarily swarms, strike craft are used, as their name implies, to soften up large ships and engage other strike craft, with the Cheshire Clique warp-capable fighters displaying their capabilities as adequate long-range strike craft capable of dealing massive damage in their surprise attacks and high quality weaponry. The larger ships of the Clique typically are more independent and tasked with engaging other ships of comparable size and role, occasionally tasked with screening fighters as well. "Fleets" consist of small strike groups, usually five ships at max, which are dedicated counter-insurgency and counter-pirate vessels. Any number larger than 100 in terms of the size of a fleet is considered massive.
Last edited by Turmenista on Fri May 24, 2019 9:41 am, edited 7 times in total.

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Endem
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Postby Endem » Thu May 23, 2019 10:31 am

Uh... Hi, I'll be making an app, but since this is first nation RP I'm in, I have a lot of questions, for starters what do you put in your posts in Nation RP's ( like just put your action or what? )
All my posts are done at 3 A.M., lucidity is not a thing at that hour.

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Turmenista
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Founded: Apr 09, 2014
Ex-Nation

Postby Turmenista » Thu May 23, 2019 10:56 am

Endem wrote:Uh... Hi, I'll be making an app, but since this is first nation RP I'm in, I have a lot of questions, for starters what do you put in your posts in Nation RP's ( like just put your action or what? )


I usually do character RP of the Leader of said nation/faction and their antics.

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Shadowwell
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Posts: 15167
Founded: Jan 26, 2015
Ex-Nation

HEavy wip app

Postby Shadowwell » Thu May 23, 2019 11:01 am

General Information

Nation Name: Nah'ni Imperium
Government: The Nah'ni are led by the High Queen, with each Hive/Hiveworld/Hive-ship being ruled by a single Queen.
Power Rating: Three/Two
Tech Rating Three/Two
Population: 200 billion
Systems: 60-70
Races The Nah'ni, anthropoid/insectoids which typically roam on more than two legs but some are humanoid/bipedal, info for them is below in a spoiler.
History The Nah'ni have not always been as they are now, once they were quite different, akin to animals on their home planet. They were intelligent but not fully sapient at the time, but their uniqueness drew the attention of the species which dominated the planet, the . They saw potential in the Nah'ni, not potential for great things, well no great things aside from being great workers.
Stats and Military

(0 points left)
Military: 6
Industry: 7
Economy: 7
Agriculture: 6


Military Size 2 Billion?
Navy WIP
-Frigate: 150
-Destroyers: 175
-Cruisers: 60
-Battle Cruiser: 30
-Battleship: 20
-Carriers: 35
-Dreadnought: 2, there are 6 total but only 2 are for combat purposes, the High Queens court is for diplomatic purposes, most of the remaining 3 are for industiral and colonizing purposes.


Described below, may find images later
Nah'ni Ships are typically covered in thick chitnous armor with some Ships capable of projecting an energy barrier temporarily that drains the ships energy reserves. They are Grown and are living spaient beings but do not attain full sapience until Bonded with their Captain. While the crews of Nah'ni ships are often switched out, to prevent the ship from going insane with loss, the Captain more often than not is on the ship for the remained of both of their lives. The Captain gains certain traits from this Bond while the Ship itself gains a developing sapience. The only notable exception to this is the High Queen's Court, the largest Nah'ni Titan that has lived for millenia. Every time a High Queen comes into Prominence they must attempt to Bond with the Ship, if they fail they are seen as not sorthy enough to guide and govern the Nah'ni.

Most Nah'ni ships and their Captains have a developing Psionic Potential that can be used to great affect. Through the Bond and their own Psionic Gifts Nah'ni Ship Captains can guide how their ships grow and even control their Dronacles in combat to some extent. The most devastating application of this is harnessing the energy produced by the ship to send in a sort of beam towards their foes. Typically only the smallest applications of this method are seen in Nah'ni Ships, typically as a form of Point Defense. Regardless of Ship Class Nah'ni ships vary in appearance and make up, often in relation to their Hive or even how long ago the were Born.

-Frigate: Nah'ni frigates range in size but for the most parts are long range escort craft, most often seen accompanying the Nah'ni Hive Fleets and their transports. Some frigates serve a more 'civilian' role being mining ships or serving as transports or homes to groups of Crafters in transit or the like.

-Destroyers: Destroyers are akin to Frigates but are much faster and have a compliment of strike craft to aid in harassing enemies.

-Cruisers: Cruisers are among the most heavily armed of any Nah'ni ship Class carrying not only the usual Dronacles but are also capable of launching stream of a sort of plasma at their foes.

-Battle Cruiser:
-Battleship:
-Carriers:
-Dreadnought:
High Queens Court

(may need to be edited)

[spoiler=General Nahni Info]
Life span of the Castes
(The numbers are the max recorded age range, on average, and do not include the formative years)

Nobility: Most of the Nobility Caste have the same life spans of Workers, with exceptions. The High Queen can live for up to 1500 years or, Dowagers are similar, while normal Queens only live to be around 700-850 years on average.
Vizier: 1200 years
Crafter: 475 – 650 years
Soldier: 125-150 years
Worker: 165 – 210 years

Caste Division:


The Hierarchy of the Nah’ni is not too dissimilar from that of mundane insects. Though there are obvious differences. This just lists the general overview of the Nah’ni Caste system, and more variants of each Caste member might exist, this just lists just the major ones, additionally, aside from the specific functions of the different Castes, nearly every Nah’ni has certain abilities and characteristics, for example, all Nah’ni have an inherent weakness to both fire and parasite, and all molt atleast once or twice in their lifetimes. A general rule of thumb is the more intelligent a Caste, the more humanoid they are, this is especially true for the Viziers and Nobility.

