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Andromeda Burning (SciFi Char RP|OOC, Signup, Open)

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Dyelli Beybi
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Andromeda Burning (SciFi Char RP|OOC, Signup, Open)

Postby Dyelli Beybi » Mon Apr 06, 2020 6:11 pm

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Co-OPed by Bingellia and Arengin Union


Welcome to Andromeda Burning, a character RP set in a galaxy close to our own. In this RP you will have the option of playing a human or one of a variety of aliens who have signed up for the crew of the first human-helmed interstellar warship, the Defiance. There are a variety of factions vying for power in the Andromeda and Milky Way Galaxies; the Defiance is an independent ship, but you could belong to one of them or you might just be an adventurer along for the ride. The choice is yours.

Of course, no alien galaxy would be complete without lots of aliens! We have a few pre-made races below, but there is plenty of room in the galaxy for others. There are very few guidelines for creating your own race so, for the most part, be as creative as you like!

This is not going to be a spaceship RP in the sense of big space battles, this is an RP about the people on the ship and will mostly be set on a variety of strange alien planets... although there is scope for missions on the ship.

This RP is open to latecomers. Between missions the ship will return to 'Beachhead Station' and will, definitely be looking for more crew. If you join the RP after the IC is up and running we will manufacture a reason to bring your character into the plot as quickly as possible.

Finally, if you want to join and are looking for inspiration, feel free to join the Discord. This thread is a sequel to 'Voyages in Andromeda', the tremendously successful RP that we have been running for the last year. There is a strong, friendly, community that has built up around the Andromeda RPs and there are plenty of people who will be willing to help you create a character... or just have a chat!



SETTING


There and Back Again: The Vanishing of the Destiny and the Wormhole to the Andromeda Galaxy
In 2026, a multi-national mission to mars was launched from Earth on the spaceship, 'Destiny'. The voyage was expected to last 300 days, though on day 104, abruptly and without any prior warning, the ship disappeared. As far as the Governments of Earth were concerned, the Destiny and all her crew were lost. Eventually, it was decided it must have been some kind of mechanical failure, though no sign of the vessel was recovered.

Nine months later, and after many adventures along the way, the surviving crew members returned to Earth through the 'Wormhole' that nobody had known had existed piloting a highly advanced alien starship known as the 'Defiance'. They did not come alone though. The crew, it discovered had made friends and allies during their time in the other Galaxy. The crew had been supplemented by a number of aliens and they had ostensibly aligned themselves with an alien State known as the 'Gollar Confederacy'.


The Politics of the Andromeda Galaxy
The crew of the Defiance had, it turned out, become embroiled in the opening phases of a massive galaxy-wide war in Andromeda between the two Hegemonies of that Galaxy; the 'Ragon Empire' and 'Kiellar Command', both of whom were hellbent on conquest and both of whom, knowing about the wormhole, were now an existential threat to Earth. Earth was in control of the junction of the two galaxies and had suddenly become a planet of high strategic importance.

The Gollar Confederacy, who had assisted the lost human astronauts, was a minor player in Andromeda politics with aspirations of usurping the big powers. They had seized control of the Andromeda end of the wormhole, though had then been forced to negotiate a ceasefire with Kiellar Command and agree to allow Kiellar diplomats and observers along when the travelled between the two galaxies.


Earth and the Milky Way
While the Gollar Confederacy was keen for an Alliance with Earth, the UN Representatives sent to negotiate with them were less certain this was a good idea. Yes, the Gollar were technologically advanced and willing to share that technology, but did any Nations on Earth really want to get involved in a war in a whole different galaxy? Plus, the Gollar were nowhere near as strong as the Kiellar and their representatives were also offering 'Client Status' to Earth, which seemed to give more assurances of security, though this had to be balanced with the warnings of the crew of the Defiance that the Kiellar were not to be trusted.

Within weeks of First Contact, however, yet another alien coalition made their presence felt - the so called 'Federation of Civilised Worlds', a Milky Way faction who appeared to be big players in Earth's own galaxy. This group seemed keen on negotiating their own agreement with one of the Andromeda powers and threatened to make Earth irrelevant if it didn't play its cards right.


Where you come in
While the politicians and diplomats have talked and debated, the Gollar have moved an old battle station to orbit the wormhole in the Milky Way known as 'Beachhead Station'. Beachhead is the place where anyone wanting to move between Andromeda and the Milky Way needs to stop first. The Defiance has been docked here for the past three months taking on supplies and replacement crew. You are one of the replacement crew and the ship is just about ready to head back into Andromeda. While the crew are friendly with the Gollar, the ship is an entirely independent outfit with allegiance to none of the factions mentioned.

Captain Nathaniel Carter has vowed to do whatever he can to bring down the two Hegemonies and free the people of the Andromeda Galaxy, but what can the crew of one ship really achieve? They need friends and they need a mission, and that is about to come very soon...


Please note that you don't need to read this to get what is going on. You can, if you like, but this section is more intended to explain for people writing in Voyages, what happened in the intervening months.

Following the rescue of Carter and the other human prisoners from the brig of the Zerataca, Chrichton and Gaarmin hatched a plan for the Gollar to attack the K901 system, which housed the Andromeda end of the Wormhole and, using the navigation information retained by Olorisa, the ship's AI, to traverse the wormhole back to Earth. The Gollar would be able to study the wormhole and the humans who wanted to return home, could.

Everything, initially went according to plan, however, within a day of the restored Defiance making the jump back to the Sol system, a huge Kiellar fleet appeared in K901 and the Gollar were forced to sue for peace. It turned out that, under the command of a rising star in the Kiellar Navy, a Commodore Ouroboros, the Kiellar had won an unexpected crushing victory over the Ragon Fleet in the local sector. Rather than exploit the victory to push into Ragon space, however, Ouroboros had, true to form, detached a large portion of the fleet to intercept Carter and the rest of the crew.

Under the terms of the peace, the Gollar have been allowed to keep control of K901 but have had to agree to allow Kiellar representatives through the wormhole on their ships and the Defiance has had to take a liaison officer - Lieutenant Aethienn.

Other members of the crew have left in the interim. Vrondich has remained with the Gollar after discovering they had managed to get Omad of Vudri, the Kiellar rebel leader, out of stasis. Dana Chrichton, meanwhile, has taken on the position of Gollar Ambassador to Earth which came as a surprise to anyone who had heard her previous unwillingness to go back to Earth; now, six months from the rescue on the Zerataca, her reasons are beginning to show - Dana is pregnant, though who the father is is anyone's guess.




The Defiance
The Defiance is a lightly armed, converted prison ship of around 100 metres in length, although only the front 50 metres or so is inhabitable, the remaining area at the rear is used for fuel storage, inaccessible parts of the engine etc. The main, inhabitable section is divided into four floors.

The Top Deck (Main Deck): contains the bridge at the front, a secondary armoury and sleeping quarters along two corridors leading to the rear of the ship.

The Second Deck (Engineering Deck): Contains controls for the artificial gravity and provides access to most essential ship components. At the rear of the deck there is a secondary control module which allows the ship to be piloted in the event that the bridge is destroyed.

The Third Deck (Utility Deck): Contains a gymnasium, recreational facilities, medical bay, galley and the main armoury.

The Lower Deck (Stasis Chamber): Contains a large zone for storage and a shuttle bay with a single shuttle and a rather large fish tank.




LORE


Politics in the Andromeda Galaxy

The known Andromeda Galaxy is dominated by two huge Empires, Kiellar Command and the Ragon Empire. The two Empires were at peace for fifty years, though after a particularly brutal raid by Kiellar irregulars on a Ragon colony fleet, the war has turned hot and the Andromeda galaxy in being bathed in blood.

The space controlled by Kiellar Command is not a very nice place to live. While Kiellar cities are beautiful and orderly, they are built on the labour of billions of slaves who live short, wretched lives in the mines, farms and construction sites of the Kiellar worlds. Most slaves are prisoners, criminals or conquered people. Others are born into it, though the poor life expectancy means that Kiellar Command is in constant need of more slaves. Above the slaves are the conquered species live within Kiellar space whose lives are governed by the arbitrary whim of the local Military Governor. There is one route to citizenship, which is to serve a period of 20 years in the Kiellar military as an 'auxiliary', though auxiliaries tend to be used as cannon fodder and completing 20 years of service is rare. While citizens enjoy a variety of rights protecting them from arbitrary punishments, they still enjoy no political freedoms - Kiellar Command is ruled by the military, with Grand Admiral Reinnarr being the final authority.

