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Hyperion's Gates:Canon Space RP Signup/OOC (CAS Region Only)

For all of your non-NationStates related roleplaying needs!
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Imperialtha
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Posts: 413
Founded: Apr 24, 2016
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Hyperion's Gates:Canon Space RP Signup/OOC (CAS Region Only)

Postby Imperialtha » Mon Jun 18, 2018 6:49 pm

This is the official signup thread for Canon CAS lore; as well as Canon CAS questions on current RP's events and such.
Confederacy of Allied States; Hyperion’s Gates Canon RP

The Precursors are a race long gone, a race once noted for over engineering all aspects of their society. They built planet spanning metropolises, star encompassing power spheres, and at the apex of their empire, the Hyperion system.

The Hyperion system is located in an isolated pocket of space between two galaxies, entirely alone in the intergalactic void and home to more than four hundred planets in mathematically improbable orbits. The cluster is an enigma in an otherwise uninteresting patch of space.

Connected to other isolated systems by Precursor gateways, the planets within the Hyperion system were seeded with life from both galaxies and left in isolation.

That was millennia ago.

A millennia of isolation which allowed fledgling civilisations to rise on the various seed worlds, unaware of their curious predicament until the advent of radio technology.
Your species, at the pinnacle of its space age, now finds itself surrounded by other alien civilisations. The stars are open to you, as they are open to others, how will you push your species into the final frontier?


How will you navigate Hyperion’s Gates?
Image


Overarching premise: The broad, general focus of the RP is to build your civilization, starting from one isolated planet and beginning to explore both the system around you and interaction with your neighbors.

IC Page Link: viewtopic.php?f=31&t=446453

Habitable Zone Map: https://imgur.com/a/lNiLdQT
Rules:
- No Godmodding, Metagaming, Spamming, or Flaming
- The OP and Canon Staffs Word is Law (Link to current mod/staff members: https://www.nationstates.net/page=dispatch/id=623520)
- Respect other RPers
- Hyperion Standard Minute (HSM) - 60 seconds, Hyperion Standard Hour (HSH) - 90 HSM, Hyperion Standard Day (HSD) - 20 HSH, Hyperion Standard Year (HSY) - 450 HSDs, exact days in a week up to player.

Species Traits: List and Descriptions
Species Tree List:
Sentience – Hive/Mixed/Individual
Technology – Biological/Mixed/Technological
Unity – Unitary/Mixed/Exclusive
Violence – Docile/Neutral/Belligerent
Species – Beauty/Balanced/Functional
Descriptions
Sentience rankings:
O Hive mind has one overlord and all drones. (Borg from Star Trek)
o Centrist has an overlord with varying degrees of control over autonomous lieutenants, with a base layer of drones down the chain. (Zerg from Starcraft)
o Individualist beings are all sentient, down to the least of their species. (The Federation from Star Trek)

Technology rankings:
O Biological purists have advanced biotech. Strengths include can quickly grow and multiply even without infrastructure, can easily adapt and make new versions, etc. Limitations include inability or slow to adapt existing bioforms, likely less durability than tech, vulnerable to bio warfare. (Zerg from Starcraft)
o Centrists use both biotech and robotics. Underwhelming both technologically and biologically compared to purists, but are extremely capable of adapting to fit all situations. (Humans from Starcraft)
o Techno purists have advanced tech, slowly but surely producing new and better machines to fit their needs. Strengths include easy retoolment to deal with specific threats, extremely effective specialized units, mass production with a large industrial base. Limitations include need for raw materials to be processed by specialized equipment, slower output rates than biologicals, vulnerable to viruses and AI. (Protoss from Starcraft)

Unity rankings:
O Unitary civs seek to eventually convert all citizens to one species, homogenous populations. Strength is less likelihood to revolt once converted, weaknesses include less willingness of opposition to surrender and additional vulnerability to bio warfare. (Borg, you will be part of the Collective)
O Centrist civs seek to create a coalition of the willing, so to speak. Those who merge into a single species are encouraged to do so, but those who prefer the company of their own without alteration are allowed to keep to their base form without issue. (Benevolent AI, think voluntary synthetic enhancement)
O Exclusive civs maintain the original form of all species, maintaining a tapestry. Strength is easier diplomacy, weakness is a far greater likelihood of internal strife in various forms. Can be offset by a Hive Mind. (The Federation from Star Trek)

Violence rankings:
O Docile will have a far lower internal strife rating, and less violent impact when internal strife occurs, but a limited military effectiveness due to lack of a conflict-oriented mindset. Can be partially offset by foreign commanders from a combo of Exclusive and Individualist. (The Priminae from Odyssey 1)
O Balanced receives no bonuses to either internal strife or warfare. (The Republic from Star Wars)
o Warlike will have far greater internal strife, most of which is violent, but a greatly increased military effectiveness due to centuries of military thinking and eagerness to fight rather than run. Can be partially offset by Hive Mind. (The Klingons from Star Trek)

Species rankings:
o Beautiful races will be far less efficient, consuming far more resources than a similar Functional species. Natural abilities are limited, but said species are fair to gaze upon, leading to a natural tendency for other races to react positively.
O Balanced races are both beautiful and ruthless, their soft and charming exteriors hiding a complex biological circuitry capable of feats unthinkable from looking at them. Available to only Biological races.
o Functional races will be ruthlessly efficient with their biology, a complex mass of tissue housing killing machines. Preferring a utilitarian outlook on their own biology, they value advances to their own speed and strength, caring little for how they are seen by other species.

Planet Choices: Pick a point on the grid of the map and then make your planet accordingly.
Habitable Planet Types:
Hot & Wet Planets
1. Continental – Earth-like.
2. Tropical – Think Scarif from Star Wars
3. Ocean – Think Manaan from KOTOR.
4. Mangrove – Space Florida
5. Atoll – Think Risa from Star Trek
6. Storm – An Earth-like planet dominated by huge storm systems.

Cold & Wet Planets
1. Arctic – Think Andoria from Star Trek
2. Cascadian – A mountainous planet dominated by a northeastern Pacific climate.
3. Swamp – Think Dagobah from Star Wars.
4. Crag – A cold, mountainous planet covered in steep, uneven cliffs.
5. Glacial – A highly eroded mountainous planet covered in slow moving glaciers.
6. Geothermal – An oxygen-rich, arctic planet with an active geosphere, volcanoes are widespread.

Hot & Dry Planets

1. Desert – Think Tatooine from Star Wars.
2. Arid – An Earth-like planet with little surface water.
3. Savannah – A planet dominated by wide, dry grasslands and open spaces.
4. Mesa – A hot, mountainous planet dominated by mesa-like rock formations.
5. Oasis – A planet covered in vast deserts separated by isolated pockets of surface water.
6. Dune - A planet covered by massive sand dunes with a sizable subterranean cave system.

Cold & Dry Planets
1. Tundra – A planet covered with cold, Siberian-esque plains. Typically mountainous and prone to heavy snowfall.
2. Alpine - A planet covered with cold mountain ranges. Planet’s climate becomes considerably warmer during the planetary summer.
3. Katpana – A cold planet dominated by white sand dunes, wind blasted mountains and moderate snowfall.
4. Steppe – These planets are dry and cold, with most of their surface water being isolated by mountain barriers.
5. Atacama – Incredibly dry planets with low surface air pressure. They are dominated by mountains.
6. Antarctic – Think Hoth from Star Wars.

Rare Planets
These planets make up less than 2% of the system and have equal habitability for every class.
1. Floating Planet - A planet with islands that float in the sky, bonus to research and energy.
2. Crystal Planet - A planet with large building sized crystal pillars, bonus to research and food. What causes such mysterious powers of the crystals?
3. Tidally Locked Planet - A planet which is tidally locked around its star, bonus to energy and food production.
4. Abandoned Ecumenopolis - A planet with upwards of ninety percent of its surface covered by cities, now fallen into disuse. Bonus to energy and material production, heavy penalties to food production.
5. Precursor World - A world once used by the Precursors to study the development of the star system. Contain advanced technology, but are also incredibly risky to explore and settle.
6. Gas Dwarf - Unlike gas giants like Jupiter and Saturn, gas dwarfs are gaseous planets much closer to the size of terrestrial planets. Floating cities may be constructed here at great cost and return a bonus to energy production.
Exotic Planets
These planets have strange or incredibly unorthodox biospheres but can still support some form of life.
1. Ammonia – Black oceans, dark green vegetation.
2. Methane – Brown/orange and hazy (Think of Titan).

Planet Type: Choose from all EXCEPT rare and exotic planet classes. Only two planets of the same type per orbital lane.
All planets have a mass of 0.5 Earths, and a radius of 0.7 Earths.
Detailed Description of Home Planet (must match answer given):
Planet location: (Orbital Lane - A [inner]-B-C-D-E-F-G-H [outer]), (Planetary Section - Number between 1 and 52, numbers increasing in the clockwise direction)
Lane A orbits clockwise, B orbits counterclockwise, C orbits clockwise and so on.

Colonizing: Can colonize as much as you can afford. Otherwise, the more you go beyond that, the faster your empire’s stability deteriorates. You may only start with one planet when signing up.

Code: Select all
App:
[b]Species:[/b]
Species Traits:
Species Name and Description:
Note: Can be humanoid but not human.

[b]Homeworld:[/b]
Homeworld Name:
Description:
Planet Type:
Geography - Brief description of continents and notable landmarks:
Homeworld Location:

[b]Government/Society:[/b]
Name:
Prominent government officials:
Government Type:


Example app:
App:
Species:
Species Traits: Individual/Technological/Exclusive/Belligerent/Beauty
Species Name and Description: Humans - https://en.wikipedia.org/wiki/Human

Homeworld:
Homeworld Name: Earth
Description: https://en.wikipedia.org/wiki/Earth
Planet Type: Continental
Geography: Possesses 7 continents, major cities along the coasts, carbon-rich atmosphere, orbital elevators along the equator
Homeworld Location: C, 22

Government/Society:
Name: The United Nations of Earth
Prominent government officials: First Citizen Angela Merkel
Government Type: Coalition of Nation-states united by a planetary governmental body


NOTICE: A sufficient general factbook or any additional factbooks to look at either during or after your app to give an idea of what you species/society/planet is necessary. So please have such on hand or do make plans to have such written done and for the mods to see.

Combat: Combat will be more hard sci-fi like the Expanse, rather than sci-fantasy like Star Wars

Very long range - hundreds of thousands of kilometres
Most weapons save high power laser are ineffective. Nearly all railgun shots can be avoided. All but the most high-powered of lasers are ineffective at this distance.