The highest Caste, is the Nobility Caste, this includes the Queen, once one becomes a/the Queen, they will change, be promoted in a sense. The Nobility Caste can include members of the Queens family as well as their Consort, though that is not always the case. In the Rare cases that the previous Queen survives after they take a role not dissimilar to that of the Vizier Caste, though the term Dowager is used for them. Members of the Nobility Caste, most commonly Queens can be rather long lived; the First Queen herself lived for several centuries.

Those born into the Nobility Caste, are generally smarter, and pick things up easier than most other Nah’ni young. Depedning upon whether both of their parents were of the Nobility Caste, or of others as well, certain young can be more predisposed towards certain actions or acquisition of certain knowledge. The Nobility Caste, as well as the Vizier Caste, are the only Nah’ni that have any sort of Psionic potential.

The next highest Caste, is the Vizier Caste, they are among the most intelligent Nah’ni. They generally have a humanoid appearance, looking more man than insect, though their appearance depends upon the environment they were grown in. Aside from the enhanced intelligence, they also possess extremely advanced senses and pheromones. While they cannot generally read minds in the truest sense, they can infer what others are feeling due to the chemicals and such released as well as any minute twitches or the like. They are used by the Queens as advisors, as well as diplomats to other races.

During periods of War, they are also used as commanders and tacticians, to make use of their inherent traits. During particularly desperate periods in Nah’ni history Viziers have also been grown as assassins, to silence the enemies of the Hive is needed. To this end, most Viziers are stronger and faster than normal Worker, but they lack the durability of the larger soldiers. They are the only other Caste that can live as long as the Queen. Viziers also act as the historians of the Hive, recording information from Dowagers and the past to be used by the next generation of the Hive. In the rare instances that a member is born into the Vizier Caste, rather than simply of it, the offspring is always male.

Below them are the members of Crafter Caste, they are not just craftsman in the traditional meaning of the word, as many are responsible for creating things. They are also responsible for the changes that happen to each subsequent generation of Nah’ni. Those who improve the Soldiers and the other beings used in war are called the Warcrafters. Those that are responsible for the general changes are called the
Last edited by Shadowwell on Fri May 24, 2019 12:23 pm, edited 9 times in total.
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Tagali Federation
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Posts: 1151
Founded: Jun 07, 2016
Ex-Nation

Postby Tagali Federation » Thu May 23, 2019 12:03 pm

The Tagali Empire: the Great Houses (WIP)



General Information

Nation Name: Tajura Skarganate of Jakala
Government: Monarchy
Power Rating: 1st Rate
Tech Rating Tier 1
Population: 150 Billion
Systems: 180 Systems
Races Tagali, Many decimated species as a result of the earlier Tagali conquests
History

"Long ago, it is said by shamans and story tellers that three powerful beings came to our world, the "sarga", or siblings in the old tongue. They brought our people out of the shadows of our cruel and unforgiving world and gave us the tools to tame it, fire, the ability to bend beasts to our will, and the to make proper tools. Their servants came down from the sky, exchanging gifts with our people, enlightening us to the possibilities that lie among the stars.

But, as suddenly as they came, they disappeared. Without the discipline of their masters, The servants of the Siblings quickly showed their true nature and enslaved our race. Now, whether you put stock into this story is up to you, but the bondage of the Tagali is all too real.

At some point, the Servants gave way to the Maktu, a race of frail deviant creatures with hordes of metal warriors which gave way to the gelatonous Urkashi who in turn fell to Reptillian Takoin. For thouseands of years, we Tagali were trapped in an endless cycle of master after master, with monuments of their oppression littering our great world of Jakala to this day.

It was only 400 years ago, that my ancestor, Takura broke his chains and led a rebellion against our occupiers, at that time the Burakans. With the vengeance of generations of oppressed Tagali and reversed engineered technology, we ousted the Burakans from our world. Before long, we were building ships of our own, and it was their world under siege. After a long drawn out siege, we wiped out the Burakans, leaving their scattered survivors to scavenge a pathetic life among their charred and burning world.

After the Liberation, Takura was named Skarga or "Emperor" in your bastard alien tongue, and vowed to never let the Tagali fall victim to aliens ever again. Our fleets scoured the void, burning many a civilization in their path, subjugating any and all survivors in our wake. Have you heard of the Khyrsian Confederacy, or the Reef? Mighty powers in their day, yet now their descendants bow to Tagali rulers now. You would be too if the spirit of death didn't come for even the greatest of individuals. Right up to his old age, Takura was on the war path, no power could withstand us, the galaxy was ours. It took a crippling fungus from a world now ash and glass that killed our dear liberator.

Takura's last decree was for his four children Tejura, Mala, Shavi, and Yoku to split the Empire equally while recognizing the eldest child and the founder of my great house of Tejura, the High Skarga of the Tagali Empire. After Takura's death, the plan worked for a time. Each Child ran their corner of the Empire how they saw fit and answered only to the High Skarga, but greed soon tore them apart.

While my House of Tejura saw that the Empire needed time to heal after years of war, the House of Yoku, the youngest daughter of Takura, wished to continue on setting the galaxy ablaze and reaving and plundering to this day, all the while becoming more and more reliant on slaves and plundered resources. In the burning ruins of the Reef, Mala took on a the religion of aliens, renouncing the ways our her Father and the Tagali in favor of aliens being allowed to live in peace and trade within her claim. This angered her Twin, Shavi, who retaliated by delving further into his fanaticism for worship of the Three Siblings, spreading his faith to all within his claim by force.

Meanwhile, our Empire stagnates. While we bicker and fight among ourselves, our enemies grow in number. We have strayed from the will of Takura for too long, and the House of Takura will be the ones to set the Tagali back on the right path.