Perhaps predictably, Kiellar Command has a problem with unrest. Revolts are not uncommon and tend to be put down brutally, acting as the pretext to enslave more members of the rebellious race. Additionally, there is a growing Federalist movement within the Empire which calls for a Civilian Government and self-government for the planets. Thinkers in the Federalist movement often refer back to the long dead 'Dhasath League' as an example of how a just society could function. Promoting Federalism is regarded as an act of Treason and those who do so can expect harsh treatment.

If Kiellar Command is a bad place to live, the Ragon empire is even worse (unless you happen to be a Ragon). Huge, reptilian creatures, the Ragon do not view other creatures as their equal and have a tend to view them as a plentiful source of food. Within the Empire itself there are calls from some parties for better treatment of prey species, though the idea of not eating them at all is seen as a strange and radical concept.

The Ragon Empire is noticeably more technologically advanced than Kiellar Command and, on the ground, an individual Ragon is much more of a threat than a Kiel or any of their auxiliaries. Coversely, the Kiellar enjoy an advantage in numbers that have meant that the last war ended in an bloody and, ultimately pointless, stalemate and which has kept the two powers from focusing on the Gollar Confederacy and other 'Neutral Zone' states to this point. The growing hatred of the Kiellar and Ragon for one another almost guarantees that this war will be pursued to the bitter end.

Due to popular request, I have added dates for some of the key events for the different species of the Andromeda Galaxy below. I have not listed the Milky Way history (though I am happy to add it if people think that would be useful) as key events are a long way in the past for the Federation.

Year (using the Earth Anno Domini dating system)Event
926-45Collapse of the Gollar Union
1126First Kiellar space flight
1321Kiellar discover Skrim drive
1592Foundation of the Dhasath League
1695Ragons discover the Skrim drive
1737-41First Kiellar-Dhasath War
1741Fall of Kiellar Republic and rise of Kiellar Command
1764-70Second Kiellar-Dhasath War
1781Ragon-Dhasath War
1964-76First Kiellar-Ragon War
1984Viromirians activate the Forge
Foundation of the Gollar Confederacy
2026The Destiny enters the Wormhole
2027Start of Second Kiellar-Ragon War
the Defiance Returns


Technology in the Andromeda and Milky Way Galaxies
As this is sci-fi, there are a number of pieces of technology that will be mentioned in the RP. Here is some info on them:

Skrim Drive: The Skrim Drive is the basic FTL drive used by all species in the both galaxies, allowing them to phase across to hyperspace where an object can travel faster than light. Opening a hyperspace window requires a lot of energy and several minutes to 'spin the drive up'. Skrim Drives are prone to overheating and longer hyperspace journeys will need to be made in hops. That, along with the speed limitation means that most journeys between stars will take days or weeks and movement between galaxies is believed to be impossible.

Most ships can detect a hyperspace window opening or closing a few minutes before the ship utilising their Skrim drive moves through it.

Translator Microbes/Nanites: In the Andromeda Galaxy, 'translator microbes' are used to get around the inter-species language barrier. These are injected into children at birth and inhabit the brain, allow people to understand most, though not all, alien languages. Some species are known to have a poor reaction to the microbes and cannot safely use them meaning they need to resort to more traditional means of translating an alien language.

The 'Federation of Civilised Worlds' uses 'translator nanites' which function in much the same way. As some people are not necessarily comfortable with injecting nanites into their brains, the Federation has also developed a translator-microcomputer-earpiece, which most humans in the setting will be using. This is nearly as good as the nanite/microbe treatment though there is a slight delay and it can make it hard to hear background sounds.

Energy weapons (Blasters): Most weapons used in warfare are energy weapons. Units that are not connected to a generator (such as handheld weapons) will require a battery pack that usually allows for around 100 shots to be fired before needing to be swapped over. A person struck by an energy weapon can expect serious, deep burns with a high chance of death if the discharge travels through a major organ.

Shields: Large ships are always fitted with energy shields to prevent damage from space debris as well as weapons from other ships.

Body Armour: Body armour is in use in Kiellar Command and the Gollar Confederacy, though it mostly minimises injury from handheld weapons rather than completely absorbing the energy from a shot. Ragon body armour is considerably more advanced and can take quite a few hits to a given area before failing. The Federation tends not to issue body armour, having not been involved in a serious war for several millennia.

Saboteur Implants: It has recently been revealed that Kiellar Command have the technology to implant a chip in a victim's brain which will lie dormant until a preordained time. Once the chip is active, and the victim has gone to sleep, the chip will take over their body, perform a preordained function, then cause a cardiac arrest, killing the saboteur.


Species of the Andromeda Galaxy



Name
Singular: A Kiel
Plural: Some Kiellar
Adjective: A Kiellar Ship
Naming: Kiellar are usually referred to by their first name, but on official documents will be known as <Name> of <Father's name>. Click here for a generator that will spit out some thematic names.

Homeworld: Relenar

Appearance:
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Kiellar are a moderately tall race, with males averaging about and females about 5’8’’ and males about 6’2’’ with generally slim builds. Their skin tones are similar to those of humans, as are the colours of their (almond shaped) eyes. Kiellar hair is similar in shade to human hair, though it is noticeable finer and body hair is sparse.

While most organisms with a strong sense of smell will be able to easily differentiate a Kiel from similar species, to those creatures that rely smell.

NB: If you want to make a Kiellar character and want to use a picture, Shadowrun Elves make good models.

Biology: Kiellar have an average lifespan of about 200 years. While an individual Kiel will reproduce slowly (gestation period is one year), Kiellar remain fertile for most of their lives and that, coupled with their natural resistance to disease, means that the Kiellar population as a whole can multiply quite rapidly – it is not unusual for a Kiellar couple to produce over 20 offspring in a lifetime, with over a century between the youngest and the eldest.

Kiellar, additionally, have strong night vision.

History: 900 years ago, the first Kiellar ships left their homeworld of Relenar to begin exploration of their solar system. Initially a group of waring Nation States, the Kiellar became eager terraformers, turning inhospitable moons into habitable planets before over the course of the next century.

Strife, however, quickly broke out between the colonies, with some seeking independence from their home nations, which in turn ignited a wave of brutal wars across Relenar. Out of the ashes of this rose the ‘All Kiellar Republic’ which sought to unite the waring Kiellar nations into one system-wide Republic. At first it seemed like a fantasy, however, the Republic continued to win until, by the time the Kiellar discovered hyperdrive technology 700 years ago, the whole system was united.

The discovery of alien life came as a shock to the Kiellar who, to that point, had assumed they were the only intelligent life-form in the universe. The Kiellar Republic began to trade with some of their interstellar neighbours, however, the Kiellar were always an expansionistic race and, bit-by-bit, the Kiellar began to absorb their neighbours.

The first major setback occurred when the Kiellar encountered the Dhasath League who destroyed the Kiellar Fleet, forcing the Republic to pay war reparations. This, in turn, paved the way for the military to seize control of the Republic, claiming the defeat was the result of corrupt politicians. The Kiellar fleet was rebuilt and the second Dhasath war was a minor (and very unexpected) Kiellar victory, with the League handing over several mining stations and border outposts, but retaining all their inhabited worlds.

From that day, until the conflicts with the Ragon that ended in stalemate fifty years ago, the Kiellar have remained unchallenged as the premier military force in the Andromeda galaxy.


Name
Singular: A Ragon
Plural: Some Ragons
Adjective: A Ragon Ship
Naming: Ragon names tend to have a 'ah' 'Ss' 'rowl' or 'hs' sound. 'ah' is considered a peaceful or confused sound with 'hs' being a 'solid' sound. 'rowl' being noted as aggressive. Females tend to have names that are suggestive of command, power, fertility, motherhood, and dinning while Males tend to have names that are suggestive of obedience, strength, speed, war, giving, and beauty. Rowl, Grawl, Hssis, Ssowl, and Ahharon are examples of male names. Ssal, Sshoal, Sowl, and Sarah are examples of female names.