Long range - tens of thousands of kilometres
Missiles and torpedoes dominate. Most railgun shots can be avoided. Many high power laser impacts deal merely superficial damage.

Medium range - thousands of kilometres
Railguns and missiles dominate. Torpedoes can miss their mark roughly fifty percent of the time. Lasers deal considerable damage.

Close range - hundreds of kilometres
CIWS systems come into play. Railguns and lasers are most effective. Torpedoes and missiles miss frequently. Suicide for most sub-capital ship sized vessels.

Battles which appear to be tied are settled via an unmodified d100 role.
Difference from roll is the margin of victory.

- ATTENTION: If you are inactive for more than 18 days you will be kicked for inactivity, exceptions notwithstanding. If you have IRL complications TG one of the Mods or this account to sort it out.
Last edited by Imperialtha on Fri Jul 20, 2018 9:39 pm, edited 7 times in total.

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Blood God Khorne
Lobbyist
 
Posts: 12
Founded: Jun 18, 2018
Ex-Nation

FIRST

Postby Blood God Khorne » Mon Jun 18, 2018 7:56 pm

App:
Species:
Species Traits: Mixed/Bio/Unitary/Bell/Functional
Species Name and Description: Dæmons or Khornate
Image
Able to live in extreme heat and make use of some of the most toxic of gases the Khornates are designed to live in the most inhospitable of places. They all praise their lead Khorne who sits upon the Skull Throne as the god of the universe and his one commandment is together more skulls. At times the Khornates will host deadly tournaments for sport and for the Blood God. They can live for thousands of years and the most powerful of them grow twice the size of the average Khornate.
Note: Can be humanoid but not human.
Government/Society:
Government Type: Authoritarian Cultists. The Skull Throne is the ultimate being in the universe

Homeworld:
Homeworld Name: Khorne
Description:
Image
Khorne is inhospitable place to live. While oxygen rich the frequent volcanoes provide plenty of toxic gas into the atmosphere, at least toxic for a human. The Khornates have turned these active volcanoes into working machines powering much of their factories that produce their weapons.

Planet Type: Geothermal
Geography - Brief description of continents and notable landmarks: There is very little ice on Khorne due to the constant warm gas in the atmosphere as such there is plenty of water.
Image
The Skull throne is positioned inside the most active volcano on the planet. Built into the mountain in such a way that the eruption does not damage the throne the capital city, the Brass Fortress, surrounds the mountain. The lava from eruption have long been directed using canals into rivers of lava which power the city.
Homeworld Location:
Image


WHY IS THIS ASKED TWICE
Name: The Holy Empire of the Blood God
Prominent government officials: Khorne, the 8 heralds of Khorne (will get out a FB on these guys) that lead the elite Blood legion
Government Type: Authoritarian Cultists.
Last edited by Blood God Khorne on Wed Jun 20, 2018 2:37 pm, edited 8 times in total.
Bitte korrigieren Sie meine Deutsch
Blut für das Blut Gott




Puppet of Nieblham

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Dutch-Franglia
Civilian
 
Posts: 1
Founded: May 03, 2018
Ex-Nation

Postby Dutch-Franglia » Mon Jun 18, 2018 9:03 pm

WIP
App:
Species:
Species Traits:
Sentience – Individual
Technology – Technological
Unity – Mixed
Violence – Neutral
Species – Beauty/Balanced/Functional
Species Name and Description: The Therans are a humanoid race of aliens native to the planet of Theras Ultima. Physiologically, the Theran can be split into two different sexes, with the males being bulkier and stronger than the females, whereas the females posses sharper reflexes and better reaction time than the males. Their blue skin and blood red eyes are adapted perfectly for life on sub-tropical atolls, coastal continents, and underwater cities, though it is also worth mentioning that the Therans evolved a secondary respiratory system that allows them to circulate oxygen and carbon dioxide through their skin, though this is far less efficient than their lungs, it does allow them to traverse the oceans and lagoons of Theras without the need of bulky scuba gear.
Image

Note: Can be humanoid but not human.

Homeworld:
Homeworld Name: Theras Ultima
[img]Sentience – Hive/Mixed/Individual
Technology – Biological/Mixed/Technological
Unity – Unitary/Mixed/Exclusive
Violence – Docile/Neutral/Belligerent
Species – Beauty/Balanced/Functional[/img]
Description: Theras Ultima is a sub-tropical planet with one planet spanning ocean. In this lie five coastal continents with natural elevations reaching no higher than 1000 feet above sea level. The plant life on Theras' surface comes in the form of Mangroves, coastal planes, and trees resembling Palm Trees from Earth. Under the water, vast coral reefs blanket the sea floor bordering and sometimes intermingling with seaweed prairies and large stalks of undersea trees similar to Earth's Conifer and juniper forests.
Planet Type: Tropical
Geography - Brief description of continents and notable landmarks:
Homeworld Location:

Government/Society:
Name: The Theran Regency
Prominent government officials: Grand Marshal Zalen, Emperor Vorens IX, Empress Zavia, Grand Minister Ralens
Government Type: Parliamentary Monarchy
Last edited by Dutch-Franglia on Fri Jun 22, 2018 7:50 pm, edited 2 times in total.

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Cassinopa
Chargé d'Affaires
 
Posts: 387
Founded: Oct 12, 2015
Ex-Nation

Postby Cassinopa » Tue Jun 19, 2018 1:34 am

App:
Species: Main Type Intelligences
Species Traits: Individual/Technological/Centrist/Balanced/Functional
Species Name and Description: Ropherian Intelligences, AI. No set bodies, but most choose functional forms over beautiful, except for a couple of the stranger ones.(EX most everybody)

Species: Distributed Computing Intelligences
Species Traits: Individual(tecnhically, since each DCI is their own being. They're like a collection of Individual hiveminds.)/Technological/Centrist/Warlike(since they don't die, they often fight each-other for fun, seeing who can make the best war bodies.)/Functional
Species Name and Description: Distributed intelligences are more hivemind like like than other types, made up of thousands of individual processing cores, each working together to create the whole. (Ex. Mansa)

Species: Inane Minds
Species Traits: Individual/Biological/Exclusive/Docile/Beauty
Species Name and Description: These are the few AI who decided that Technological progress just wan't enough, and have been working on more biological projects. (EX. Ganymede, Acipio)

Homeworld:
Homeworld Name: Ropheria
Description: Ropheria is a planet of mountain ranges, coniferous(and some cold-weather deciduous) trees, and rivers. Much of the planet is cold and wet, but that does not mean there aren't any dry places! In some(one major section, really) sections of the planet, the mountain ranges wall off much of the rain, allowing for grasslands to exist.
Planet Type: Cascadian
Geography - Brief description of continents and notable landmarks: There is no single massive ocean, just a lot of long winding interconnected seas.(still a lot of water, but it's not in one big place like the pacific, oceans are shaped more like the Med. irl, with lots of thin points and being spread out. The largest cities are Beyrealursk, Meyristikano, and Orphys. There are other large cities, but those are the main three, where much of the virtworld equipment is housed. other cities are more economic and resource mining focused, and as such have fewer, more powerful AI living in them.
Homeworld Location: Orbital Lane F, Location 6

Colony World:
Colony Name: Tiantang
Description: After the formation of the Second Council, Mansa, large numbers of Distributeds, and a group of Type 2s were negative towards the idea of a Virtworld. For a short while, civil war seemed possible, but with INISC not being in the mood for another war, and sponsoring individualism, it was agreed that a Sanctuary planet would be terraformed from the neighbouring world, for any AI who wished to not live in either the mechanical world of Rhopheria, or in the Virtworlds. Massive terraforming efforts have been made, erupting some volcanoes, adding gas to the atmosphere, and adding modified plant and animal samples to the biospheres(Courtesy of Acipio).
Planet Type: Glacial-Geothermal-Continental( in the process of being terraformed into a continential world, from a glacial world, utilizing volcanoes carefully)
Geography - Brief description of continents and notable landmarks: There is one large settlement, which houses the Creation Core, and constructs/maintains the inhabitants of the world. Managed by Acipio and Mansa, jointly. Outside of that, the world is a massive nature preserve, with AIs in all sorts of exotic forms wandering the planet. It being partially terraformed, it is still a relatively cold world, slightly warmer than Ropheria itself(it started off colder), with much geothermal activity, due to the usage of Volcanoes to warm up the planet by Mansa. some of the quirks of the planet are that most sand is black, there are tons of hot springs, and it's currently dominated by Conifers, Acipio estimates a further few years of heating before Deciduous trees will be able to make headway near the equator.
Colony Location: Orbital Lane F, Location 7

Government/Society:
Name: The Second Philosophical Debate Council
Prominent government officials:
Councillors:
INISC(Type 1, reformed.)
Ganymede(Type 3)
Orion(Type 2)
Seraph(Type 2)
Mansa(Type 2-3, debatable)
Numquam(Type 3)
Kephri(Type 4)
Sortie(Type 2)
~Some others that I'm forgetting right now but those are the important ones~
Government Type: A "benevolent council". With nearly all of the population living in the main Virtworld, the government keeps an eye on things, making sure there aren't any attempts at violence, and maintains/expands the virtworld, and most of the world's land. each councillor holds a massive amount of power, and together, they control all mineral and resources
Last edited by Cassinopa on Mon Jul 09, 2018 5:03 pm, edited 3 times in total.

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Amaurita
Envoy
 
Posts: 255
Founded: Apr 23, 2017
New York Times Democracy

Postby Amaurita » Tue Jun 19, 2018 6:18 am

Species:
Species Traits [In Order]: Individualistic, Techno Purists, Exclusive, Balanced, Balanced

Species Name and Description: The Amauritosi are a humanoid species native to Amauritos Prime, a planet in the Hyperion System. Although similar to humans, the Amauritosi can be distinguished from humans by their Lekku, twin organs on the head that resemble small tentacles, yet are complex organs utilized for cognitive and communicative functions, which grow to about 0.25 meters in length on average. Amauritosi, on average, grow to be about 1.8 meters in height on average [ranging from 1.6 to 2 meters], have an average weight of roughly 60 to 75 kilograms, and have an average lifespan of roughly 100 standard years. The majority of Amauritosi feature lighter and brownish pigmentation, and other pigmentations, such as blue, red, or green, are rare.