Stats and Military

Military:
Industry:
Economy;[b]


[b]Military Size
(no more the three percent of population for very militarized civs)
Navy


General Information

Nation Name: The Yoku Horde
Government:
Power Rating:
Tech Rating
Population:
Systems:
Races
History
Stats and Military

Military:
Industry:
Economy;[b]


[b]Military Size
(no more the three percent of population for very militarized civs)
Navy


General Information

Nation Name: The Mala Republic of the Reef
Government:
Power Rating:
Tech Rating
Population:
Systems:
Races
History

"They say that Tagali space is the safest place in the Galaxy. That is true if you believe in killing billions and leaving the survivors too traumatized to raise a finger against you. That is good enough for the Tagali under the other great houses, but not for us. We in the House of Mala aspire to be more than Kings of a wasteland living in tents and yurts made of animal skins while scoffing at towering skyscrapers.

Our lineage hales from Mala, one of the Great Liberator Takura's children and twin of Shavi. In her youth, she was just as blood thirsty as her father and siblings, being named the Avatar of the Tagali spirit of Death "Shavatu" as she led the conquest of the Reef, a star cluster named so after it's abundance of intelligent life all living in relatively close proximity to each other. This led to the conquest of the Reef to be the bloodiest of all the wars waged in the early days of the Tagali Empire.

Later in life, after Takura died and the empire was divided among his children, Mala was named ruler of the Reef as it was her conquest that brought it into the Tagali fold. Many inhabitants of the Reef thought that this would be their doom, but instead a miracle happened. It is said that Mala took on a Kisharan slave who was formerly a Priestess of the Ika, or Unity as it is translated in other languages. This Slave taught Mala the tenants of the Ika, That all sentient beings are connected and must live in peace and harmony with each other. These revalations awoke the conscience within her, and along with it, the regret of her actions and the billions she killed. She and her followers converted to the Ika, a sacrilege in the eyes of the other Tagali.

Mala ordered the reconstruction of worlds conquered within her territory and freed those that were enslaved. She released what are known as the Edicts of Mala. They proclaimed that no species will hold mastery of any other, and preached the importance of education and freedom. While the other Great Houses floundered among their ruined worlds, the territory of the House of Mala grew into a peaceful and vibrant trade hub, led by a council of elected officials of a variety of species overseen by the Head of the House Mala.

The other Houses scoff at our tolerance of aliens and their beliefs, yet the day may come when their hubris catches up with them. Takura may have founded His Empire out of blood and pain, but it will be the descendants of Mala that will lead it with compassion and grace.
Stats and Military

Military:
Industry:
Economy;[b]


[b]Military Size
(no more the three percent of population for very militarized civs)
Navy


General Information

Nation Name: The Shavi Holdings
Government:
Power Rating:
Tech Rating
Population:
Systems:
Races
History
Stats and Military

Military:
Industry:
Economy;[b]


[b]Military Size
(no more the three percent of population for very militarized civs)
Navy
Last edited by Tagali Federation on Thu May 23, 2019 12:05 pm, edited 2 times in total.
[spoiler=Nation Info]The Tagali Federation- An FT Nation made up of dozens of species.

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Endem
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Founded: Aug 19, 2018
Ex-Nation

Postby Endem » Thu May 23, 2019 12:31 pm

( heavily based on species I created in Stellaris )

General Information

Nation Name: United Manu'Illi Commonwealth
Government: Indirect Democracy
Power Rating: Second Rate Power
Tech Rating Tier Two
Population: 200 billion
Systems: 120 systems
20 of which inhabited

Inhabited planets ( if you didn't guess, Naff means colony )
Wacego Iflar ( capital )
Naff'Llavath
Naff'Muhon
Naff'Hyiin
Naff'Feru
Naff'Hyrn
Naff'Amlus
Naff'Equi
Naff'Makil
Naff'Crat
Naff'Mhu
Naff'Hynk
Naff'Tye
Naff'Guhy
Naff'Banyt
Naff'Gyn
Naff'Mahuns
Naff'Bahy
Naff'Indiir
Naff'Fause

Races Manu'Illi
a Manu'Illi

Manu'Illi are bipedal Molluscoids that evolved on the oceanic world of Wacefo Iflar. Their head have a set of tentacles on their back that act simultaneously as eyes, hands, and ( while in water ) propellers. Some smaller tentacles can be found near their mouth, they have generally smaller roles mostly of grabbing food. Their forehead consists of many solid plates of chitin like substance on which multiple small eyes are located. Their mouth is a hole that closes at some point from which their digestive tract starts. Their lower body is comparable to a human look except for a distinctive blue color. No dimorphism is present. They are laid in clutches of 4-5 in a sack like eggs and are very fast breeders. Their lifespan is around 110 years.

They are physically weak but, makeup with their numbers and industrious/tactical intelligence. Generally materialistic and down to Earth ground species. An Egalitarian society, they believe everyone has equal chances and equal rights should be obvious freedom. They are very Xenophilic happily trading with anyone they encounter and if they encounter a species that is in it's a pre-FTL phase, they like to quietly give them a small "boost" towards becoming a full-fledged space fairing civilization
History
Manu'Illi was at first a not important and commonly hunted species in the oceans, a secluded population of them gradually developed a breathing system commonly found in amphibians on Earth. As this small population gradually migrated onto land they found their small island very plentiful in resources. As their understanding of world furthered as well as their technological advancement, they have begun to look into the stars.

250 years ago, they made their first base outside of their planet, on one of the two moons of Wacego Iflar. From this moon a, lot of new designs were tested and technologies, just after a few months, the first prototype of FTL Drive. After it worked successfully they started to expand rapidly soon covering a total of 40 systems, when they slowed down, seeing as, even though they had these systems, if something happens with their world, the whole race is gone. With that, a colonization effort was taken and soon some first colonies were established.