Homeworld: Ysier

Appearance:
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Ragons are huge, heavily muscled Reptilian humanoids. The average height of a male is around 4 metres, though females are, averaging 4.5 to 4.8 meters. Ragon skin varies from grey to green. Heads are large and flat with a relatively short muzzle.

The most interesting feature of a Ragon though, is the large prehensile tail which acts as a third arm and is capable of supporting the weight of the Ragon... provided the object they are holding onto can also take the creature's weight.

Biology: The Ragon have an exceedingly long lifespan, even longer than that of the Kiellar (although Kiellar scientists are not sure exactly how long they live), though they are slow breeders, partially due to the long gestation period of Ragon young and the fact that only 20% of births produce female offspring. Ragon Females are polyandrous and will each have multiple 'dearling' males serving them.

As a result of being cold blooded, a Ragon tends to focus on a single task. Practically, this means that the Ragon are often seen as silent and brooding (they are not garrulous diplomats) and too many stimuli hitting them at once can lead to sensory overload and poor decision making or reverting to animal instinct during battle. While Ragons are often considered gluttonous, depicted as one minded eating machines but this is not the case. Again, as a result of being cold blooded, a Ragon only needs to eat one large meal per standard week. Live prey is preferred (as it is the freshest), and while they can't 'chew' they have been known to tear large chunks out of living prey to swallow instead of the whole creature.

Ragons have a ‘heat sense’ (similar to that of a pit viper) which allows them to sense minute changes in temperature as infrared rays. This aids in temperature regulation and also in locating warm-blooded prey. Furthermore, their forked tongues are capable of 'stereo taste' where upon it can be flicked to 'taste' the air pick up 'sound'. Which helps in locating prey in the dark.

The thick Scales on a Ragon’s hide have been known to absorb blasts from energy weapons, particularly at longer range – Kiellar scientists suspect up to one in three hits have no effect. Even when a shot does penetrate, the huge muscle mass and dense bones make a Ragon much less likely to take a critical injury. While a Ragon may seem ponderous and slow moving compared to most smaller species, they are also phenomenally strong.

History: The Ragon originated on the jungle planet of Ysier where they where they congregated as pre-sapients in 'congresses' of around three families. The earliest signs of tool use were small, stone hammers. Stone-age Ragons mostly lived away from the polar regions and fire and clothing developed very slowly. Some scientists have suggested that a mini-ice-age may have prompted the Ragon tribes to develop these technologies though there is corroborating evidence of such an event in the fossile record.

The first Ragon states were oligarchic city states governed by prominent 'Mothers' and to this day Ragon culture emphasises the sacredness of Ragon females who continue to rule over the males who labour, fight and die for their matriarchs. Legend states that a goddess instructed the first builder of cities and took him as her 'dearling' from which a line of legendary queens and warrior princes were born.

As power began to be consolidated, the first nation states were formed as the dominant cities conquered their smaller neighbours. With the growth of the nation-state, Ragon society began to see the growth of a philosophy of materialism, the rejection of spiritual and the notion that value is defined by utility. This age led to slavery, betrayals, and inter-state rivalries that eventually led to several planet-spanning World Wars.

In response to the perceived failures in Ragon society, a fresh philosophy stressing Collective Nesting system and the death of the individual began to appear and take root in some of Ysier’s prominent states. A planetary cold-war between the followers of Materialism and the Collectivists lasted seventy years and, in many respects, is analogous to the current cold-war with Kiellar Command.

The Cold War period saw the rise in science fiction literature, often revolving around first encounters with hypothetical alien life. Early examples had largely Ragon-like aliens with plots inspired by the cold war but eventually the genre turned its attention to notions expansion, discovery, and the thrill of a new hunt during an era of 'radical media' which had a huge impact on the generations of Ragons who would go on to take the species to galactic prominence. Science-fiction again changed as the Cold War ended; Globalisation was happening and the genre began to increasingly depict a futuristic star spanning state where Ragons worked in relative equality seeking out new life forms with which to dominate and consume. With global solidarity between Ragons came the notion that other species that may, or may not be encountered, could not be anything more than livestock.

With the discovery of the Skrim Drive, the Ragons finally realised their dream of building a stellar empire. They conquered worlds and found the inhabitants to be as little more than livestock, as they had suspected. Slowly the Ragon Empire grew into a massive commercial empire as corporations took to managing the lesser populations under Ragon control, for careful processing into food stuff. Though the Ragon have a reputation as cruel, there are those who take offense to the ill treatment of prey - while a minority (largely from former collectivist/spiritualist holdings) they still speak out (though not for total discontinuation of predation – that would be too radical).

As the Ragon Empire expanded they became aware of the Dhasath League and observed from a distance. After decades of careful planning, the Ragon struck at a moment of vulnerability after the Second Dhasath War. While the Kiellar might have also been vulnerable they were quick to reinforce their borders and reorientation their fleets to counter a move by the Ragon (the speed of their organisation is a peculiar mammalian trait, from a Ragon perspective). While the Kiellar and soldiers are undeniably inferior, when battle was joined between the two empires, Kiellar Command proved able to throw far more ships at the Ragon fleets than they had expected and their ranks of auxiliaries halted the tide. A peace was reached which has held for 50 years… though how much longer it can hold is anyone’s guess.


Name
Singular: A Dhasath
Plural: Some Dhasath
Adjective: A Dhasath Ship
Naming: Click here for a generator that will spit out some thematic names.

Homeworld: Doona'tay

Appearance: Of the aliens of the Andromeda Galaxy, the Dhasath are the closest to humans, so close in fact that they might easily be mistaken for one another. The most common appearance for a Dhasath is like that of a human from the Eastern Mediterranean, though there are, like humans, a great range in phenotypes.

Dhasath, however, do not smell like humans to any creature with a particularly acute sense of smell (they smell slightly sweet). They can also be told apart by a simple blood test for nitrogen compounds.

Biology: The Dhasath evolved on a desert planet in what is now a part of the Ragon Empire and are supremely adapted to survival in hot, waterless environments, and are also resistant to the cold.

Dhasath are extremely rapid breeders, reaching maturity faster than most other species and producing more offspring. A Dhasath pregnancy lasts for around six months and the average ‘litter’ is 2.5 children. A Dhasath is fully grown by age 14.

As a byproduct of their adaption to harsh environments, Dhasath tissue is flooded with nitrogen compounds which, if ingested by an individual of another species, gives a potent feeling of euphoria.

History: In the early days of Kiellar expansion, the ‘Dhasath League’ was the major competing power in the Andromeda Galaxy. The League, however, was ill equipped to deal with the Ragons who, after their discovery of the Skrim Drive, swept the League fleet aside (somewhat aided by the fact that they had recently been defeated by the Kiellar), capturing every Dhasath planet within five years of first contact.

The Euphoria that results from ingesting Dhasath tissue made the species a delicacy to the Ragons, and within ten years, the species was all but exterminated in Ragon space. A few refugees successfully fled into Kiellar territory and the neutral belt, though, three centuries on, the species remains critically endangered.

While hunting of sentient species is illegal in most places outside of the Ragon Empire, Dhasath and their body parts are worth a considerable amount of money either as food or to be processed into illegal narcotics.
Mostly because of this, Dhasath, when they are encountered, are usually described by others as naturally suspicious, highly alert and quick to violence.

The discovery of the Dhasath by Earth authorities has sparked considerable paranoia of 'alien infiltrators'. Dhasath are referred to as NHEs (Near-Human Extraterrestrials) and have been earmarked for urgent study.


Name
Singular: A Gollar
Plural: Some Gollar
Adjective: A Gollar Ship
Naming: The Gollar borrow quite heavily from the Cardassians in Trek and as such this name generator should help you write a Gollar sounding name.

Homeworld: Goisha (destroyed)
Viromir (nominal)

Appearance:
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The gollar are a humanoid species, notable for their grey skin and the scaly ridges around their eyes, neck, ears and forehead. Gollar have a third 'eye' in the centre of their forehead, which is similarly armoured.

Gollar hair is universally black and starts further back than most other species, only growing from the midscalp back and being entirely absent from the rest of the body.