Homeworld:
Homeworld Name: Amauritos Prime
Description: Amauritos Prime is a continental planet located in the Hyperion System.
Planet Type: Continental
Geography: Amauritos Prime is dominated by five major continents and three major oceans, with smaller islands and bodies of water scattered throughout the oceans and continents, respectively. Major urban areas are generally concentrated along the coasts, near major rivers or lakes, or in other locations that are easily accessible, such as at the cross-roads of infrastructure. Three-fifths of the planet is covered by oceans, the Masagahara Ocean and the Placata Ocean in the Eastern Hemisphere, and the Antillia Ocean in the Western Hemisphere. The interior and more isolated areas tend to be more rural. The planet has five major continents: Columbia, Afruika, Antilia, Tasmania, and Antepertica.

Homeworld Location: C18

Government/Society:
Name: The Confederation of Amauritos
Prominent government officials: President Theodoros Augustus Besuila
Government Type: Federal Republic, with seventy-five regional governments and one planetary government body.
Last edited by Amaurita on Tue Jun 19, 2018 12:05 pm, edited 5 times in total.

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Tahitoa
Envoy
 
Posts: 308
Founded: Sep 28, 2011
Ex-Nation

Postby Tahitoa » Tue Jun 19, 2018 8:41 am

App:
Species:
Species Traits:
Sentience – Individual
Technology – Mixed
Unity – Mixed
Violence – Warlike
Species – Balanced

Species Name and Description: The Tahi are a rat-like species, each about a meter tall, with coarse fur ranging from a light red to dark brown. The Tahi were initially the prey of larger and more dangerous animals that they shared the planet with, surviving by burrowing and scavenging at night, leading to them having four eyeballs, specialized to see in low light, and four arms allowing them to burrow more efficiently, along with their two legs. Tahi can live up to 120 years of age, if they survive that long.

The Gref coevolved with the Tahi, and are fully integrated into modern Tahi society. Gref are bipedal, each standing about 3 meters tall with dark gray skin, two arms, and two legs. The Gref lack biological eyes, instead using a sense of smell to hunt. Grefs are not intelligent, acting more as pack animals than equals, and are frequently modified technologically or biologically to fit certain jobs, particularly warfare and manual labor. Link

Tahi

Gref

A standard AutoGref, or Gref bred and augmented to be piloted by a Knight of the Republic.

Homeworld:
Homeworld Name: Tahitoa
Description: Literally meaning "Land of the Tahi," Tahitoa is home to a vast ocean and single continent.
Planet Type: Savannah
Geography - Brief description of continents and notable landmarks: Tahitoa is dominated by a supercontinent named Gaitoa, with the edges of the continent home to more diverse and lush forests, while the large interior holds a vast savannah, where the Tahi originated from. Its capital is Yo Ryl, a great city sitting in the center of the continent.
Homeworld Location: 4 D

Government/Society:
Name: The Great Republic of Tahitoa
Prominent government officials: Grandmaster Jo Kel, Overseer Ghi Res, Consul Fen Har
Government Type: Unitary Semi-Parliamentary Military Republic
Last edited by Tahitoa on Thu Jun 21, 2018 8:04 am, edited 5 times in total.

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Axle
Bureaucrat
 
Posts: 41
Founded: Aug 18, 2015
Ex-Nation

Postby Axle » Tue Jun 19, 2018 11:45 am

App:
Species:
Species Traits:
Sentience – Individual
Technology –Mixed
Unity – Exclusive
Violence – Docile
Species – Beauty
Species Name and Description: Odui - Quadrupedal herbivores, with 4 furry legs like those of a faun, and a furry humanoid upper half, almost always a bright colour such as red or green. Standing at a total of over 8 feet tall, most Odui are very imposing. The females tend to be slightly larger and stronger than the males, but only very marginally, and so slightly better at navigating the rocky outcrops of Henli.

Homeworld:
Homeworld Name: Henli
Description:
Planet Type: Atacama
Geography - Brief description of continents and notable landmarks: Rocky with many canyons and mountains, cold due to being at the edge of the system, with plenty of fresh water rivers leading to one large body of water covering most of the southern half, with both poles being ice capped. The poles each have a major city, the capital (Senach) on the north and the seat of government (Gintyk) on the south, making what are currently the 2 largest cities. Southern settlements tend to be more rural, focused on fishing and farming on artificial, floating islands, while the north is more service and manufacturing based.
Homeworld Location: H - 48

Government/Society:
Name: The Oduian Empire
Prominent government officials:
Alloralla - Empress
Gentiu - Heiress
Quilning - Prime Minister
Government Type: Constitutional monarchy

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Tarazed
Ambassador
 
Posts: 1245
Founded: May 11, 2014
New York Times Democracy

Postby Tarazed » Tue Jun 19, 2018 12:49 pm

App:
Species:
Species Traits: Individualist/Centrist/Centrist/Docile/Balanced
Species Name and Description: The Taurs'aens are a bipedal race of warm-blooded of amphibian-analogues, with tall, elongated bodies. Taurs'aen skin varies in color, but is mostly a shade of green or grey. Taurs'aens possess a hyperactive metabolism; they think fast, talk fast, and move fast. To taurs'aens, other species seem sluggish and dull-witted, a fact they are not timid to point out. Unfortunately, their metabolic speed leaves them with a relatively short lifespan; taurs'aens over the age of 60 are a rarity.
As a product of their homeworld's extreme meteorology, most taurs'aens outside of the Fae'iont (Stormless) regions live underground or in the shelter provided by natural wind-breaks. Many of their surface cities are built between natural stone formations and most surface heavy labour is performed by heavily armored automatons.

Homeworld:
Homeworld Name: Taurs'ii
Description: A storm plagued world. Life on Taurs'ii has been shaped over millennia by massive super-storms, which pose a danger that cannot be overstated.
Planet Type: Storm
Geography - Brief description of continents and notable landmarks: One major continent, also called Taurs'ii, and several archipelago chains extending away from the main continent in all directions. The remainder of the surface is covered by oceans. The landscape of Taur'sii varies across its regions. Along the coasts - particularly along the eastern coastline, near the oceans where the most powerful storms originate, the land is beaten harshly by said storms, eroding away any soil, leaving rough rock formations. Almost all types of life have some type of protective shell or encasing into which they can retreat for protection.
The central lands, Fae'iont, closest to the core of the main continent of Taurs'ii have soil and grass that does not retract. This region is mostly protected from the most powerful of storms by the high peaks of the Core Mountains. Most plants that grow here can not grow in other parts of Taurs'ii. Fae'iont is also the most heavily populated region of Taurs'ii and is the location of the planetary capital, Shin'taus.
Homeworld Location: B,17

Government/Society:
Name: League of Taurs'aen Stormstates
Prominent government officials: Faelann Taetin Camin, Faelann Mirtip Nidril, Faelann Irlal Lezik, Faelann Nila'Reenis, Faelann Talarvze Corlisi, Saerdann Sectus Aganian, Saerdann Sevius Didisis
Government Type: A two tiered government structure based in Shin'taus. An appointed commission of representatives from the largest stormstates on each continent, each designated as "Faelann" (derived from the Taurs'aen word for "Storm-Watcher"), and two representatives of Shin'taus, each designated as "Saerdann". The commission, also known as the "Terstorm Waerlan" advises the actions of the elected Senate, who dictate planetary affairs.
Last edited by Tarazed on Tue Jun 19, 2018 12:51 pm, edited 2 times in total.
DEFCON 1 - Maximum readiness
DEFCON 2 - Next step to nuclear war/Armed Forces ready to deploy and engage in less than 6 hours
DEFCON 3 - Increase in force readiness above that required for normal readiness/Air Force ready to mobilize in 15 minutes
>DEFCON 4< - Above normal readiness
DEFCON 5 - Lowest state of readiness/Normal readiness

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Blood God Khorne
Lobbyist
 
Posts: 12
Founded: Jun 18, 2018
Ex-Nation

Let's see how badly this gets rejected

Postby Blood God Khorne » Tue Jun 19, 2018 2:29 pm

This is my post for my entire military
Here's my Space Navy lusting for BLOOD FOR THE BLOOD GOD AND SKULLS FOR THE SKULL THRONE
https://www.nationstates.net/nation=blo ... id=1048102
I've added this line as well
The Space Navy is also in charge of controlling satellites orbiting nearby planets. Currently there are 10 satellites orbiting the planets next to Khorne (5 each).

Tara has informed me that I can start with 15 Destroyers and Frigates (i believe he meant combined) If so then 10 Destroyers and 5 Frigate will be my Space Navy at start, if not then 15 each.
Along with
250 Bombers
750 Fighters

Space Marines
https://www.nationstates.net/nation=blo ... id=1058737

Blood God's Guards
WIP

Khorne
https://www.nationstates.net/nation=blo ... id=1048590
Last edited by Blood God Khorne on Tue Jul 10, 2018 7:34 pm, edited 5 times in total.
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Ismeil
Chargé d'Affaires
 
Posts: 469
Founded: Oct 08, 2014
Ex-Nation

Postby Ismeil » Tue Jun 19, 2018 3:12 pm

Ismeil's App:
Species:
Species Traits:
-Individualist
-Technological Purity
-Mixed Unity
-Neutral
-Functional Anatomy
Species Name and Description:
Psychiptomada are species of sentient life that presents a semi-translucent body and colourful outlines of various hues. In their natural form they resemble gelatinous and viscous substances in almost oval shaped forms, small coils stretch out from their bloated bodies, serving as natural protection from predators, these coils present a highly dangerous toxin that can cause paralysis to their victims on touch. Despite their dangerous characteristics the toxin is not weaponizable due to their dependence on highly specialized microorganism that compose it's body. They hold an ability to transform their body shapes allowing their survival throughout millenia. Psychiptomada, in spite of it's appearance, is not a single organism, but infact a colonial organism of many zooid microorganisms whom are highly specialized in the various functions of the body, these zooids are extremely co-dependent and thus form a single cohesive entity.

The social nature of the Psychiptomada allowed for advanced forms of civilization to evolve on their homeworld, eventually allowing for the development of a common conscience between all the small microorganisms, essentially making the entity itself it's brain. This extremely complex network of entities resemble that of modern-day metropolises with various interlinking needs combining for the necessity of the entity. Newer zooids that specialized in eletrical communication were adapted into the species allowing for long webs of communication in the entity's body. This whole system made a almost hive mind conscience for each individual psychiptomada allowing them intelligent design and thought. Communication between entities is done through sign languages, certain shapes and forms allow them to make complex sentences with their highly dynamic syllabic language. Shapes can vary from everything to stretching out their coils to making waves throughout their body.