From that moment, they gradually expanded to cover the current 120 systems as well as their 20 colonized planets. They have made a name for themselves as an open and very keen on trading civilisation. While some may see their Egalitarian outlooks as weird, or their Xenophilic tendencies as disgusting, they have stood a small test, for now...
Stats and Military

Military: 6
Industry: 6
Economy;[b] 7
[b]Agriculture:[b] 7


[b]Military Size
1 600 000 000 or 0.8% of population
Navy 700 ships ( mostly small ships [ Corvettes and Destroyers, there is only about 20 battleships in the whole fleet equipped with a set of 5 Plasma cannons on each side and Fusion torpedo launcher )
Last edited by Endem on Fri May 24, 2019 7:40 am, edited 8 times in total.
All my posts are done at 3 A.M., lucidity is not a thing at that hour.

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Endem
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Posts: 3667
Founded: Aug 19, 2018
Ex-Nation

Postby Endem » Thu May 23, 2019 12:33 pm

I might app a Hive Mind civilization if the one I just apped gets accepted
All my posts are done at 3 A.M., lucidity is not a thing at that hour.

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Beiarusia
Postmaster-General
 
Posts: 10769
Founded: Dec 29, 2014
Inoffensive Centrist Democracy

Postby Beiarusia » Thu May 23, 2019 12:37 pm

Endem wrote:Uh... Hi, I'll be making an app, but since this is first nation RP I'm in, I have a lot of questions, for starters what do you put in your posts in Nation RP's ( like just put your action or what? )

Depends. You should obviously have faction actions, so what your nation is doing overall, but some people focus more on characters' perspective whereas others are more concerned with the grander scheme of things. (Think an RTS game.) Some examples would be detailing what your nation is doing back home, if it's developing any economic trades with other civilizations, or what the soldiers are doing during a battle. An attempt should be made to keep posts somewhat detailed and not just limited to <X does this> to keep things interesting.

Also, as forewarning, these sort of RP's generally have a bad track-record with hive mind civilizations, and I'm uncertain if the OP would be willing to allow one.
Last edited by Beiarusia on Thu May 23, 2019 12:39 pm, edited 1 time in total.

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Endem
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Posts: 3667
Founded: Aug 19, 2018
Ex-Nation

Postby Endem » Thu May 23, 2019 12:40 pm

Beiarusia wrote:
Endem wrote:Uh... Hi, I'll be making an app, but since this is first nation RP I'm in, I have a lot of questions, for starters what do you put in your posts in Nation RP's ( like just put your action or what? )

Depends. You should obviously have faction actions, so what your nation is doing overall, but some people focus more on characters' perspective whereas others are more concerned with the grander scheme of things. (Think an RTS game.) Some examples would be detailing what your nation is doing back home, if it's developing any economic trades with other civilizations, or what the soldiers are doing during a battle. An attempt should be made to keep posts somewhat detailed and not just limited to <X does this> to keep things interesting.

Also, as forewarning, these sort of RP's generally have a bad track-record with hive mind civilizations, and I'm uncertain if the OP would be willing to allow one.

Okay, thank you for advise ( and now I know I won't be apping any Hive Minds )
Last edited by Endem on Thu May 23, 2019 12:40 pm, edited 1 time in total.
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Beiarusia
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Posts: 10769
Founded: Dec 29, 2014
Inoffensive Centrist Democracy

Postby Beiarusia » Thu May 23, 2019 12:41 pm

Endem wrote:Okay, thank you for advise ( and now I know I won't be apping any Hive Minds )

Also, the Discord is open. Any other questions just ask.

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Olthenia
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Posts: 4504
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Thu May 23, 2019 12:45 pm

A man tags a thread.

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Ithalian Empire
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Posts: 3795
Founded: Jan 19, 2015
Inoffensive Centrist Democracy

Postby Ithalian Empire » Thu May 23, 2019 8:03 pm

Turmenista wrote:Space Gangland

Accepted my dude.
Eat ,Drink, and be mary, for tomorrow we die.
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Shadowwell
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Posts: 15167
Founded: Jan 26, 2015
Ex-Nation

Postby Shadowwell » Thu May 23, 2019 8:17 pm

Putting this here since discord is being a pain for me at the moment.

Where it explains concerning the stats it should say Four stats instead of Three Stats. Additionally, it probably would not be a bad idea to specify that the stat points mentioned with each class of nation are their pool and not the default of that specific nation size. Unless that has already been discussed previously or such. What is a reasonable size of a fleet or the Navy as a whole for that matter, under 1000 a max of 10000, none of the above?
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Anowa
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Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Thu May 23, 2019 10:51 pm

General Information

Nation Name: Orion Systems Alliance
Government: Multi-Party General Assembly
Power Rating: First Rate
Population: ~498 Billion
Systems: 289
Races
  • Locomotor System:
      The Aelid locomotor system is rather unique, as with all species. They are a bipedal, digitigrade race, with rotation capable wrists, shoulders, ankles, necks and spines, and locking joints consisting of elbows, knees, wrists, and ankles. Their rib cage consists of eight total bone plates wrapping around their vital abdominal organs. Overall tissue composition is roughly 5x denser than a human's, with muscle tissues of legs being fuller and longer due to the limb's inherent design. Hips are naturally on the wider side of things for balancing and reproductive purposes. Upper limbs are relatively well muscled, capable of feats similar to that of a human's, while they end in 2 thick fingers and 2 thumbs with a 270* range of motion on each hand. A thick tail roughly equal in length with the abdominal cavity continues from their spine to give an easier time of regaining a sense of balance. Head tissues are largely without muscles beyond that of facial and mandible movement.

      68 teeth composed of boron nitride produce very dense and hard teeth, aligned across upper and lower jaws, while also lining a pair of 2 'cheek' mandibles in a jagged array, with canine, incisor, and molar sets all present for an omnivorous diet. A vestigial crest of bone makes up the forehead and temples of the head, usually ending in 1-3 flat horns coated with a layer of thin epidermis. Average height is between 6'5 and 8'2. With healthy weight ranging around 850-1260 lbs on average.