Male gollar are, on average, 5 foot and 11 inches tall, while females are, on average, 5 foot and 7 inches tall.

NB: If you want to make a Gollar character there are plenty of Cardassian pictures/photomanips you can use on the web. Other tools you could use include the Star Trek Online character builder.


Biology: The gollar are descended from a warm blooded arboreal dinosaurian type creature from the now-destroyed world of Goisha.

Gollar are somewhat unusual in that they have a third 'eye', though this organ is not capable of traditional sight, skin grows over it, though it does provide the gollar with a crude form of infrared vision.

Gollar skin is notoriously hard to penetrate, that, along with the scaly ridges surrounding vital points, makes gollar somewhat difficult to injure with traditional melee weapons. It provides no protection from blasters or plasma blades though and, as such, is of limited utility in contemporary warfare.

History: The contemporary 'Gollar Confederacy' is, in fact, the second coming of the gollar to the international stage of the Andromeda Galaxy, though few races now are familiar with the 'Gollar Union' a millennium ago.

A regional power in it's day, the Union was notable for it's commitment to extreme laissez-faire economics and the unregulated exploitation of natural resources. While it was entirely preventable, the exploitation of the homeworld of Goisha led to ecological collapse and a Union-wide food shortage. While this problem might have been remedied in time, social unrest had been bubbling under the surface of gollar society for decades. Billions died of starvation and in the brutal civil wars that followed.

A handful of colony worlds survived, scattered in what is now known as the Neutral Zone, though without access to the Union's universities, libraries and infrastructure, much of gollar knowledge of the universe was lost.

This might have been the end of the gollar as a galactic player were it not for the discovery of 'the Forge' (a massive factory-station in the same system as Viromir, built by an unknown precursor civilisation) and the excavation of a 'Zero-Point Generator' that allowed the gollar to power it.

The Forge allowed the gollar on Viromir to build vast quantities of weapons, armour and ships in a remarkably short period of time. Viromir approached the other gollar worlds and, while no appetite existed for the creation of a new union, it was agreed that the states should work together for self defence. From the summit called by the leaders of Viromir, the new 'Gollar Confederacy' and its 'Joint Defence Force' were born.

Rapidly, the gollar began offering membership to other nearby worlds, provided they did not practice slavery or other customs the gollar deemed barbaric. Those who did, found themselves being 'liberated' by Confederate forces with many freed slaves finding employment in the military. As it stands, the Joint Defence Force is now only around 30% gollar.

While the Confederacy's expansion has taken on the character of an ideological crusade, it is a crusade tempered by pragmatism. The leaders of the Confederacy understand they are not in a position to openly challenge either of the major powers at this point, though they are not above the use of covert operations, particularly against the Kiellar, whose society is easier to infiltrate.


Species of the Federation

Name
Singular: A Gorial
Plural: Some Gorialax
Adjective: A Gorialax Ship
Naming: This generator will give you some decent Gorialax names. To create a surname, just use another name from the list.

Homeworld:Zinkeria

Appearance:
Image
Of the Milky Way aliens, the gorialax are the species most able to pose as human (albeit someone with a bad sunburn/spray tan).

Gorialax are relatively small (average height of 5'6'' for a male or 5'2'' for a female), lightly-built humanoids with a reddish skin tone that varies between individuals from a relatively bright pinkish colour to a burnt orange. Hair colour is dark while eyes span the whole human spectrum.

NB: If you want to make a gorialax character it is a pretty straightforward to do a photo manipulation on a human photo. I am very happy to help, if you post up the image you want to use.


Biology: Unlike most humanoids, who evolved from a primate type creature, the gorialax are descended from an ornithapod type creature that filled much the same niche as a wildebeest does on the African savannah. As such they are generally regarded as herbivores, though they will also eat small invertibrates.

The creature the gorialax evolved from was prey for many large carnivores. Speed was the main mechanism of defense and that has carried over to the modern gorialax in several unusual characteristics. The first and most obvious is their running speed. A fit, unencumbered gorial can run at speeds of 30mph for extended periods of time.

The gestation period for gorialax young is 8.5 months (slightly less than a human) and they are born with a well developed lower body. It is regarded as highly unusual for a gorialax not to be walking within an hour of birth.

Gorial bones are lighter than human bones meaning that a gorial will usually weigh 20% less than a human of similar size and body shape. This also means they are physically weaker and tend to struggle carrying large loads. Despite this, the gorialax form the backbone of the Federation of Civilised World's Special Forces, where they inevitably specialise in blitz-attacks.

History: The Gorialax Collective first began exploring the Milky Way 5 millennia ago and began to study and categorise the species they found, visiting Earth around 4,500 years ago and studying humanity.

Unagressive by nature, the gorialax were initially shocked to find not all other races were interested in peaceful exploration and they began to arm their ships, though gorialax weapons proved woefully inadequate in the first centuries of exploration. This changed with first contact with the berdikons, a race with a very similar collectivist outlook. The two races began to pool knowledge and share designs, developing increasingly better and more sophisticated warships.

The two races combined about 4,000 years ago to form the 'Federation of Civilised Worlds', the faction which would come to dominate the Milky Way. While there were initially competitors, the gorialax and berdikons defeated them all, one by one, emerging as the undisputed Hegemony in the milky way 3,000 years ago.

Federation society, led by the gorialax and berdikons has always been remarkably socially equitable. The gorialax see themselves as members of a collective, rather than as competing individuals and resources are shared evenly. This situation is not appealing to all species and despite the fact that non-gorialax/berdikons worlds are free to join, the gorialax still make up 42% of the Federation's total population (755 billion) with the berdikons accounting for a further 40% (719 billion), though there are a huge number of 'Federation Aligned' worlds which are not included in this number.

The Federation's military has waned over the last three millennia. Without any serious threats, it has suffered from progressive funding cuts, it's leadership is inexperienced and the crews and soldiers are generally green.


Name
Singular: A Berdikon
Plural: Some Berdikons
Adjective: A Berdikon Ship
Naming: Berdikons have a forename, usually one to three middle names (which refer to famous or cherished ancestors of either gender) and a Tribal name.This generator will give you some decent berdikon-sounding forenames/middle names.
This will give you some Berdikon sounding Tribal names.

Homeworld:Greskia

Appearance:
Image
The Berdikons are a Milky Way species who superficially resemble humans in many ways, their green skin makes them quite obviously alien.

Berdikon are about human size, while their skin tones range from a bright green to a drab olive. Hair is naturally dark. Eyes can be anything in the human spectrum though green, brown and hazel are most common.

NB: If you want to make a berdikon character it is a pretty straightforward to do a photo manipulation on a human photo. I am very happy to help, if you post up the image you want to use.


Biology: The Berdikon home planet of Greskia is an unusually fertile planet with dense forests of fruit bearing trees that stretch from the equator to the artic tundra. The Berdikons are descended from an arboreal monotreme type creature (while mostly mamalian, Berdikons are oviparous) that once graced the canopies of the planet.

It is believed that the progenitor species practiced a rather unusual mating system that was a cross between 'polyandry' and 'resource defense polygyny' with males defending a resource area to attract females, but with only the dominant females in the group breeding. Younger and less dominant females formed 'creches' to look after the group offspring's. Around 90% of berdikon eggs hatch as females, though it is not understood whether this evolved as a consequence of their peculiar mating structure or if it was the other way around.

Due to the low number of males, polygyny is still practiced, though berdikon society tends to be dominated by older matriarchs.

Berdikon males will be physically and sexually mature at a similar age to humans, though the females, while physically fully grown at the same age as humans, do not begin to ovulate until about age 40 (in earth years) despite being completely adult in appearance. Earth authorities often refer to pre-reproductive age adult females as 'Freemartins'. Ageing is significantly slowed for both sexes until around age 40 and Berdikons live for an average of about 105 years.

Young berdikons have a retractable, backward facing, venemous spur that can be extended from beneath the carpal bones. While extremely painful, this venom is rarely ever lethal. At around age 40 this spur will break off and while the poison gland in the upper arm remains active, berdikons lose the ability to deliver the venom (though it is possible to replace the spur with a synthetic one).