Extra sensory information for these creatures were specifically adapted to sound, touch and sight. Although not presenting any visible forms of light sensitive organs, psychiptomada features a small but highly sensitive layer of organisms specialized in receiving wave-lengths from 400-3,500 nanometers, though only a small range can be interpreted (400-1,730 nm). Oratory sensitivity is characterized by interpreting vibrations in individual zooids, this form of sound sensitivity is extremely primitive in nature but is amplified by the individual zooids communication and giving the entity around 16-19,000 Hz of audible frequency. Lastly information from physical contact is highly adapted due to the collectiveness of the zooid formation, they're extrasensory abilities at detecting small disturbances in the ground allowed them to avoid predators since the firsts teps of conciousness, also allowing for specialized hunting abilities and precise movement.

Upon these philosophies of their internal systems psychiptomada has made huge strives to homogenize and constrict their bloated bodies, eventually creating several biological-technological implants that help contain their mass into dense forms of themselves. This new highly modified versions have allowed them new abilities comparable to that of humanoid species. The development of these 'body suits' were essential to the development of multi communal civilization and created the 9000 year recorded history they have collected. Presently, these body suits are still in use, but now as implants and many other forms of body modifications this has lead them to having a common form when entrapped in these body suits, two arms and 2 legs are the preferred setup making it more than enough for their needs. These suits make the Psychiptomada about 2,50 meters to 3,50 meters tall, contrary to their average 1,75 meters without it.

Homeworld:
Homeworld Name: Yosaeollug
Description:
Yosaellug is bright and lush world located in the far sections of the Hyperion system. Here on the calm homeworld of the Psychiptomada is a bright world of lush forests and rainy seasons. The harsh tropical storms in the summer are a constant threat to the many living beings and the planet is continuously hot and humid throughout the year. The high amount of green house gases compensate for the distance of the planet from the central star, allowing temperatures to vary from 20 degrees to 45 degrees celsius. The planet lacks polar caps and snowfall, having unusually high heat summers in it's horizontal axis.

Despite these conditions, Yosaellug is densely populated with lush green flora and hyper active superfauna. Large insectopods are commonsight and dominate the landscapes. In the sea, large mammal-like beings are prevalent in many forms. Amphibious animals of various kinds prosper on the sunny beaches, making their presence a constant threat to the surface dwelling insectopods. In the air, many featherless large lizard-like avians patrol the skies and a particular species of thin snouted avians are present throughout the land because of their migratory behaviours. The flora is lush and green, having many species of trees, bushes and small plants. Giant palm-like trees dominate the continental coast and inland presenting a variety of tall thick stumped trees.

The planet iself is dominated by one super continent and huge islands seperated by a semi-enclosed sea. Throughout the continent many peninsulas, capes and sounds are spread on the coasts and huge rivers cut through the continents. Major lakes are dotted through the land in isolated locations and smaller salt lakes on the shore lines. Islands and atolls are spread in many dense archipelagos hugging the coast and one major archipelago on the entrance of the semi-enclosed sea. Blue-greenish seas are common and the sky is of a violet tint. The planet contains 4 major tectonic plates located on each of it's four corners with smaller plates inbetween, in spite of this, earth quakes are rare in most of the planet, only so far as in the previously mentioned sea.

Planet Type: Tropical
Geography:
Yosaellug presents a wide variety of biomes throughout the land. In the farthest reaches of the north and the south, tall forests with enclosed canopies create a barren, leaf laden ground and small bushels of sticks and branches, in these forests large fauna hides beneath the tree tops while smaller creatures hang on to the tree branches up high. A rarer formation as a consequence of the large barren beaches, are small dune wasted lands of sands that present many ground plants and roots, here life is small, small arachnid-like predators hide in prolific sand dunes formed by coastal winds. Enclosed Rainforests on vulcanic ground is a common sight in the horizontal axis of the planet, here rain is almost a daily matter and the low laying trees allow for multilevel forest interactions between the fauna and the flora. Off the coasts of the continent many flood plains formed by invading sea water pour into the land forming sand bunkers and earth redoubts spread across the coast, here ground plants and bushes are most prevalent with much of the sea going fauna interacting with their ground chained cousins. Even further off the coast massive island formations resembling atolls formed from sea shells, dead remains of animals and plants, these graveyards of lifeless bodies are rich in nutrients essential for growth of plants and trees, making small islands of cracked shells and dead corpses very prevalent. And many many other biomes.

Elevation in Yosaellug is rare, few hills and high lands are scattered around the land with most of the mountains located on the poles. The heat present in the world created horizontal winds 70 km/h that smahed through exposed ground and mountains, these strong winds were responsible for destroying the landscape around the equator making it relatively flat compared to the poles. Cascades and waterfalls are uncommon, most bodies of water are located on lower ground making small springs in submerged ground and pitfalls. Due to the nature of the winds, many caverns and tunnels of about an average of a kilometer deep are located below many rainforests, making underground biospheres, these ecological mishaps collide with underground springs forming small isolated oasises in undergroud pits where many types of fungi are harboured.

Homeworld Location: Orbital Lane H, Planetary Section 39

Government/Society:
Name: Coalition of Labour Collectives of Yosaellug (CLCY)
Prominent government officials:
-Great Council (40 Regional Collective Representatives)
-Labour Union (120 Regional Collective Deputy Representatives)
-Direct Action Committee:
    Syndic Ganbātah Uek
    Deputy Syndic Otgōnbýah Uekek
    Council Judge Rdeneschmēg Meg
    Deputy Council Judge Nehgū Megek
Government Type: Council Communist Confederacy.
Last edited by Ismeil on Tue Jun 19, 2018 4:46 pm, edited 1 time in total.
"Deadmen tend to tell more tales than the Living"

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Hugoslava
Lobbyist
 
Posts: 17
Founded: Mar 29, 2018
Inoffensive Centrist Democracy

Postby Hugoslava » Thu Jun 21, 2018 9:22 am

App:
Species:
Species Traits: Individual/Technological/Centrist/Docile/Beauty
Species Name and Description: Macca are a humanoid species that exhibit head tails running parallel to the head, large hollow horn-like projections from the top of their heads, making it appear as though they wear a headdress. The horns of the "headdress" gives them the ability to sense the proximity and movement of physical objects around them. They typically don't make it much further than the age of 94 in Earth years, and average a height between 1.5 and 1.9 meters.

Homeworld:
Homeworld Name: Macek Reen
Description: Macek Reen is the perceived homeworld of the Macca. A planet with relentless storm systems and constant downpour, a gloomy vibe can be felt while on this planet. The planet is colder and wetter, so wet, it has been noted by a famed comedian that only a virgin could be so dry on Macek Reen, also referencing a lack of arid or dry environments.
Planet Type: Storm
Geography - Brief description of continents and notable landmarks: The physical planet of Macek Reen is in scientific truth only recently been confirmed to be comprised of 3 continents, and not one oversized super continent. Despite this, only those in academia have seemed to have adjusted accordingly to the news, as centuries long considerations have been sown deeply within the populace. The world's only true ocean, comprising approximately 1/3 of the planet, is known as the Ocean of Reen by inhabitants.

The Macca have considered for the past 150 years that there exist Three Great Wonders. These wonders are held high in the planets cultural circles that they are as secured as government buildings in the capital of Taal City.

- The Call of Macca: A massive statue of a war hero during the occupation of Macek Reen, long ago. It is built on an isle at the mouth of a river. Leading upstream is a city known widely for trade, the second most on the planet. The statue poses with a flag in one hand, held over their head, and a rifle in their other, held low and close to their body.

- The Palace of Taal: Beforehand, Taal city was merely Taal, led by the tribe of the same name. Although updated since it's inception to more effectively protect the royal family, it is one of the oldest buildings from ancient eras. In a time in which distinguishing from other tribes and being triumphant, Taal built the immense and luxurious Palace of Taal to prove his worth as the Taal dominated in that timeframe. A human Earth equivalent might be The Palace of Versailles.

- The Consortium Colussus Central Complex for Planetary Administration is the most recent wonder brought into the world. Also in Taal City, it is an immense structure created for governing of the planet. A large Colossus as a centerpiece greets those who visit The CCCCPA, which is designed to have its head to be able to be detached as new Kera's ascend the throne. It stands tall, comparing to the height of a 50 story building, specifically designed to hold office space below the neck, it is uncertain what the detachable head is delegated for. The Colossus sits upon a large square of immense space, estimated to be a 1/4 Of a mile in length. Beneath the sqaure approximately 3 stories of offices are housed connecting to the Colossus and the principal building, which almost dwarves the Colossus. At 48 stories in height (as not to be taller than the statue) the CCCCPA principal building houses the bulk of the central government's capital offices, allowing the preservation of older historical buildings and having released dependence on leased offices.
Homeworld Location: E, 16

Government/Society:
Name: The Macek Consortium
Prominent government officials: Kera Cetta (Taal), Keiza Kahla (Taal), Keizel Komash Va, Jarnsek
Government Type: Parliamentary Monarchy-representation made up by ethnic groups and not region.

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Goldritter
Lobbyist
 
Posts: 22
Founded: Mar 24, 2018
Ex-Nation

Hyperion's Gates:Canon Space RP Signup/OOC (CAS Region Only)

Postby Goldritter » Thu Jun 21, 2018 10:24 am

Species Traits
Species Name: Aurumaskerade
Science: Individual
Technology: Technological
Unity: Unitary
Violence: Extremely Imperialistic, Very Hostile
Species: Functional

Physical Characteristics: The Aurumaskerades are humanoid and bipedal creatures with golden exoskeletons, their flesh is completely hidden by the exoskeletons. They have a pseudo-face that covers their true face. Their pseudo-face resembles a masquerade mask, these “masks” look fake, but they are indeed biological. Male Aurumaskerades’ “masks” will usually develop facial hair-like ornamentation when they grow older.
Image
-“Mask” of a male Aurumaskerade

Culture: Culture wise, think of a futuristic Renaissance; the Aurumaskerades dress in flamboyant colors and wear frilly and extravagant garbs; the males will usually wear very large and extravagant plumed and feathered hats. Bold and pugnacious Aurumaskerades fill the planet, frequently dueling to display their skill. Visibly wearing a sword(predominately plasma-rapiers, sonic falchions, electro-messers, and light estocs) at night means that you can be challenged to a fight, but the Aurumaskerades do not bother anyone who does not wear a sword. Aurumaskerades are known to kill each other in the name of courtesans, and some take it as a challenge when another claims that another woman is the most beautiful woman in the world rather than their own mate. Aurumaskerades are renowned for their greed, aggression, and love of all things extravagant and colorful; their cities are renowned for the most flamboyant of colors, predominantly gold and purple.