      Physical feats in a 1 G environment include a peak running speed of 44 km/h, a weightlifting record of roughly 1800 pounds, and a stamina to run at a rough jogging pace for roughly 3 hours before fatigue prevented any further participation.
  • Integumentary System
    • Epidermal systems include a collection of tiny, smooth, pebble like scales. Usually with the coloring of blue-gray shades in 'exterior' surfaces such as the legs, arms, head, and back. While brown to orange pigment covers 'interior' surfaces such as the groin, stomach and throat. Scales are largely composed of barium compounds, and are an evolutionary trait to avoid ionizing radiation damage. They offer no real physical protection outside that of a natural radiation defense.
  • Digestive System
      There is no real uniqueness to the Aelid digestive system outside that of having two stomachs, a 17 inch prehensile tongue, a large liver, and a gizzard. Relative digestive period is that of 31 hours.
  • Renal System
      The Aelid renal system consists of five organs, four 'kidneys' and a sizeable bladder. The four Kidneys are located directly in the pelvis near the bladder, and filter the blood waste from the circulatory system and reduce it to simple urine. Attached to each is two analogues of the human adrenal glands. While the bladder is a simple 'holding tank', capable of holding ~1.7 litres of fluid before needing to be drained.
  • Cardiopulmonary System
      The cardiopulmonary system of the Aelids is that of a high oxygen intake due to the haemocyanin nature of the Aelid's blood. Four lungs each capable of holding 7 litres occupy a majority of the upper abdominal cavity, while a heart with 8 separate chambers (in essence 2 hearts as a part of the same organ)pumps indefinitely to keep an ample supply of blood flowing. Average BPM for the adults of the species is that of 85-130 resting rate.
  • Endocrine System
      The Aelid endocrine system is largely similar to that of any other species, chemicals and proteins to aid in sleep, fight or flight, and internal time keeping are all present, as well as the presence of an Aelid 'telomerase'. A protein that repairs the DNA of the species after ionizing radiation damage, keeping the species immune to cancer and degenerative diseases, but also giving them naturally long life spans, ranging into the multiple century range.
  • Circulatory System
      The Aelid circulatory system is that of a pastel wet dream. A deep blue and mildly fluorescent fluid consisting of haemocyanin and a respective Luciferin like compound, occupies the arteries and organs of the species. As a result, mucous membranes and thin layers of skin seem to glow in low light conditions, such as sclera, lips, gingiva, tongue, nostrils, head crest and reproductive organs. Average blood pressure is that of 110-160/80 mm Hg.
  • Ocular System
      The Aelid ocular system is a rather unique one, sclera are shielded from ionizing radiation by Barium compounds, and as usual result in deep grey pigment. Iris usually display cyan to navy blue pigments, with the odd orange or white making an appearance. 5 color receptive cones result in a much broader array of vision than a human eye, while allowing slightly better visual capabilities in low light conditions. A dark nictitating membrane keep the eye fully protected from light radiation, allowing very bright light to be filtered.
  • Reproductive System
      The Aelids are a species of hermaphroditic xenomammals, they reproduce via placental viviparity, typically in litters of three to five. With a gestation period of 11 months. Aelids reach sexual maturity at 12 Solar years


  • Locomotor System:
    • Xin are bipedal digitigrade, xenoarthropod race, broken into four sections: head, pelvis and abdomen. As insectoids they lack a endoskeleton and as such, only have their external structure as an anchor point for musculature and tendons. Muscle and tendon structure is roughly 2x denser than the human average.

      They have 6 limbs arrranged into 2 sets of arms and 1 set of legs. The arms are identified as super and subarms, super being the larger, higher arms, while the sub arms are the lower smaller manipulators, all sets have locking elbow and wrist joints, and a similar range of motion to human specimen. Both sets of arms attach to the abdomen, while the legs attach to the pelvis. Hands contain 2 dexterous fingers and a thumb.

      The head supports a pair of feathery sensory antennae and a pair of compound eyes capable of giving 290 degrees of forward and rearward vision. The mouth consists of sets of mandibles like those found on insects.

      Xin contain two sets of wings much like Terran dragonflies. Their strength only renders them capable of lifting a young Xin in conditions up to 3 Terran Gs. Capable of lifting and moving with roughly 2x their body weight.


      Elder Xin are drastically different in both size and structure. After the pupae stage, they hatch as rather monstrous forms, shifting to quadrupedal, each leg attaches to the central pelvis, from which stems the torso upwards, and the thorax backwards. Two sets of arms remain in the same style as sub and superarms, however the abdomen is much broader and angular.

      At the rear of the abdomen are three sets of incredibly powerful wings capable of giving such beats the capacity of flight. The Exoskeleton at this point is many inches thick. Queens are similar in morphology to Elders throughout their lives.

      Average size of adolescents is roughly 5'7 to 6'1 as a healthy average, with a comparison weight of, 253-287 lbs.
      Elder Xin range between 9 to 11 ft, with a weight of 2100-3300 lbs
      Queens range from 14 to 19 ft in height, and between 2700-3800 lbs
  • Integumentary System:
    • The exoskeleton of Xin is composed mostly of a naturally occuring carbon fiber, as a result of their nigh toxic level of carbon on their homeworld. As such, the thickness of the exoskeleton can range from a couple inches to nearly a foot in elders. It is a glossy black and opalescent material giving a somewhat natural beauty to it. Among high society the exoskeleton is polished, bleached, or dyed in complex patterns.
  • Digestive System:
    • The Xin Digestive system is typical of insects, the requirement being liquid or at the very least a paste before being able to actually swallow it. This is traditionally accomplished by vomiting stomach acid onto the object of consumption, however modern technology allows the much more sanitary usage of blenders or grinders. The digestive system beyond this is normal.
  • Renal System:
    • Due to their water retention, the Xin renal system has very little water waste involved. Instead, salts simply deposit around the soft gaps in their exoskeleton as waste.
  • Cardiopulmonary System:
    • Gas exchange is a somewhat unique system in Xin. Instead of a lung system, the Xin have a rather insectoid tubular heart, as well as 5 directly parallel 'lungs'. The lungs are capable of ripping O2 from CO2, due to the ash choked landscape of their homeworld, and capable of ignoring the capacity of sulfur, carbon monoxide and other normally harmful gasses. Carbon deposits in the lungs are usually absorbed by the body within minutes.
  • Endocrine System:
    • The endocrine system of the Xin is rather typical of all species. Chemicals and proteins for sleep, fight or flight and growth are kept and excreted when needed. However due to their nature, Xin are almost constantly in a state of wakefulness with certain parts of their brain shutting down or going dormant for certain periods in their biological day-night cycle. Glands in the thorax are capable of creating a rather strong biological thread like spider silk.
  • Circulatory System:
    • A Free Circulatory system composed of hemolymph and hemocytes. No real veins or arteries to speak of.
  • Ocular System:
    • As previously stated, the ocular system of Xin are apposition compound eyes with 290 degrees of sight. They also contain 16 photoreceptor types and as such can see from deep UV all the war to Far red on the light spectrum.
  • Reproductive System:
    • Due to their nature as insectoids, Xin reproduce at an alarming rate. However infant mortality is still astonishingly high. Elder Xin designated as Queens are capable of laying close to 200 eggs per breeding period. Carrying them in a silk sack under her thorax until they hatch.