As a planet, Greskia is also unusually rich in cobalt and nearly all of the native species, the berdikons included, use 'coboglobin' to transport oxygen in the blood. This means that berdikon venous blood is amber, while arterial blood is clear. For the same reason berdikon muscle tissue is very pale, looking similar to that of a earth reptile when cut open. Berdikon 'milk', or indeed that of any other of the monotreme-type species of Greskia is a pale violet colour.

Berdikons living amongst other species will inevitably need to take heavy cobalt supplements, while other species will generally need to avoid food grown on Greskia due to the danger of cobalt toxicity.

History: The United Republic of Greskia first began exploring the Milky Way 5 millennia ago. While not an especially agressive species, Greskia had seen a number of wars in the years leading up to unification, and the berdikons were not as unprepared as their soon-to-be allies in the Gorialax Collective, when they first encountered hostile species.

While not a herd species, the berdikons tend to be cooperative by nature, forming large collectivist tribes stratified by age and sex. Historically wars tended to only be fought when resources were unable to meet the demands of all tribes. In the post-scarcity world of the United Republic, there was little to compete for and Greskian society gradually developed a unified tribal identity. When they encountered the gorialax, the two highly cooperative species almost immediately began working together.

Together the berdikons and gorialax combined, about 4,000 years ago, to form the 'Federation of Civilised Worlds', the faction which would come to dominate the Milky Way. While there were initially competitors, the Federation proved to be, in it's early years, an unstopable military-political juggernaut, emerging as, and remaining the undisputed Hegemony in the milky way 3,000 years ago.

Federation society, led by the gorialax and berdikons has always been remarkably socially equitable, although amongst the berdikons, the matriachs and males are generally better off than the younger females. The peculiarity of the two races has meant that the Federation isn't appealing to more individualistic species and the berdikons and gorialax together make up 82% of the Federation's total population of 1.8 trillion, though there are a huge number of 'Federation Aligned' worlds which are not included in this number.

The Federation's military has waned over the last three millennia. Without any serious threats, it has suffered from progressive funding cuts, it's leadership is inexperienced and the crews and soldiers are generally green.




FACTION SUMMARY


This information is provided in detail elsewhere, this section is just here as a handy reference.

Earth: The planet at the gateway between Andromeda and the Milky Way. Technologically underdeveloped and on it's own at this point.

Federation of Civilised Worlds: Democratic Milky Way hegemony. Generally nice people but militarily inept.

Gollar Confederacy: Democratic minor power from the Andromeda galaxy. Fanatical emancipationists. Tend not to worry too much about collateral damage.

Kiellar Command: Military-dictatorship and Andromeda galaxy hegemony. Economy is built on the back of billions of slaves.

Ragon Empire: Corporate-dominated hegemony from the Andromeda galaxy. View other species as food.



THE RULES


And because it seems important to write these out, here are a few rules for making a better society:

  • Decisions
    My word and the word Bingellia and Arengin Union (and anyone else who gets appointed as a Co-OP) is binding. If you don’t like a decision, you can, of course, ask for us to reconsider it. Once. If we made a decision you don’t like, complaining for pages and pages is not going to endear you to anyone. Not me, not the Co-OPs and not your fellow writers.
    On that note, I intend to run this thread as an anarcho-communist cooperative. This is an unnecessarily complicated way of saying that my word DOES NOT overrule theirs. If there is an appeal and a dispute amongst the Co-OPs we will take a vote on the matter.
  • Post Quality
    I don’t have a problem with short posts but please use proper spelling (I don’t care what regional variant), grammar etc.
    Ideally also try to include a 'hook' when you write a post, which is to say something that gives other people something to respond to. If your post is something along the lines of 'Bilbo Baggins stayed in his room and read a book while the world was ending', don't be surprised if nobody responds to you.
  • Posting Commitment: Nothing is worse than making an RP only for it to die. Please try to make at least one post every 48 hours or so. If you find yourself unable to post, please let me know in the OOC thread. If it looks like you've abandoned a character in the middle of a fight scene I might decide to kill them off if I'm feeling particularly malicious.
  • Posting Speed On the flip side, blitz posting can also be infuriating. So, especially during the important scenes, I recommend giving your fellow players a reasonable time to make a reply. We all have real lives. That being said, if someone leaves everyone waiting for over 48 hours, feel free to carry on the scene without them.
  • OOC thread Manners
    Nothing annoys me more than bad manners on an OOC thread (apart from that 'Look at my horse, my horse is amazing' song). Swearing, passive-aggressive sniping or any other rude behaviour are not welcome on the OOC. I will warn you once. If you can’t control yourself I will ask you to remove yourself from the thread.
  • IC thread Manners
    Remember, we are writing a story together, not playing to win.
  • Character Death
    Player death is possible in this RP, though will be quite rare and easily avoidable. Please don’t write that you have killed another character unless you have OOC permission from the character's owner to do it. Beat them into a pulp or take them prisoner, but don’t kill them. Having said that, if someone does something really stupid, I reserve the right to announce your character has got themselves killed. Likewise, if someone goes inactive in the middle of a fight scene without explanation and cannot be raised, I may decide to kill their character off.
  • Godmodding
    If your character is unfairly refusing to take any damage I will write them taking damage for you. You're welcome!
  • Keep it PG13
    Shouldn’t need to be telling you this really but keep the erotica and gorn off the thread. Hopefully you all know how to write forum-safe stuff. I will be extremely disappointed if the mods have to pay us a visit.
  • Banning Players
    I really don’t want to be doing that but reserve the right to do so if you cannot follow the (hopefully, rather simple) rules above.



APPLICATION FORMS


When filling in an application form, please delete everything in parentheses.

Character App
For returning writers: If you are bringing across a character from Voyages in Andromeda, provided you have written a wiki entry for the character, there is no need to fill in an app, just link your wiki article below so we know you are back! If you have, fill in the app so that other people can refer to it. Similarly, if you have a character from Voyages but want to make substantive changes to the character, you'll need to discuss it with me first.

The only current rules for characters are:
  • No psychics.
  • If you have an excessively overpowered weapon you might be asked to tone it down.
  • No armour which makes you immune to blaster fire.
  • If you want to have an allegiance to a faction, don't pick the Ragons, unless your character is one! Also, if you are aligned with either the Kiellar or Ragons you might want to ICly keep that secret.

Also please remember that for you to be a crew member you were hired to do something on the ship. Its a bit of a rough and ready ship, so the bar isn't very high, but if your character looks like someone nobody would touch with a barge pole then we might ask you to take another look at the app.

Code: Select all
[box]
[size=150][b]Character Description[/b][/size]
[list][b]Name:[/b]
[b]Species:[/b]
[b]Gender:[/b]
[b]Age:[/b]
[b]Appearance:[/b] [spoiler](Feel free to describe with text or put pictures in here.  If you are using a picture, personally, I find it easier to picture a character who is shown in photo/realistic drawing though I'm not going to get funny about anything else.  Unless it is your personal stick-man art.  I might draw the line at that.)[/spoiler]
[/list]

[hr][/hr][size=150][b]Strengths and Weaknesses[/b][/size]
[list]
[b]Skills[/b]: (Is there anything you are significantly better at than most other people?)
[b]Weaknesses[/b]: (Is there anything your character is really rubbish at?  Not essential you put anything in, but can be fun) 
[/list]

[hr][/hr][size=150][b]Background:[/b][/size]
[list][b]Role on Ship[/b]: (What do you bring to the part?)
[b]Faction Alignment[/b]:(Are you an independent adventurer or do you owe allegiance openly or secretly to one of the big factions)
[b]Personality:[/b]
[b]Backstory[/b]:(How did you come to be here?)
 [/list][/box]


Species App
I am going to assume that anyone making a species app would prefer the species be reserved for their use. If they would like their creation to go on the list of pre-designed races, let me know. Additionally, there are a few rules for new species:
  • You cannot create a psychic race. There are a sufficient number in the RP already.
  • Your race cannot be immune to blaster fire.
  • Your race cannot be inedible to Ragons. This is to maximise the threat the Ragons pose to your character/s.
  • Your race cannot be allied to the Ragon Empire. The Ragons regard all other species as animals and do not form alliances.
  • Your race cannot be another great power. The two great powers (and the Gollar) are important plot elements. Extra powers make it too chaotic.
  • If you want to make your race super long-lived, there should be a good narrative reason (there are quite a lot of super long-lived races already).