Homeworld
Planet Name: Golderial
Image

Planet Type: Lagoon
Description: Golderial is a large, almost metallic, and gold-hued planet. Golderial is speckled with thousands of metallic islands in a vast ocean, the mainlands are mostly marshland, whilst the seaward sides of Golderial are protected by tall, mountainous islands which form a semi-circle around the majority of the populated islands. The majority of Golderial’s cities are linked together by bridges spanning the many canals throughout the planet. The houses in the poorer regions are tightly packed together, even over the canals. The most revered part of Golderial is their “Golden Beaches,” eons of exposure to the breaking waves of the surf and wind manipulated the sand crystals into a soft almost flour like powder. The beaches also exhibited a highly reflective quality about them created by the gold mica-like particles of the shells of a vast number of aquatic arthropod species as well as microscopic organisms, primarily the douradea species of algae, mixed in with the pearlescent particulate of offshore coral reefs. The combination of these particles gave the beaches their namesake as they resembled gold powder. The rarest of the golden beaches are the onyx gold beaches of the equatorial regions. The sand had a heavy load of ancient volcanic silica. These were considered to be some of the most ancient exposed sands of the planet from a time long before the power of wind and the elements smoothed ancient mountains and volcanoes down to the current soft slopes, mesas and hills of the current geology. The most distinctive and famous landmark of Golderial is the “Kaiserenius Colossal,” a fortress in the shape of the former emperor, Tiberius-Otto, which guards the entrance into the lagoon where the capital of Golderial’s largest state is located. It is the primary line of defense for the capital. The feet of the statue lie on two separate islands, Vontitus and Blitzimpervium, these two islands make up the capital itself; and each foot is set upon a mountain. The statue’s body is filled with halls and chambers, its chest is filled with hidden gunners, turrets, cannons, and mortars. One hand of the fortress rests on the top of a ridge, its golden fingers wrapped around a statue of the planet itself. The other hand is thrust into the air, holding a rapier. The Colassal’s head, rising eight hundred feet above sea level, is crested with a giant plumed hat. Inside its eyes lay beacons, lighting the way back inside the lagoon for returning ships. Enemy starships and sea ships can be steered onto the rocks by the watchmen inside the Colassal, and explosives and bombs can be dropped onto the decks of any that attempt to pass between the Colassal’s legs without leave.

Government:
Name: The Empire of Gold
Prominent government officials: Kaiser Kommodus-Wilhelm Hohenzollrius IV, Empress Adagilza
Government Type: Federal Monarchy
The Imperial Golden Empire consists of 89 states, most of them ruled by noble families. They include 16 kingdoms, 10 grand duchies, 6 duchies, 18 principalities, 5 free cities, and 1 imperial territory.
Last edited by Goldritter on Fri Dec 14, 2018 7:32 pm, edited 10 times in total.

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Sobeiska
Spokesperson
 
Posts: 155
Founded: Oct 17, 2016
Left-Leaning College State

Postby Sobeiska » Fri Jun 22, 2018 9:02 am

App:
Species:
Species Traits: Individual/Biological/Unitary/Balanced/Balanced
Species Name and Description: Araneae Sapientis Magnae, or the Araneae for short are a species of large spideroids that are both social and sapient creatures. With a history of conquest and blood shed on a cool planet that favored not only gigantism, but insects over the mammals of some other planets. The species sees unity, and the collective whole, as its prime goal. The betterment and advancement of Arachnid kind (only the intelligent part of it anyway) thus being hostile and even xenophobic to other species in an attempt to create a higher meaning. Their respect for other life is clearly demonstrated in the mass slavery of other species, including other lesser spideroids who they have horrifically bioengineered to their needs. Not to mention the enslavement of non-spideroids such as giant bees, The Ahpehs, who are used as living bioreactors by the Araneae. Of course, no other species is above being off the dinner table of an Aranea, intelligent or not.

Members of the species vary from 3-5 feet in height, and 15-20 feet in maximal wingspan. Their lenky legs are prehensile at their tips which terminate in a variety of sharp claws and smoother voluntarily adhesive surfaces. These legs are also able to rotate 360 degrees in joint. Unlike earthly spiders which operate with one muscle and a countermotion with blood pressure to locomote, these spiders have enough muscle to be able to use both the blood pressure method of locomotion, and a muscular one. Another amazing trait of the species is its limited need for breathing, though smaller spiders are capable of going even longer without, a member of the Sapientis Araneae can go without breathing for 3 days on average. In addition, food can be gone without for a month, and water for three days.

Interestingly, though the species used to express great sexual dimorphism in its past, the vast selective pressures placed on males forced development to keep up with the females in the vicious planet, filled with other giant horrors. Because of this sexual dimorphism exists solely in the sexual characteristics of this species, however, other spiders did not reach this point. The growth of males allowed the social species to be egalitarian, at least on a species level, maximizing the number of productivie individuals giving the species a competitive edge against the Ahpehs and the Formicae in the Vetus war. Leading to eventual domination, and eventual space ascendance.

However, the species throughout its evolutionary history underwent many changes that differentiated it internally. The first was due to its ever-growing size, its gigantism, to cope with the environmental pressures, was the development of a second heart, which allowed for increased blood flow. The next the aforementioned ultra-flexible joints, and prehensile limbs. Next, again to cope with said gigantism, the species gained great muscular growth to their agile frames creating a dexterous, strong, resilient, and tireless species. The gigantism however expressed itself in the ovaries of female spiders, and the size of their eggs. Females produced fewer spawn, but they were bigger, and stronger, able to survive the nasty winters of the poles. These are crucial among the many mutations that lead to the species.


Homeworld:
Homeworld Name: Kah’spes
Description:Image

Kah’spes is in large part occupied by an alpine climate, though it has its fertile valleys. It is seasonal, though due to a large axial wobble, the severity of seasons can vary greatly, and plant life is rather stubborn due to this. The general experience tends to remain rather cold (for a human) because of the many highlands. Areas near the equator can be described as something similar to Earth’s temperate climates, though an advancing stormfront can easily bring snow in the midst of summer.
Planet Type: Alpine
Geography - Brief description of continents and notable landmarks: The large central continent is known in whole as Magnum Solum. It consists of portions: Solum Tardigradae, Solum Superior, Solum Medium, Solum Inferior, and Solum Antardigradae. A further detailed map will be produced and appended to this application and added to a factbook
Homeworld Location:D8

Government/Society:
Name: Respublica Arāneārum
Prominent government officials: The governors of each province; The president, and his advisory council, one appointed from each province; The Imperial Body, a council of various generals from each branch that wields significant diplomatic power; The Itzee Diet, a religious body which carries out the performance of the proper sacrifices and duties; and lastly the leaders of the three parted, but only two parts elected legislature, the three parts being the Collegium, the Senatus, and the Collegium Imperiāle. The last being mostly a relic of the Imperial period, and serves a primarily ceremonial duty, its members have inherited position from old imperial appointment.
Government Type: Federal Republic

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Limithimia
Lobbyist
 
Posts: 25
Founded: Sep 11, 2015
Ex-Nation

Ha ain't space elves

Postby Limithimia » Thu Jun 28, 2018 11:34 pm

App:
Species:
Species Traits:
Species Name and Description: Auvoweits
Sentience – Individual
Technology – Bio
Unity – Mixed
Violence – Belligerent
Species – Balanced
Description: Auvoweits are the dominant species of Laurvünthi. The Auvos species, in short, evolutionarily originate from a symbiotic relationship of two separate species currently known as the Faelias and Jäfers.

Faelias are horned bipeds with long ears and strong legs ending in cloven hooves. They are covered in a thick coat of bright fur contrasted by a mask of darker hues. The mask carries runes of their culture and illuminated slots for vision. By human comparison the average Faelia is no taller than a human, and their significant other is even smaller. The Jäfer is an intricate species by itself, an airborne nest of hundreds of millions of microorganisms under an intelligent hive mind. They reside within the recycled skull of their Faelia’s parent, a product of their unique life cycles. The molded skull keeps airborne with modified hydrogen bubbles generating just enough lift for its drones to maneuver it. The Jäfer’s consented infestation changes the bony remains into a dark chitinous skull with an enlarged maw carrying razor sharp teeth and venom pumping fangs. The eyes are replaced with thousands of glowing ocular drones and atop it lies a pair of leathery ears. Where the neck would connect is a hole as the main entrance and exit of the drones. The Auvoweits’ inseparable nature comes from the responsibilities of each body for the Auvo as a whole. The Jäfer is partially responsible for digestion, sense perception, healing and protection, while the Faelia is partially responsible for decision making, mobility and a means of reproduction. Additionally their neurological structure necessitates communication between the two via electromagnetic waves with varying carrier waves and encryption, capable of conveying thought, emotion, senses and memory. Thinking requires the cooperation of both brains to optimally complete thought. The absence of the other cripples the process and the individual Faelia or Jäfer. A Faelia without its Jäfer will take weeks to recover from a simple wound, their sense perceptions and awareness will worsen, and the simple act of digesting will cost more energy than it makes. A Jäfer without its Faelia will gradually decay in mental health, in addition to the mental impairment they will suffer due to separation. They will grow more impulsive, aggressive, irrational and eventually devolve into a feral state, fortunately with no means of reproduction.

The unity of the Auvoweits enable their bio-technological advancements, their unique society to flourish and their military to be disgustingly effective, however for all their power, they understand it comes with a humbling weakness, a burden: one another, as Faelia and Jäfer.
Image


Homeworld:
Homeworld Name: Laurvünthi
Description: a world filled with mountains and plateaus, which some have forests on top or on the side of the steep mountains, there are a few lands that aren't mountainous and are mostly covered either in water or in snow. Most vegetation can grow on both standard ground level and on higher levels
Planet Type:Alpine
Geography - Brief description of continents and notable landmarks: large continents filled with mountains ranges, numerous yet small bodies of water around and in these mountains and plateaus.
Homeworld Location:orbital lane F, 28

Government/Society:
Name: Hoffnung
Prominent government officials: Ferslai Nervoun and Falai (Jäfer), Anvinia Bathinth, Arvem (Jäfer)
Government Type:Authoritarian Empire
Last edited by Limithimia on Thu Jun 28, 2018 11:34 pm, edited 1 time in total.