  • Locomotor System:
    • Telefids are a xenocepholopod, 95% of it's body is soft tissue, with the remainder being a single bony ridge running along it's 'head' and the four part 'beak' between it's limbs, allowing it to fit into comparatively tiny spaces, usually smaller than that of a glass mason jar. It has 12 seperate limbs, each a muscular hydrostat, each one connecting to a similarly squishy 'head'. On which are placed 4 eyes on the fore section.

      Native to shallow waters, Telefids is capable of locomotion on planets with an atmosphere of 0.8-1.3 or underwater. Each limb is coated in suction cups with those closer to the base of the trunk containing barbs. Telefids can also discharge an electric shock much like some Terran eels. A comparative crush grip force of nearly 1200 newtons gives a evolutionary history of killing bony fish and shelled sea creatures with ease.

      Average size for Telefids are 7-8 feet and roughly 90-110 pounds on average.
  • Integumentary System
    • The outer layers of the Telefids can change texture and color rather rapidly and without much thought. Capable of counter-illumination via bioluminescence triggered by the Telefids own bio-electric field.
  • Digestive System
    • The Digestive system starts at a 4 piece beak and radula, digestion occurs in a multiorgan that combines the functions of stomach and liver, before carrying on to the intestinal tract.
  • Renal System
    • Unlike most species, the role of waste filtration is performed by the heart, filtering blood and nitrogenous waste and storing the waste in a gaseous form in buoyancy or just outright filtered out through pores in it's underbelly.
  • Cardiopulmonary System
    • Unlike most seaborne creatures, the Telefids are oxygen breathing in a land dwelling sense. And have more in common with amphibians than ocean based life. The native oceans of their homeplanet are not water but continually oxygenated flourocarbons due to the geothermal activity of the ocean's floors. As such, they can breath air flawlessly, though doing so for an extended period of time may result in diaphragm muscle wasting. As such in most situations Telefids will wear environment suits when visiting non-Telefid planets.
  • Endocrine System
    • Like most creatures, day night cycles are kept, if somewhat irregular to most other species sleep schedules (sleeping up to 4 times in a 24 hour period), and growth and emotional responses are normal. Abnormally, chemicals obtained and produced by the glands in the brain allow a measure of control over dark energy. Resulting in a natural affinity for psionics across the whole species.
  • Circulatory System
    • The circulatory system, unlike most undersea mollusks, contains Hemoglobin. As a result at sufficient depths it will appear green, however it is in actuallity, red. A single two chamber heart results in a rapid heartbeat, in coordination with a rapid breathing pattern.
  • Ocular System
    • 4 eyes contain everted retinas, resulting in a complete lack of blindspot. Though despite this the eyes of the Telefids are considered redumentary due to only having two color receptive rods in their eyes. Relying mostly on their own bioelectrical senses and movement to detect prey rather than color.
  • Reproductive System
    Inverse to most cephalopods, Telefids have a prolonged life span similar to that of most sapient races, averaging at about 50 years. A sexually dimorphic species, females are marginally larger than males on average. Gestation usually takes 11 months and result in 600-1000 viable eggs.


  • Locomotor System:
    • A bipedal plantigrade, the Goru have 4 limbs, two arms and two legs. Each tipped by 5 appendages, with opposable thumbs on the hands. Tissue density is similar to that of Terrans. Hair both on the body as well as head is genetically variant from dull greys to harsh reds. The face is composed of a mouth, a pair of eyes, and a nose. While the eyes are typically almond shaped, and colored similarly to hair.

      The mouth contains 26 teeth of varying sizes from incisors to molars, composed of Hydroxyapatite, nerve cells, and bone. The chest cavity contains 30 ribs in pairs as well as two piece sternum, both part running in parallel. The spine is composed of 38 vertebrae. The Goru are an extremely flexible species, with flexible limbs that have extremely elastic connective tissues, allowing very minimal injuries from joint overextensions, torsions, or dislocations.

      The skeleton is relatively average, made mostly of calcium and Iron oxide, giving them a notably crimson hue. Bodily fluids are all brownish in tint due to the presence of nitrogen dioxide.