Also, please remember that your species app serves as background for your character, not the other way around.

Code: Select all
[box]
[size=150][b]Species Description[/b][/size]
[list][b]Name:[/b]
[b]Singular:[/b] (what do you call one of your species on their own)
[b]Plural:[/b] (what do you call a whole lot of your species)
[b]Adjective:[/b]
[b]Appearance:[/b] (If you are using a picture, please include a bit of info on how much variation in appearances there is among the species) [spoiler](Feel free to use a picture here)[/spoiler]
[b]Biology:[/b] (what is special about your species that you can't tell by looking at them?  Night vision?  Super-strength?)
[/list]


[hr][/hr][size=150][b]Background:[/b][/size]
[list][b]Homeworld[/b]:
[b]Galaxy[/b]: (Andromeda or the Milky Way?)
[b]Alignment[/b]: (Is your species a client of the Kiellar, a member of the Confederacy/Federation or none of the above?)
[b]History[/b]:(Tell us a bit about your species)
 [/list][/box]





CHARACTER VAULT


Due to the fact that we are a sequel thread, there are quite a few characters already established. We have been storing the character information in the Character Vault Wiki as a helpful resource for people wanting to refer to details of other people's characters (including the characters for the other Andromedaverse threads). For new writers, there is no need to read all of this! Though if you do want to find out anything about the officers on the ship, their articles are linked on the main page.





Last edited by Dyelli Beybi on Fri Aug 07, 2020 3:01 pm, edited 9 times in total.

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

Postby Endem » Mon Apr 06, 2020 6:16 pm

Le Tag
All my posts are done at 3 A.M., lucidity is not a thing at that hour.

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Arengin Union
Powerbroker
 
Posts: 8858
Founded: Feb 23, 2016
Left-Leaning College State

Postby Arengin Union » Mon Apr 06, 2020 6:19 pm

Last edited by Arengin Union on Mon Apr 06, 2020 11:05 pm, edited 1 time in total.
"I do as I please"
-King Abraham Markev final words before jumping into a cage to fight a lion.

Proud member of the Federation of Allies

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Europa Undivided
Minister
 
Posts: 2390
Founded: Jun 18, 2019
Inoffensive Centrist Democracy

Postby Europa Undivided » Mon Apr 06, 2020 6:34 pm

Protestant ~ RPer ~ House of RepresentaThieves ~ Worldbuilder ~ Filipino ~ Centrist ~ Pro-Life ~ Agent of Chaos ~ Discord: derangedtroglodyte ~ No Ani Anquietas, hic qua videum
“Those who cannot conceive Friendship as a substantive love but only as a disguise or elaboration of Eros betray the fact that they have never had a Friend." - C.S. Lewis
“War is cringe." - Moon Tzu, the Art of Peace

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Theyra
Negotiator
 
Posts: 6409
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Mon Apr 06, 2020 7:25 pm

(Just as a reference)

Character Description
    Name: Novo Vohru Andai
    Species: Kay-Si
    Gender: Male
    Age: 30
    Appearance:
    Novo is looks like a average Kay-Si with brown fur and two cybernetic eyes. Along with a blue tatto on the right side of his face.



Strengths and Weaknesses
    Skills: Skilled engineer, Good Shot and a good tracker
    Weaknesses: Sensitive to loud noises, becomes distacted when his eyes get damaged.


Background:
    Role on Ship: Engineer
    Faction Alignment: Independent/Kay-Si League
    Personality: Friendly, curious, never forgets actions that have wronged him and quick to act.
    Backstory: Novo was born on Arawath to a minor clan that is allied to the major clan Iraell. His parents were shipwrights that worked on the League's ships and Novo was destined to become a shipwright like his parents. Growing up, his father would take Novo on traditional hunting trips to hone his senses and teach him valuable lessons. While he would become a shipwright and would learn how to also repair ships. He was not content with staying on Arawath and had ideas about venturing into the galaxy. He was fitted for a pair of cybernetic eyes to help with building and repairing ships.

    Once he was old enough and saved up enough money, Novo would leave the safety of League space and see the galaxy. What he found was not what he expected and the galaxy was grimmer then he had thought. After almost getting tricked into going on a shady transport that was secretly heading for Ragon space so the passengers can get eaten and getting his money stolen. Novo found work as an engineer aboard a merchant ship that dealt with the Kiellar. He would later learn that the ship was secretly moving escaped slaves from Kiellar space and into the Neutral Zone. Novos did not object to this and kept his mouth shut about it. Unfortunately, during their last trip to Kiellar space. The Kiellar would discover that they were moving slaves and Novos with the rest of the crew fought them in order to get away. They did not get far and were shot down as they were leaving the planet.

    Novos would find themselves one of the survivors and was taken prisoner by the Kiellar. He was put on the Defiance and was mentally preparing himself for what kind of prison he was going to. Lucky for him while has locked up on the ship, there was a prisoner mutiny and he was freed. Seeing nowhere else to go, he elected to stay on the Defiance and joined its crew. Having been in some of the adventures that the Defiance crew was in like the rescue of Thanica and the rescue of Carter. Since then Novo has been helping to keep the ship up and running and wonders what more adventures the Defiance will find itself in.


Species Description
    Name: Kay-Si
    Singular: A Kay-Si
    Plural: some Kay-Sii
    Adjective: Kay-Sian
    Appearance:Kay-Si[/spoiler]
    Biology: Kay-Si have are born without eyes and use echolocation to navigate and to locate targets effectively. Along with heightened senses to aid them with their echolocation. If they concentrate enough they can detect if a person is lying or not, making it hard to lie to a Kay-Si.



Background:
    Homeworld: Arawath
    Galaxy: Andromeda
    Alignment: Independent
    History: Hailing from the tropical moon of Arawath, the Kay-Si first evolved living underground in the moon's vast subterranean caverns. The Kay-Si evolved without the need for eyes and had relied on various tools and natural abilities to survive and flourish underground. From there, they advanced at a moderate rate and from into numerous clans. From there a strong clan culture was formed with lesser having to ally or joined stronger clans in order to survive. Later the clans would form into nations and tensions were tense between two rival blocs. During what is called the Great Depths War which most of the Kay-Si nations were involved. The destruction caused major damage to underground caverns and opened a hole to the surface.

    After the war ended, various nations sent explorers to investigate this unknown land. They were shocked to find an untouched frontier that was above them and started to colonize the surface. By then, their technology had advanced enough where in order to better adapt to the surface and to deal with certain challenges, they created cybernetic eyes for various Kay-Sii to use. Once they achieved spaceflight, they expanded quickly throughout their home system.

    When they finally started to expand to another system, they encountered Kiellar traders that were passing through the system. The knowledge of other life and later the information about Kiellar and Ragin empires caused the Kay-Si ti united under one banner and formed the Kay-Si League. Most Kay-Si tend to stay on or near their colonies while a small amount would venture out and see what the galaxy has to offer.


(Just changes to a preexisting char from the last rp)

Character Description
    Name: Vak'ol Vum
    Species: Zolea
    Gender: Male
    Age: 29
    Appearance:


Strengths and Weaknesses
    Skills: Talented Chemist, Psionic Warrior, Melee Combat
    Weaknesses: Arid or hot climates, paronid around pskers


Background:
    Role on Ship: Security/maybe medical
    Faction Alignment: Independent/Zolean Kingdom
    Personality: Eccentric, cautious, watchful around psykers, inventive, likes to be alone and kind to those that he trusts.
    Backstory:Vak'ol was the third child born into the Vo'Zolea noble house of Vum. House Vum being an important house as they are known to produce psionic Zolea. Vak'ol despite being the third child and was not likely going to inherit any of value, he was given a proper education. When he was ten, it was discovered that he had psionic potential and was given over to the Oynx Lords. The Oynx Lords are an ancient order of Zolean psykers that act as psionic warriors and meditators to the Zolean Kingdom. He trained hard to learn and control his powers. Combining psionic powers and melee attacks.