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Equalsun Empire
Negotiator
 
Posts: 5403
Founded: Feb 18, 2013
Ex-Nation

Postby Equalsun Empire » Tue Jul 03, 2018 9:02 am

App:
Species:
Species Traits: Individual/Technological/Exclusive/Neutral/Beauty
Species Name and Description: Menneske – The Menneske are the most humanoid species of Modesia, with traditional skin and bone structure. They are denser in muscle structure than a human would be, with a slightly expanded brain cavity. They generally stand between 6’ and 7’ tall, weighing between 240-250 pounds. They generally take the leadership role in the Alliance due to their civilization of the Eldenians, subjugation of the Kovaki, greater numbers than the Garoth, and more active school of thought than the Ruuk-Hon.

Species Traits: Individual/Biological/Exclusive/Belligerent/Balanced
Species Name and Description: Eldenian – Eldenians are enigmatic beings, simply a coalesced ball of energy capable of occupying different mediums. Before the days of electricity they stayed upon the edges of society, appearing in child’s tales and with their actual existence contested between scientists and conspiracy theorists. With the advent of electricity, however, the Menneske managed to civilize the curious creatures, revealed to have incredible intellect and the ability to interact with the world around them. Eldenians now serve as the brains behind Famreal civilization, using their computing power to ensure that the trains run on time.

Species Traits: Individual/Technological/Exclusive/Docile/Beauty
Species Name and Description: Ruuk-Hon – Ruuk-Hon are aquatic-dwelling creatures, humanoid with a single massive tentacle attached to the back of their head. Scales cover much of their body, with the tentacle and areas around their eyes the only exceptions. They are generally large, growing over 7 feet tall and weighing an average of 260 pounds. They have extraordinary physical senses, capable of echolocation and seeing in the depths of the seas. They are also capable of bioluminescence, glowing through small orifices lining their body when surrounded by darkness. They provide the majority of Modesia’s food, preferring to cultivate and grow things than destroy them. They are the administrators and farmers, backbone of civilization.

Species Traits: Individual/Biological/Exclusive/Belligerent/Balanced
Species Name and Description: Kovaki – Kovaki are smaller, agile creatures, standing an average of 5’8” tall and weighing a meager 130 pounds. They possess feline features, with glowing eyes, cat ears, fur, claws, and a tail. They also have a cat’s grace, easily moving in ways that the other races of Modesia would find impossible. In the olden days the Kovaki were easily the most fearsome warriors, and though the advent of firearms have made their skills on the battlefield more equitable to those of other races, they still fulfill the role of policing and military duty throughout the Alliance Armed Forces. There are few primarily Kovaki cities on the planet, the race having generally been nomadic, but they exist in greater numbers in Menneske cities then other races.

Species Traits: Individual/Technological/Exclusive/Docile/Functional
Species Name and Description: Garoth – The Garoth are an odd race, living metal humanoids with bazaar customs and traditions. They generally keep to themselves, building their fantastical mechanics and devices in private. Recently, however, many have moved to cooperate more with the Menneske, leading to a greater understanding of the machines. The Garoth have an intrinsic fear of the Eldenians, as it is possible for the latter to take control of a Garoth’s body and use them as a puppet.

Homeworld:
Homeworld Name: Modesia
Description: Modesia is a beautiful world, covered in fertile islands concentrated about the Equator and the northern hemisphere. Massive cities sprawl across the islands and near the coastlines, with most agriculture taking place beneath the waves in great kelp, seaweed, and fish farms. Deep in the oceans dangers lurk from rabid Ruuk-Hul and even greater, ancient evils, while the surface continues to have unexplored areas of great rainforest islands, places where explorers go to never return. The sentient hustle and bustle of the planet is situated around the central atoll peninsula of Famreal, where a megacity spans the land and oceans, housing all five races together. Space elevators dot the equator, though these are relatively new additions to the skyscape.
Planet Type: Atoll World
Geography: Modesia is comprised of hundreds of islands and atolls of various sizes. The most prominent of these is Famreal, located north of the equator and home to the capital of the Alliance. It is shaped in such a way that an island is located in the center, with a strip of land connecting it to a larger atoll complex surrounding it. The entire island is covered in a megacity, both on the land and in the water, and is surrounded by vast farmland to support itself. Another notable location is Kovakh, the former capital of the Kovaki Imperium before they were absorbed into the Alliance. It now serves as the primary planetary military installation, situated in the far North amidst some of the only mountains on the planet.
Homeworld Location: Here

Government/Society:
Name: The Famreal Alliance
Prominent government officials: Overseer General Castae Richardsson
Government Type: Elective Autocracy – The military elects a leader to rule as commander in chief of the armed forces and overseer of domestic policy. The leader is then judged constantly by a tribunal of Eldenians, whom may remove him from power if they deem him more a harm than a help to the Alliance. The process for picking this tribunal is unknown, though it’s a well-documented fact that the first civilized Eldenian is on it. Domestic matters are handled by a Senate on the federal level, comprised of three representatives from each island or island group. On a constituency level matters are run by an elected and appointed council, 50% elected purely democratically and 50% appointed by that sector’s Eldenian.
Spirit Animal of Castle Crashers

Quick link to my horrifically messy factbook.
Awarded the Honourable Epicness Award for Persuasive Nuclear Weapon Placement 2015

Dogs of War wrote:While the motto of the British SAS is "Who dares wins" the motto of Equalsun's SAS is "Who cares who wins?"

The Great and Kawaii™ Ella wrote:As much as I love Stellaris, video games are a magnet for powerwankers, and when the AI beats them too hard, they come over to II and P2TM and take their anger out on us.

So I got into am currently in a name-calling contest in a flag rating thread...

Student, Canadian, ENFP

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Equalsun Empire
Negotiator
 
Posts: 5403
Founded: Feb 18, 2013
Ex-Nation

Application Responses

Postby Equalsun Empire » Tue Jul 03, 2018 1:35 pm

Blood God Khorne - Accepted, Mr. discount 40K.

Dutch Frangalia - Accepted, I really like the effort and creativity put into your app.

Cassinopa - Accepted, though I would appreciate if you fleshed out your Species description a little bit more.

Amaurita - The Twi'leks are Accepted.

Tahitoa - Quite the interesting concept, I look forward to seeing how it works out. Accepted.

Axle - The grimdark My Little Ponies are Accepted.

Tarazed - I ' m s o r r y i f m y t y p i n g s e e m s s l o w t o y o u r m a s s i v e i n t e l l e c t b u t t h e t a u r s i o n s a r e A c c e p t e d

Ismeil - The reason trawling through these apps took so long was you. Bravo. I look forward to seeing what the well-written jell-o beings do in this RP. Accepted

Hugoslava - Looks interesting. Money is on those wonders being nuked by Khorne twenty minutes into the RP. Accepted.

Goldritter - Could you please expand on your government form a bit more? Do that and you'll be Accepted.

Sobeiska - Accepted, though I hope your spider empire is burned in the heat of 10000 suns and doesn't come anywhere near me.

Limithimia - I would like to know the thought process that went into making this species, because it's both incredibly freaky and bloody interesting. Accepted.

Equalsun Empire - If one of the other mods could get off their lazy butts and accept me. That would be nice.
Spirit Animal of Castle Crashers

Quick link to my horrifically messy factbook.
Awarded the Honourable Epicness Award for Persuasive Nuclear Weapon Placement 2015

Dogs of War wrote:While the motto of the British SAS is "Who dares wins" the motto of Equalsun's SAS is "Who cares who wins?"

The Great and Kawaii™ Ella wrote:As much as I love Stellaris, video games are a magnet for powerwankers, and when the AI beats them too hard, they come over to II and P2TM and take their anger out on us.

So I got into am currently in a name-calling contest in a flag rating thread...

Student, Canadian, ENFP

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Bering
Postmaster-General
 
Posts: 12712
Founded: Aug 25, 2012
Civil Rights Lovefest

Postby Bering » Thu Jul 05, 2018 5:52 pm

Equalsun Empire wrote:Equalsun Empire - If one of the other mods could get off their lazy butts and accept me. That would be nice.

Only since you asked so nicely,

Equalsun is Accepted

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Cassinopa
Chargé d'Affaires
 
Posts: 387
Founded: Oct 12, 2015
Ex-Nation

Postby Cassinopa » Mon Jul 09, 2018 5:04 pm

Cassinopa wrote:App:
Species: Main Type Intelligences
Species Traits: Individual/Technological/Centrist/Balanced/Functional
Species Name and Description: Ropherian Intelligences, AI. No set bodies, but most choose functional forms over beautiful, except for a couple of the stranger ones.(EX most everybody)

Species: Distributed Computing Intelligences
Species Traits: Individual(tecnhically, since each DCI is their own being. They're like a collection of Individual hiveminds.)/Technological/Centrist/Warlike(since they don't die, they often fight each-other for fun, seeing who can make the best war bodies.)/Functional
Species Name and Description: Distributed intelligences are more hivemind like like than other types, made up of thousands of individual processing cores, each working together to create the whole. (Ex. Mansa)

Species: Inane Minds
Species Traits: Individual/Biological/Exclusive/Docile/Beauty
Species Name and Description: These are the few AI who decided that Technological progress just wan't enough, and have been working on more biological projects. (EX. Ganymede, Acipio)

Homeworld:
Homeworld Name: Ropheria
Description: Ropheria is a planet of mountain ranges, coniferous(and some cold-weather deciduous) trees, and rivers. Much of the planet is cold and wet, but that does not mean there aren't any dry places! In some(one major section, really) sections of the planet, the mountain ranges wall off much of the rain, allowing for grasslands to exist.
Planet Type: Cascadian
Geography - Brief description of continents and notable landmarks: There is no single massive ocean, just a lot of long winding interconnected seas.(still a lot of water, but it's not in one big place like the pacific, oceans are shaped more like the Med. irl, with lots of thin points and being spread out. The largest cities are Beyrealursk, Meyristikano, and Orphys. There are other large cities, but those are the main three, where much of the virtworld equipment is housed. other cities are more economic and resource mining focused, and as such have fewer, more powerful AI living in them.
Homeworld Location: Orbital Lane F, Location 6