      Average size is 190-250 lbs and 5'11 to 6'4
  • Integumentary System
    • The outer layer of the body contains very little pigment and very susceptible to UV light. Almost the entirety of Goru race has skin ranging from chastly pale to slate grey with an almost non-existent variation outside this palette naturally. In most cases skin is decorated with various tattoos and ritualistic scars depending on tribe and heritage.
  • Digestive System
    • A system composed of a stomach, liver/pancreas/bile producer, and gastrointestinal tract, all with traditional roles.
  • Renal System
    • A system composed to four 'kidney's and a single bladder are nigh analogous to that of most other sapient species, filtering blood of waste and preparing it for excretion.
  • Cardiopulmonary System
    • Two lungs and a single, rather large, powerful heart are dedicated to a high level of endurance and prolonged periods of physical activity. Tough unlike most sapient animals, the Goru do not inhale oxygen, rather they inhale nitrogen, and exhale gaseous cyanide. Besides this the pulmonary action is no different than that of Terrans.
  • Endocrine System
    • Like many sapients, the Goru have the basic system of sleep schedule, growth and fight or flight chemicals produced by the various glands in their body. However unlike most is that their DNA is dextro and not levo, that is to say it rotates the opposite way, which can lead to varying interactions with animals non-native to their homeworld, from simply passing food without it being digested, to having their adrenaline be a highly active psychedelic, to dying from anaphlactic shock due to drinking tap water from another planet.
  • Circulatory System
    • A simple circulatory system of nitrogen carrying cells gives the blood a brown hue as veins are a notably dark grey color. Even more so than their skin, allowing larger veins and arteries to be seen beneath the skin.
  • Ocular System
    • A pair of eyes typically with white sclera and pale irises ranging from white to rose pink. Capable of seeing light with 4 color receptive cells, as well as a much more receptive degree of night vision due to the naturally darker daytime of their homeplanet.
  • Reproductive System
  • The standard reproductive system of mammals, two sexes, one bearing child and one fertilizing. gestation in Goru is typically near 10 months with a very high rate of twinning.


  • Locomotor System:
    • Forians are a broad shouldered, thick muscled and hardy race. Musculature is dense, highly tensile and elastic and very rapid in contraction. Bone structure is built heavily towards fast, violent action. 4 limbs arranged into a pair of legs and arms. Each with 4 digits, the feet having a vestigial remnant of opposable thumbs. Fur is typically brown or black, though some subraces have oorange or red fur. A mouth filled with 42 cone teeth, as well as a stout nose and two pairs of forward facing eyes.

      Forians are a very resilient species, bone structure is more geared towards sustaining high force impacts over sustained light impacts, providing a very good resistance to things like extreme blunt force, but less to resisting long term issues like shin splints, suggesting a more stationary lifestyle over a nomadic one.
  • Integumentary System
    • The outer layers of the Forian specimen is a thick leather like hide and an equally thick, shaggy fur lining. The skin is capable of retaining it's elasticity even after repeated lacerations. Scar tissue is not found in Forian biology, as such any wound that does puncture it's skin will take a notably long time to heal.
  • Digestive System
    • The Forian digestive system is notably hardy, three stomachs, nearly 65 feet of digestive tract and a digestive acid that can strip oxidation off of rock means that nearly anything and everything can be digested. From plant matter to raw minerals.
  • Renal System
    • The renal system is powered by 6 seperate kidneys, each working overtime to filter out the rather gel like blood of the Forian specimen. By life's end it is expected that 4 out of the 6 kidneys will irreparably fail due to strain.
  • Cardiopulmonary System
    • 5 Lungs, 2 of which are redundancies in case the main 2 fail, and the 5th which only biomechanically opens to take in oxygen after all 4 others have collapsed or been removed as a last ditch of survival. Forians breath standard O2 and as such go through the typical stages of gas exchange
  • Endocrine System
    • Unlike most sapients, or animals in general, most of the glands in the Forian system are not located in the brain, as there are several redundancies located around the body connected to major blood related organs.
  • Nervous System
    • The nervous system of the Forian specimen requires a special mention, as it's has a fully fledged redundancy, Not only are hard nervous fibersbound in the spinal column, but a secondary circulatory system consisting of neuroconductive fluid acts as a back up in case any nerve bundle are severed or otherwise destroyed.
  • Circulatory System
    • Another trait designed to simply survive is the blood consistency of the Forian species. Gel like and with the substance more akin to butter than a fluid, it is contained by thick arterial walls and an ungodly duo of hearts. As such it takes an excruciatingly long time for them to bleed to death from their wounds.
  • Ocular System
    • A duo of eyes are surprisingly lacking. Two color receivers and a surprisingly poor pattern recognition means that camouflaged predators will almost always win. Common colors are orange and red hues.
  • Reproductive System
    • Two genders, child bearing and siring. 12 month gestation period before the live birth of a single child.


History
Composed of The Aelid Empire, Xin Greater Hive, Telefid Republic, Goru Assembly and Forian Remnant, the history of the Orion Systems Alliance is one of peace prosperity and nigh unavoidable bloodshed.

Nearly 500 years ago, the Aelids left their ungodly homeworld and set about through the stars, years passed, and as the decades passed new encounters with the next kind came and went. First the Xin, then the Forians, with the Telefids and Goru being contacted not too far after. 200 years of peace and exploration suddenly met a wall. The Goru had wronged the Forians on the mere fact that they existed, a religious and ethnic war started, resulting in 3 of the five systems of the Goru claimed become ash and thunder in less than 3 solar months.

When the council of nations received word, they were less than pleased. The Forians were suspending of representation, as the Xin and Telefids delivered sanction upon sanction upon the Forian Confederacy, while moving fleets to reclaim the Goru's lost systems.

The Aelids, being the culture they were did not find such an agreement adequate.

In a time known by many names; The Unification War by the Xin, the Black Star War by the Telefids, The Retribution War by the Goru, the Mourning War by the Aelids, and the Gret Annihilation by the Forians. The Aelids would spend 300 years erasing all the progress and all the lives from hundreds of worlds touched by the so called Forian plague. Former allies turned into bitter enemies, planets turned to ash, and despite the Forians being a martial powerhouse the Aelids routed them to their homeworld and nearly reduced it to ash, had it not been for a stayed blow at the hands of the Goru, who considered the debt paid at such a point.