    Things were looking well but, during a major trial of his abilities. There was an incident that left Vak'ol mentally unstable and could not control his powers. The Oynx Lords did their best to heal Vak'ol's mind and while they succeeded, he was left mentally scarred and unable to use his powers effectively. His family was outraged at the news that something like this could happen under the Lords' watch and Vak'ol' took time to rest after the ordeal. During his rest, he thought about the future and what he should do next. It would take a while but, Vak'ol took an interest in chemistry and found that he was good at it. Eventually becoming an expert chemist and left his homeworld to find work in the Neural Zone.

    He would drift from job to job and found himself in the employment of a Kiellar official. It was not ideal to work for a Kiellar given their slaving ways but, at the time Vak'ol was desperate for money. One day the official wound up dead and the police discover that the official was poisoned. They tracked the poison to Vak'ol who was surprised at the news and was taken in custody. Vak'ol knew that he did not murder the official and realized that someone had framed him but, no one would listen to him. Last he knew he was loaded up in a prison ship and was heading to a Kiellar prison.

    Then by luck or change the prisoners of the prison ship Defiance launched a takeout while Vak'ol was still in a stasis pod. Having several adventures before finally waking up from his stasis pod when it malfunctioned. Happy that he will not be heading to a prison world for the rest of his life and joined the crew seeing how he had little choice given he was in the middle of nowhere. Since becoming apart of the crew, Vak'ol had help out the Defiance crew, mainly when the ship was boarded by Kiellar Command and then during the rescue of Carter. Since then, Vak'ol had been trying in his spare time to get past the mental block in his head. Succeeding about a month ago after an intense mental journey in his mind. With the block gone, Vak'ol was able to use his powers again and practice to get back into fighting shape. Now he feels that he is ready for a fight and has some thoughts about leaving and seeking out the Onyx Lords to finish his training. But, he feels loyalty to the crew of the Defiance and continues to hone his skills on aboard the ship.


    Species Description
      Name: Zolea
      Singular: Zolea
      Plural: Zoleas
      Adjective: Zolean
      Appearance:
      Biology: Having evolved on an oceanic world, the Zolea can breathe underwater and are excellent swimmers. Along with being able to withstand high amounts of pressure and are naturally strong. Zolea is known for having psionic abilities and often train their psykers to be psionic warriors. Not all Zolea have the ability to breathe air, those that can are called Vo'Zolea and are the ones that outsides often met.



    Background:
      Homeworld: Turia
      Galaxy: Andromeda
      Alignment: Independent
      History: Standing at 7-8 feet, the Zolea come from the oceanic world of Turia. The Zolea evolved in the fertile ocean and found themselves at the mercy at the leviathan creatures that roamed the ocean. Forcing some of the Zolea to the few islands on the planet and eventually, some evolved to breathe air. From the safety of land and the shallows, the Zolea learned how to craft weapons and defensives to harm the leviathans. It was during this time that the first psyker was discovered and after learning how to control her abilities. Founded the Oynx Lords for finding other psykers and to use their powers against the leviathans. With the Oynx Lords help along with other monster hunting order. The Zolea would win against the leviathans and were able to claim the planet was their own. Centuries later the world would be united under an elected monarchy called the Zolea Kingdom. Soon afterward, the Zolea would venture out into the stars and expand their Kingdom and meet other races. Most Zolea prefers to stay near the Kingdom's borders and are wary of outsiders.


Link to the old app

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

Postby Endem » Mon Apr 06, 2020 7:52 pm

Character Description


Strengths and Weaknesses
    Skills: Marksmanship, Sneaking
    Weaknesses: Has *ahem* trust issues


Background:
    Role on Ship: the Sniper
    Faction Alignment:Kiel Agent Gone Rogue
    Personality: a paranoid man, he always worries about his second identity coming out, wary of other Kiels, especially those he knows have or had some links to the Command Intelligence, however, he can be trustworthy and reliable if you manage to get his trust, which is no small feat, however, he can play whoever you want if you need it
    Backstory:
    Sinon was for most of his life a normal Kiel, until he was conscripted some 50 years ago while he had but 37 years. He excelled and was promptly noticed by the Command Intelligence, he had after that became an operative infiltrating, killing, doing whatever the generals wish that they couldn't do through the hands of normal conscripts. Many of his missions required severe and understandably invasive surgeries, which, fortunately after a mission has ended was "fixed", other times a simple synthetic skin was employed.

    Sinon served the Command Intelligence for 50 years, and would probably still do it until he was sent on a mission to Gollar space some 11 months ago. During this mission however, he became disillusioned to the Command's government, and the Kiellar civilization as of now, yet, he hadn't gone rogue back there out of necessity, as he feared being tracked down and eliminated.

    Fortunately for him, he was on the space station the ship Undeniable returned to after the successful mission on Zerataca. Sinon, hearing of the infamous Dolon Mathor being defeated in battle, he promptly cut all communications with the Command and officially gone rogue. After that, he tried to blend in with the Gollar society, yet, the shadow of his past self followed, and he became paranoid of any Kiel assasins.

    He eventually made his way to Beachhead Station where the famous ship Defiance was in. He enlisted as a crew man on it, partly because it offered the chance to fight the Kiel Intelligence which he wished disbanded, and that he convinced himself the Kiel were on his tail, fortunately, his synthetic skin still has a couple of years of usefulness, as well as his sniper rifle.
All my posts are done at 3 A.M., lucidity is not a thing at that hour.

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Khasinkonia
Negotiator
 
Posts: 6473
Founded: Feb 02, 2015
Inoffensive Centrist Democracy

Postby Khasinkonia » Mon Apr 06, 2020 9:20 pm

Can't get rid of her that easily!

Expect two more apps in the near-ish future.

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Grenartia
Post Czar
 
Posts: 44623
Founded: Feb 14, 2010
Left-wing Utopia

Postby Grenartia » Mon Apr 06, 2020 9:32 pm

HYPE
Lib-left. Antifascist, antitankie, anti-capitalist, anti-imperialist (including the imperialism of non-western countries). Christian (Unitarian Universalist). Background in physics.
Mostly a girl. She or they pronouns, please. Unrepentant transbian.
Reject tradition, embrace modernity.
People who call themselves based NEVER are.
The truth about kids transitioning.

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Mordka
Envoy
 
Posts: 218
Founded: Aug 12, 2018
Ex-Nation

Postby Mordka » Mon Apr 06, 2020 11:23 pm

Species Description
    Name: Mordkan Empire
    Singular: Mordkan
    Plural: Mordkans
    Adjective: Mordkan
    Appearance: Mordkans are rodent-like aliens with thick black fur, black eyes [with red irises like rings], and large bushy tails. They can grow up to 7 feet tall
    Biology: Mordkans are carnivores as their is no vegetation on Mordka, It's atmosphere lacks oxygen so if off-world on an alien planet they would have enviro-suits to protect themselves from harmful elements. They have a life spam of 500 years.



Background:
    Homeworld: Mordka
    Galaxy: Milky Way
    Alignment: Independent
    History: The Mordkans originated on the volcanic planet of Mordka in the Raxus System. The closest planet to the system's sun, it is unknown how life can exist on such an world but the Mordkans manage to create an advanced civilization and expand to the other four planets in their system. When the Federation of Civilised Worlds made first contact with the Mordkans. The Federation ambassadors were awed by the civilization and their technology, But when they were negotiating a trade deal, Somebody assassinated the Emperor and the ambassadors were blamed and executed. The new Emperor ordered that the Federation ships were to be destroyed and that no outsiders were to enter the system on the threat of death and the Federation now advise civilian ships to stay out of the system but they occasionally send sensor drones to learn more about the race but none have returned.

    The Mordkan Empire is an absolute deposit monarchy with the Emperor as head of state and government of the Empire. The four colonies are each ruled by a noble house which are responsible for running the colonies but can be easily deposed of if they decide to rebel by their droid army and navy that police the Empire and defend the system from alien threats.
Last edited by Mordka on Tue Apr 07, 2020 3:29 pm, edited 1 time in total.

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Utceforp
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Left-wing Utopia

Postby Utceforp » Mon Apr 06, 2020 11:25 pm

I want to create my own race, I've just got to decide on an idea. What sort of "niches" still need to be filled, worldbuilding-wise? (e.g. A race of animalistic cannibals would be somewhat redundant, since the Ragon already exist.)