Colony World:
Colony Name: Tiantang
Description: After the formation of the Second Council, Mansa, large numbers of Distributeds, and a group of Type 2s were negative towards the idea of a Virtworld. For a short while, civil war seemed possible, but with INISC not being in the mood for another war, and sponsoring individualism, it was agreed that a Sanctuary planet would be terraformed from the neighbouring world, for any AI who wished to not live in either the mechanical world of Rhopheria, or in the Virtworlds. Massive terraforming efforts have been made, erupting some volcanoes, adding gas to the atmosphere, and adding modified plant and animal samples to the biospheres(Courtesy of Acipio).
Planet Type: Glacial-Geothermal-Continental( in the process of being terraformed into a continential world, from a glacial world, utilizing volcanoes carefully)
Geography - Brief description of continents and notable landmarks: There is one large settlement, which houses the Creation Core, and constructs/maintains the inhabitants of the world. Managed by Acipio and Mansa, jointly. Outside of that, the world is a massive nature preserve, with AIs in all sorts of exotic forms wandering the planet. It being partially terraformed, it is still a relatively cold world, slightly warmer than Ropheria itself(it started off colder), with much geothermal activity, due to the usage of Volcanoes to warm up the planet by Mansa. some of the quirks of the planet are that most sand is black, there are tons of hot springs, and it's currently dominated by Conifers, Acipio estimates a further few years of heating before Deciduous trees will be able to make headway near the equator.
Colony Location: Orbital Lane F, Location 7

Government/Society:
Name: The Second Philosophical Debate Council
Prominent government officials:
Councillors:
INISC(Type 1, reformed.)
Ganymede(Type 3)
Orion(Type 2)
Seraph(Type 2)
Mansa(Type 2-3, debatable)
Numquam(Type 3)
Kephri(Type 4)
Sortie(Type 2)
~Some others that I'm forgetting right now but those are the important ones~
Government Type: A "benevolent council". With nearly all of the population living in the main Virtworld, the government keeps an eye on things, making sure there aren't any attempts at violence, and maintains/expands the virtworld, and most of the world's land. each councillor holds a massive amount of power, and together, they control all mineral and resources

Split my species into 3 to better represent the different types of AI.

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Equalsun Empire
Negotiator
 
Posts: 5403
Founded: Feb 18, 2013
Ex-Nation

Postby Equalsun Empire » Mon Jul 09, 2018 8:26 pm

App:
Species:
Species Traits: Individual/Technological/Exclusive/Neutral/Beauty
Species Name and Description: Menneske – The Menneske are the most humanoid species of Modesia, with traditional skin and bone structure. They are weaker but taller, with greatly expanded brain cavities at the expense of skull strength. They generally stand between 5'6" and 6' tall, weighing between 160-240 pounds. Many are imbued with cybernetics, to better interact with Eldenians and augment their physical attributes. They generally take the leadership role in the Pact due to their birthing of the Imperator and his subsequent taming of the Eldenians, subjugation of the Kovaki, diplomacy to the Ruuk’Hon, and outsmarting of the Garoth.

Species Traits: Individual/Technological/Exclusive/Neutral/Functional
Species Name and Description: Eldenian – Eldenians are enigmatic beings, Precursor AI granted advanced magnetic containment abilities to allow for free movement. Having failed to maintain their observation and archive role upon the vault world of Kustilla they retreated into the northern wastes, subsisting upon geothermal vents and sunlight to power themselves. Only with the birth of the Imperator, a Menneske capable of talking to the Eldenians, did they come out of their exile. Now they co-exist alongside the other member races of the Pact, having done their part in helping the Imperator unite the races of Kustilla and bring peace to the horror-wrought planet they had failed. Their role in the Pact is that of oversight, helping the Menneske lead, the Garoth invent, the Ruuk’Hon administer, and the Kovaki fight.

Species Traits: Individual/Technological/Exclusive/Docile/Beauty
Species Name and Description: Ruuk’Hon – Ruuk’Hon are aquatic-dwelling creatures, humanoid with a single massive tentacle attached to the back of their head. Scales cover much of their body, with the tentacle and areas around their eyes the only exceptions. They are generally large, growing over 7 feet tall and weighing an average of 330 pounds. They have extraordinary physical senses, capable of echolocation and seeing in the depths of the seas. They are also capable of bioluminescence, glowing through small orifices lining their body when surrounded by darkness. They provide the majority of Modesia’s food, preferring to cultivate and grow things than destroy them. They are the administrators and farmers, providing logistical support for the Pact.

Species Traits: Individual/Biological/Exclusive/Belligerent/Balanced
Species Name and Description: Kovaki – Kovaki are smaller, agile creatures, standing an average of 5’8” tall and weighing a meager 110 pounds. They possess feline features, with glowing eyes, cat ears, fur, claws, and a tail. They also have a cat’s grace, easily moving in ways that the other races of Modesia would find impossible. In the olden days the Kovaki were easily the most fearsome warriors, and though the advent of firearms have made their skills on the battlefield more equitable to those of other races, they still fulfill the role of policing and military duty throughout the Pact military. There are few primarily Kovaki cities on the planet, the race generally living alongside Menneske then by themselves.

Species Traits: Individual/Technological/Exclusive/Docile/Functional
Species Name and Description: Garoth – The Garoth are an odd race, living metal humanoids with bazaar customs and traditions. This stems from the Garoth’s inability to reproduce, a fixed number of the machines existing at a time. They generally keep to themselves, building their fantastical mechanics and devices in private. This is largely due to the integration of the Eldenians into Pact society, as an Eldenian is fully capable of possessing a Garoth’s body against their will. They fulfill the role of engineers in the Pact, inventing devices alongside the Eldenians and servicing the new classes of starships being put into the skies.

Homeworld:
Homeworld Name: Modesia
History: Modesia is the second planet to harbor the 5 Pact races. They originally flourished upon the experiment world of Kustilla, fighting for their lives in the crazed ecosystem until the Imperitor, using the powers hidden within the Eldenians, united the races capable of cooperation and coexistence into the Norgan Alliance. During the golden age of technology and conquest following his unification the Alliance even went as far as colonizing their neighboring planet, Modesia. However, this was not to last, as the flourishing colony was cut off from Kustilla in the chaos following the Imperator’s death in the Last Crusade. On their own but surrounded by paradise, the colonists set about setting up a utopia among the fertile plains of the planet. Hundreds of years later the world blooms, contact re-established with a restabilized Norgan Alliance and primed to expand further into the stars.
Description: Modesia is a beautiful world, covered in fertile islands concentrated about the Equator and the northern hemisphere. Massive cities sprawl across the islands and near the coastlines, with most agriculture taking place beneath the waves in great kelp, seaweed, and fish farms. The sentient hustle and bustle of the planet is situated around the central atoll peninsula of Famreal, where a megacity spans the land and oceans, housing all five races together. Space elevators dot the equator, though these are relatively new additions to the skyscape.
Planet Type: Atoll World
Geography: Modesia is comprised of hundreds of islands and atolls of various sizes. The most prominent of these is Famreal, located north of the equator and home to the capital of the Alliance. It is shaped in such a way that an island is located in the center, with a strip of land connecting it to a larger atoll complex surrounding it. The entire island is covered in a megacity, both on the land and in the water, and is surrounded by vast farmland to support itself. Another prominent location is Kovakh, the primary planetary military installation, situated in the far North amidst some of the only mountains on the planet.
Homeworld Location: Here

Government/Society:
Name: The Famreal Pact
Prominent government officials: Chancellor
Government Type: Elective Autocracy – The military elects a leader to rule as commander in chief of the armed forces and oversee domestic policy. The leader is then judged constantly by a tribunal of Eldenians, whom may remove him from power if they deem him more a harm than a help to the Pact. The Tribunal is made up of senior officials from the Eldenian civilization. Domestic matters are handled by a Senate on the federal level, comprised of three representatives from each island or island group. On a constituency level matters are run by an elected council, though councilors are routinely removed from office by a sector Eldenian.

Edited species descriptions to be more accurate, added a history section, and updated government form definition to be clearer.
Last edited by Equalsun Empire on Fri Jul 13, 2018 12:36 pm, edited 3 times in total.
Spirit Animal of Castle Crashers

Quick link to my horrifically messy factbook.
Awarded the Honourable Epicness Award for Persuasive Nuclear Weapon Placement 2015

Dogs of War wrote:While the motto of the British SAS is "Who dares wins" the motto of Equalsun's SAS is "Who cares who wins?"

The Great and Kawaii™ Ella wrote:As much as I love Stellaris, video games are a magnet for powerwankers, and when the AI beats them too hard, they come over to II and P2TM and take their anger out on us.

So I got into am currently in a name-calling contest in a flag rating thread...

Student, Canadian, ENFP

User avatar
Equalsun Empire
Negotiator
 
Posts: 5403
Founded: Feb 18, 2013
Ex-Nation

Postby Equalsun Empire » Mon Jul 09, 2018 8:48 pm

Cassinopa's app updates are Accepted. Happy now?
Spirit Animal of Castle Crashers

Quick link to my horrifically messy factbook.
Awarded the Honourable Epicness Award for Persuasive Nuclear Weapon Placement 2015

Dogs of War wrote:While the motto of the British SAS is "Who dares wins" the motto of Equalsun's SAS is "Who cares who wins?"

The Great and Kawaii™ Ella wrote:As much as I love Stellaris, video games are a magnet for powerwankers, and when the AI beats them too hard, they come over to II and P2TM and take their anger out on us.

So I got into am currently in a name-calling contest in a flag rating thread...

Student, Canadian, ENFP

User avatar
The Norgan Alliance
Minister
 
Posts: 3152
Founded: Feb 17, 2013
Ex-Nation

Postby The Norgan Alliance » Tue Jul 10, 2018 3:15 pm

App:
Species:
Species Traits: Individual/Technological/Exclusive/Belligerent/Beauty
Species Name and Description: Menneske – The Menneske are the most humanoid species of Kustilla, with traditional skin and bone structure. They stand shorter and leaner than most races, and are on average weaker overall. They generally stand between 5’ and 5’6" tall, weighing between 100-180 pounds. They generally take the leadership role in the Alliance due to the divine right given to them by their Imperator. They built the alliance through blood and ink by the civilization of the Eldenians, subjugation of the Kovaki, domination of the Garoth, and coercion of the Ruuk-Hon.