It has been, for all races, two generations or less since the war ended. While the Forian question is still being debated, the Orion Systems Alliance still heads forth on a road of discovery or conquest. Which they will yield will be up to the galaxy to decide.

Stats and Military

Military: 8
Industry: 8
Economy: 6
Agriculture: 9


Military Size ~15 Billion Strong
Navy In order of tonnage
  • 17 Super Carriers
    • Aelid Empire: 17
  • 21 Dreadnoughts
    • Aelid Empire: 10
    • Goru Assembly: 9
    • Xin Greater Hive: 2
  • 47 Carriers
    • Aelid Empire: 10
    • Goru Assembly: 9
    • Xin Greater Hive: 28
  • 150 Cruisers
    • Aelid Empire: 50
    • Goru Assembly: 50
    • Xin Greater Hive: 50
  • 360 Destroyers
    • Aelid Empire: 120
    • Goru Assembly: 120
    • Xin Greater Hive: 120
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

User avatar
Tayner
Powerbroker
 
Posts: 7913
Founded: Oct 09, 2014
Ex-Nation

Postby Tayner » Thu May 23, 2019 11:07 pm

Tag
If anyone askes where we were Saturday at 14:30, we were at The Pub, understand?

-If it's stupid, but it works, it ain't stupid.
-No Combat Ready unit has ever passed inspection.
-No Inspection Ready unit has ever passed combat.
-There is nothing more satisfying to you then having the enemy shoot at you, and miss.
-Remember, your weapon was made by the lowest bidder.
Disclaimer: The sig is out of date and I probably won't update it

User avatar
Tayner
Powerbroker
 
Posts: 7913
Founded: Oct 09, 2014
Ex-Nation

Postby Tayner » Thu May 23, 2019 11:44 pm

General Information

Nation Name: Exovian Governing Authority (EGA)
Government: Limited Monarchy/Empire
Power Rating: Second Rate
Tech Rating Tier 2
Population: 280 Billion
Systems: 117
Races Evoxian (Majority, with few assimilated races of negligible numbers)
History History and Culture: The History of the Evox is long and prideful for them. After the tribal stages, and the Iron Age they entered a golden age, exploring their own world as ancient powers carved up the world. Wars were fought over territories and trade routes alike, and eventually the two largest powers, The Kingdom of Ederi and the Kingdom of Kaisoren, were matched. Alliances and betraying countries would shape the turn of the war that now encompassed the globe, but eventually the Kingdom of Ederi would win, with the support of many smaller countries.

However, while the world was broken over this war, the Kingdom of Eredi capitalized. They married into many countries and simply bought others. By then, they had more than enough power to conquer or intimidate the other countries into their fold. A golden age would soon come as industrialism spread outside of the wealthiest regions of the planet. Many great works such as plays, musical compositions, and texts would emerge. Being a farmer no longer meant being poor, and a middle class grew of wealthy planters and factory managers.

However, the Kingdom of Ederi would grow overbearing and corrupt, laying in the road to a revolutionary age. Peasant rebellions and bourgeoisie uprisings would topple the ruling parties of Ederi, and a new monarchy would arise under a strong social contract, The Kingdom of Evoxia, a strong uniting government that wasn't centered around the monarchy. The Senate would be founded, and the courts would be separated from the monarchy's jurisdiction, and the world would be mostly content for ages to come.

They passed the modern and post-modern ages with little of note outside of the technological advances. When they first managed to apply warp theory in a controlled experiment, the stars became the limit. The Senate approved large budgets for the scientific community to continue studying FTL methods of transportation, and approximately 150 years ago they first began to leave their home planet. Colonies and terraforming became commonplace, and they soon found themselves not to be alone in the galaxy. Managing to build peaceful relationships with their neighbors, they prospered.
Stats and Military

Military: 7
Industry: 7
Economy:[b] 8
[b]Agriculture:[b] 6


[b]Military Size
8.4 Billion
Navy
Suppercarriers: 1
Carriers: 10
Dreadnoughts: 19
Battleships: 43
Destroyers: 87
Cruisers: 129
Frigates: 210
Corvettes: 93
Small Tonnage Vessels: (Tugs, transports, and PT Boats): 400
Fighters: 2,000 (Not all fleetborne)
If anyone askes where we were Saturday at 14:30, we were at The Pub, understand?

-If it's stupid, but it works, it ain't stupid.
-No Combat Ready unit has ever passed inspection.
-No Inspection Ready unit has ever passed combat.
-There is nothing more satisfying to you then having the enemy shoot at you, and miss.
-Remember, your weapon was made by the lowest bidder.
Disclaimer: The sig is out of date and I probably won't update it

User avatar
Ithalian Empire
Senator
 
Posts: 3795
Founded: Jan 19, 2015
Inoffensive Centrist Democracy

Postby Ithalian Empire » Fri May 24, 2019 10:01 am

Anowa, Tayner and Endem are accepted. I'll give the roster and update sometime this weekend as well has having my app done.
Eat ,Drink, and be mary, for tomorrow we die.
PRAISE THE FOUNDERS

The poster licks five public door handles a day to compare there taste.

User avatar
Deutschess Kaiserreich
Ambassador
 
Posts: 1484
Founded: Sep 23, 2018
Ex-Nation

Postby Deutschess Kaiserreich » Sat May 25, 2019 12:25 am

I kinda want to do a Prussian-Swedish style empire.
The Deutsches Kaiserreich
The Kaiserriech is an alternative history timeline where Germany won the First Weltkreig. Currently, the Kaiserriech is a Federal Monarchy. Our current leader is Victoria Louise Adelheid Mathilde Charlotte the Second. For more information.
Socialist Minecraft Server wrote:Im thinking about what im thinking about what im thinking
Ethnic Female German living in [REDACTED] (Not comfortable with revealing my identity).

Proud Monarch of the ♔♚IMPERION COALITION♚♔
Retconning lots of lore so expect some non-sensical parts in my factbooks.

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