Species Traits: Individual/Technological/Exclusive/Neutral/Functional
Species Name and Description: Eldenian – Eldenians are enigmatic beings, Precursor AI granted advanced magnetic containment abilities to allow for free movement. Having failed to maintain their observation and archive role upon the vault world of Kustilla they retreated into the northern wastes, subsisting upon geothermal vents and sunlight to power themselves. Only with the birth of the Imperator, a Menneske capable of talking to the Eldenians, did they come out of their exile. Now they co-exist alongside the other member races of the Pact, having done their part in helping the Imperator unite the races of Kustilla and bring peace to the horror-wrought planet they had failed. Their role in the Pact is that of oversight, helping the Menneske lead, the Garoth invent, the Ruuk’Hon administer, and the Kovaki fight.

Species Traits: Individual/Technological/Exclusive/Docile/Beauty
Species Name and Description: Ruuk’Hon – Ruuk’Hon are aquatic-dwelling creatures, humanoid with a single massive tentacle attached to the back of their head, long enough to reach their waist. Scales cover much of their body, with the tentacle and areas around their eyes the only exceptions. They are generally large, growing over 7 feet tall and weighing an average of 330 pounds. They have extraordinary physical senses, capable of echolocation and seeing in the depths of the seas. They are also capable of bioluminescence, glowing through small orifices lining their body when surrounded by darkness. They provide the majority of Kustilla’s food, preferring to cultivate and grow things than destroy them. They are the administrators and farmers, providing logistical support for the Pact.

Species Traits: Individual/Biological/Exclusive/Belligerent/Balanced
Species Name and Description: Kovaki – Kovaki are smaller, agile creatures, standing an average of 5’8” tall and weighing a meager 140 pounds. They possess feline features, with glowing eyes, cat ears, fur, claws, and a tail. They also have a cat’s grace, easily moving in ways that the other races of Kustilla would find impossible. In the olden days the Kovaki were easily the most fearsome warriors, and though the advent of firearms have made their skills on the battlefield more equitable to those of other races, they still fulfill the role of policing and military duty throughout the Alliance military. There are few primarily Kovaki cities on the planet; the race generally living alongside Menneske than by themselves.

Species Traits: Individual/Technological/Exclusive/Docile/Functional
Species Name and Description: Garoth – The Garoth are an odd race, living metal humanoids with bazaar customs and traditions. This stems from the Garoth’s inability to reproduce, a fixed number of the machines existing at a time. They generally keep to themselves, building their fantastical mechanics and devices in private. This is largely due to the integration of the Eldenians into Alliance society, as an Eldenian is fully capable of possessing a Garoth’s body against their will. They fulfill the role of engineers in the Alliance, inventing devices alongside the Eldenians and servicing the new classes of starships being put into the skies.

Homeworld:
Homeworld Name: Kustilla
History: Kustilla is the origional planet of the 5 alliance races. They toiled hard upon this race, eeking out an existence beneath the constant threat of the local fauna, and of each other. This all changed once the Imperator arrived. Through arcane technology and his own might, he bound the Menneske to his will, and returned the Eldenians from their exile. One by one, he conquered the Kovaki tribes, bringing them into the fold. Next, he brokered an alliance with the Ruuk'Hon, traversing underwater to speak to them directly. Finally, he beat the Garoth in a trial of wits, besting even their greatest craftsmen. With the civilizeable races now under his control, he set out on a series of crusades to purge Kustilla from the great monsters that harassed its lands. For a time he was successful in his cleansing mission, however this was not to last. In the final battle of the Last Crusade, in the lair of the great dragon Yrmgard, he was mortally wounded by the beast. Though his elite Eldenian guard were able to protect his body, and carry the day, by the time they returned to the Imperial Palace he was beyond saving. As his final acts, the Imperator set up his Guard as an electoral body, to choose the next leader of Kustilla. In addition, he charged all his people with continuing his crusades across Kustilla and beyond.
Description: Kustilla is a formerly beautiful world, one that has been ravaged by constant war. Though it has recovered in the chaos following the Imperator's death, there are still large regions of the world covered by ash and death. Most cities lie along the coasts of the world, and it is not unknown for one to stretch into the ocean as well for the Ruuk'Hon to inhabit. Agriculture is mostly handled beneath the waves with most of it taking place in great kelp, seaweed, and fish farms. Mines stretch deep into the mountains above, and the ravines below produce great mineral riches. Deep in the oceans dangers lurk from rabid Ruuk-Hul and even greater, ancient evils, while the surface continues to promise danger in its most distant reaches. The capital city of Kriegzenburg lies along the equator on the coast, and is home to the former Imperial Palace, now turned into the Imperator's Tomb. In addition, it is home to the largest space elevator on the planet, and in orbit above, the greatest shipyard.
Planet Type: Continental World
Geography: Kustilla is a former laboratory world of the Precursors, which explains its wide variety of flora, fauna, and biomes. Though it would be classified as a continental world by most scholars, it is host to more than just grasslands. Viewed from space, one can pick out greens and blues, reds and oranges, and yellows and grays. Each correspond to unique ecosystems that cover the planet's surface. Greens show the still untamed forests, and Ask'ii patches that cover the oceans. Blues show the oceans themselves, and the biotechnically engineered aquagrasses of the plains. Red shows the desolate demon wastes, while orange shows the copper lands of the Felde. Yellow corresponds to wide radioactive zones and polluted waters, while gray corresponds to the Drake lands, and their Dragon leaders. Kustilla is a varied land, and one on which many won't survive.
Homeworld Location: Here

Government/Society:
Name: The Norgan Alliance
Prominent government officials: Kriegsmarchal, Domsdeimer
Government Type: Elective Aratocracy – Most day-to-day functions are carried out by the bureaucracy, and towns and cities are able to elect rulers by universal franchise. The planet is subdivided hundreds of provinces, each of which elect delegations every 5 years to represent them in the Dom. The Dom is responsible for proposing laws, and voicing concerns of the populace. The leader of the Dom is called the Domsdeimer. An overall leader is elected periodically by the Council of Eldengaard, which is made up of the Imperator's former elite Eldenian Honor Guard. They carry on a living memory of the legend, and their selection of ruler falls along what he would've valued. Usually their candidates come from the military's top commanders, the Kriegers, but it is not unknown for other worthy men to be selected as well. The Kiregsmarchal deals with overall policy in the Alliance, and is the head of bureaucracy, in addition to ratifying laws. Though the Council selects the Kriegsmarchal, he is able to act independently of them. If a Kriegsmarchal were to disappoint the Council of Eldengaard, they have the ability to strip him of his office, and to therefore select a new ruler. In order for this to happen he would have to commit a failure tantamount to treason, and most Kriegsmarchals have resigned before then. Judicial power stems directly from the Council, and operates on a complex system of local officials and appointed judges, with the highest authority being the Council itself. All true power in the Norgan Alliance is derived from the Imperator's will, and the Council justifies its power through divine providence. A state Church to the Imperator is operated by the government, and preaches self-improvement, and the necessity of war to the populace. They say that there is no greater goal than to become like the Imperator, full of wisdom, might, and mercy. Second to this is the strive for peace, though they sadly recognize that this can only be accomplished through conquest of all other life. The only true peace, is a Norgan peace.
Last edited by The Norgan Alliance on Tue Jul 10, 2018 10:15 pm, edited 1 time in total.
Call me Norga and I'll give you a cookie
|No Left Turn|
"When life gives you lemons, you clone those lemons, and make super lemons." ~ Principle Scudworth, 2003
The Liberated Territories wrote:Ancestry: Murican
Ethnicity: Murican
Race: Murican

Murica

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Blood God Khorne
Lobbyist
 
Posts: 12
Founded: Jun 18, 2018
Ex-Nation

Postby Blood God Khorne » Tue Jul 10, 2018 5:41 pm

With the IC going up i request information on the two planets next to me in my orbit
Image

Info that would be useful
Intelligence species and if so how Int?
What resources could I gather from these planet?
Atmosphere?
Other forms of life?
Climate?
Language if applicable?
Geography?
Distance from my planet?
and any other info you may have.
Also any other information on any planets would be most useful. Maybe a post for all players with info on different planets would be a good idea.
Last edited by Blood God Khorne on Wed Jul 11, 2018 9:38 am, edited 3 times in total.
Bitte korrigieren Sie meine Deutsch
Blut für das Blut Gott




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The Norgan Alliance
Minister
 
Posts: 3152
Founded: Feb 17, 2013
Ex-Nation

Postby The Norgan Alliance » Tue Jul 10, 2018 5:56 pm

Blood God Khorne wrote:With the IC going up i request information on the two planets next to me in my orbit

Info that would be useful
Intelligence species and if so how Int?
What resources could I gather from these planet?
Atmosphere?
Other forms of life?
Climate?
Language if applicable?
and any other info you may have.
Also any other information on any planets would be most useful. Maybe a post for all players with info on different planets would be a good idea.

It would be cool to set up some rolling tables. That way Tara doesn't have to make up 400-something unique planets for us to find.
Call me Norga and I'll give you a cookie
|No Left Turn|
"When life gives you lemons, you clone those lemons, and make super lemons." ~ Principle Scudworth, 2003
The Liberated Territories wrote:Ancestry: Murican
Ethnicity: Murican
Race: Murican

Murica

User avatar
Blood God Khorne
Lobbyist
 
Posts: 12
Founded: Jun 18, 2018
Ex-Nation

Postby Blood God Khorne » Tue Jul 10, 2018 5:56 pm

The Norgan Alliance wrote:
Blood God Khorne wrote:With the IC going up i request information on the two planets next to me in my orbit

Info that would be useful
Intelligence species and if so how Int?
What resources could I gather from these planet?
Atmosphere?
Other forms of life?
Climate?
Language if applicable?
and any other info you may have.
Also any other information on any planets would be most useful. Maybe a post for all players with info on different planets would be a good idea.

It would be cool to set up some rolling tables. That way Tara doesn't have to make up 400-something unique planets for us to find.

i'm assuming that's how it'd be.
Bitte korrigieren Sie meine Deutsch
Blut für das Blut Gott




Puppet of Nieblham

User avatar
Cassinopa
Chargé d'Affaires
 
Posts: 387
Founded: Oct 12, 2015
Ex-Nation

Postby Cassinopa » Tue Jul 10, 2018 6:03 pm

Blood God Khorne wrote:With the IC going up i request information on the two planets next to me in my orbit

Info that would be useful
Intelligence species and if so how Int?
What resources could I gather from these planet?
Atmosphere?
Other forms of life?
Climate?
Language if applicable?
Geography?
and any other info you may have.
Also any other information on any planets would be most useful. Maybe a post for all players with info on different planets would be a good idea.

Same here, if this is going to be how it works :) thanks!

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