Here are some of my ideas:


  • An order of robotic warriors created by a race of hyper-pacifist aliens to perform the violent peacekeeping they didn't want to do themselves. One of the Andromeda great powers wiped out their creators, leaving the robots without a master or a purpose. (Alternatively, the creators are still around, they're just hyper-isolationist and paranoid, so they only interact with the galaxy outside their home system by giving their robots vague commands.)
  • A race of vaguely otter-like aquatic mammals called the Giyuskaad, who are governed by the Sovereign Giyuskaad Republic. Despite their commitment to upholding the rights of every member of their own species, they were as brutal as the Kiellar when it came to other species, abducting and enslaving them on a massive scale. This changed when the Gollar invaded the Sovereign Republic as part of their crusade against slavery, turning it into a member state of the Confederacy. The Giyuskaad are in the midst of an awkward transition, as they are now forced to treat their former slaves as equals and allies.
  • A race of pale white insect-like aliens called the An'Balitai who once controlled a moderate-sized swath of Andromeda. Having evolved from solitary ambush predators analogous to enormous trapdoor spiders, the An'Balitai are neurologically predisposed to be patient, long-term thinkers, and are content to sit in an empty room doing nothing for hours without getting bored, but are very bad at improvisation, and tend to have very little loyalty, even to their own kind. The An'Balitai Dominion was destroyed centuries ago by one of the Andromeda great powers, and those that remain are loose allies of the Gollar Confederacy, hoping to use them as a means to restore their lost empire.
Signatures are so 2014.

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Mordka
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Ex-Nation

Postby Mordka » Mon Apr 06, 2020 11:30 pm

Utceforp wrote:I want to create my own race, I've just got to decide on an idea. What sort of "niches" still need to be filled, worldbuilding-wise? (e.g. A race of animalistic cannibals would be somewhat redundant, since the Ragon already exist.)

Here are some of my ideas:


  • An order of robotic warriors created by a race of hyper-pacifist aliens to perform the violent peacekeeping they didn't want to do themselves. One of the Andromeda great powers wiped out their creators, leaving the robots without a master or a purpose. (Alternatively, the creators are still around, they're just hyper-isolationist and paranoid, so they only interact with the galaxy outside their home system by giving their robots vague commands.)
  • A race of vaguely otter-like aquatic mammals called the Giyuskaad, who are governed by the Sovereign Giyuskaad Republic. Despite their commitment to upholding the rights of every member of their own species, they were as brutal as the Kiellar when it came to other species, abducting and enslaving them on a massive scale. This changed when the Gollar invaded the Sovereign Republic as part of their crusade against slavery, turning it into a member state of the Confederacy. The Giyuskaad are in the midst of an awkward transition, as they are now forced to treat their former slaves as equals and allies.
  • A race of pale white insect-like aliens called the An'Balitai who once controlled a moderate-sized swath of Andromeda. Having evolved from solitary ambush predators analogous to enormous trapdoor spiders, the An'Balitai are neurologically predisposed to be patient, long-term thinkers, and are content to sit in an empty room doing nothing for hours without getting bored, but are very bad at improvisation, and tend to have very little loyalty, even to their own kind. The An'Balitai Dominion was destroyed centuries ago by one of the Andromeda great powers, and those that remain are loose allies of the Gollar Confederacy, hoping to use them as a means to restore their lost empire.

Go with the robots but I would call them droids but they need a name so what are your ideas for a name.

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Dyelli Beybi
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Postby Dyelli Beybi » Tue Apr 07, 2020 1:07 am

Utceforp wrote:I want to create my own race, I've just got to decide on an idea. What sort of "niches" still need to be filled, worldbuilding-wise? (e.g. A race of animalistic cannibals would be somewhat redundant, since the Ragon already exist.)

Here are some of my ideas:


  • An order of robotic warriors created by a race of hyper-pacifist aliens to perform the violent peacekeeping they didn't want to do themselves. One of the Andromeda great powers wiped out their creators, leaving the robots without a master or a purpose. (Alternatively, the creators are still around, they're just hyper-isolationist and paranoid, so they only interact with the galaxy outside their home system by giving their robots vague commands.)
  • A race of vaguely otter-like aquatic mammals called the Giyuskaad, who are governed by the Sovereign Giyuskaad Republic. Despite their commitment to upholding the rights of every member of their own species, they were as brutal as the Kiellar when it came to other species, abducting and enslaving them on a massive scale. This changed when the Gollar invaded the Sovereign Republic as part of their crusade against slavery, turning it into a member state of the Confederacy. The Giyuskaad are in the midst of an awkward transition, as they are now forced to treat their former slaves as equals and allies.
  • A race of pale white insect-like aliens called the An'Balitai who once controlled a moderate-sized swath of Andromeda. Having evolved from solitary ambush predators analogous to enormous trapdoor spiders, the An'Balitai are neurologically predisposed to be patient, long-term thinkers, and are content to sit in an empty room doing nothing for hours without getting bored, but are very bad at improvisation, and tend to have very little loyalty, even to their own kind. The An'Balitai Dominion was destroyed centuries ago by one of the Andromeda great powers, and those that remain are loose allies of the Gollar Confederacy, hoping to use them as a means to restore their lost empire.


Personally I would go with the Guyuskaad. It's over to you, but here is why I think they'd be quite interesting to write about. The Gollar might appear to be the 'good guys', but they definitely aren't nice. A lot of their shock troops are freed slaves and they tend to complete their 'liberations' with excessive brutality. There is a lot of moral ambiguity in the Andromedaverse; if you wrote an otherwise likeable Guyuskaad character you could help to explore and develop that quite a bit further.

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Dyelli Beybi
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Apps, apps, apps!

Postby Dyelli Beybi » Tue Apr 07, 2020 1:17 am

Good to see so many people returning!

I recognise these guys from the last thread, they're getting the rubber stamp of acceptance:

Theyra wrote:(Just as a reference)

Character Description
    Name: Novo Vohru Andai



Species Description
    Name: Kay-Si


(Just changes to a preexisting char from the last rp)

Character Description
    Name: Vak'ol Vum



Species Description
    Name: Zolea
[/box]

Link to the old app


For anyone who is wondering, the Zoleans predate the ban of psychic characters/race. we didn't want too many in the RP and decided to cap it with them/Vak'ol Vum so that any characters with psychic powers remain special and it doesn't become too commonplace.

Endem wrote:
Character Description


Strengths and Weaknesses
    Skills: Marksmanship, Sneaking
    Weaknesses: Has *ahem* trust issues


Background:
    Role on Ship: the Sniper
    Faction Alignment:Kiel Agent Gone Rogue
    Personality: a paranoid man, he always worries about his second identity coming out, wary of other Kiels, especially those he knows have or had some links to the Command Intelligence, however, he can be trustworthy and reliable if you manage to get his trust, which is no small feat, however, he can play whoever you want if you need it
    Backstory:
    Sinon was for most of his life a normal Kiel, until he was conscripted some 50 years ago while he had but 37 years. He excelled and was promptly noticed by the Command Intelligence, he had after that became an operative infiltrating, killing, doing whatever the generals wish that they couldn't do through the hands of normal conscripts. Many of his missions required severe and understandably invasive surgeries, which, fortunately after a mission has ended was "fixed", other times a simple synthetic skin was employed.

    Sinon served the Command Intelligence for 50 years, and would probably still do it until he was sent on a mission to Gollar space some 11 months ago. During this mission however, he became disillusioned to the Command's government, and the Kiellar civilization as of now, yet, he hadn't gone rogue back there out of necessity, as he feared being tracked down and eliminated.

    Fortunately for him, he was on the space station the ship Undeniable returned to after the successful mission on Zerataca. Sinon, hearing of the infamous Dolon Mathor being defeated in battle, he promptly cut all communications with the Command and officially gone rogue. After that, he tried to blend in with the Gollar society, yet, the shadow of his past self followed, and he became paranoid of any Kiel assasins.

    He eventually made his way to Beachhead Station where the famous ship Defiance was in. He enlisted as a crew man on it, partly because it offered the chance to fight the Kiel Intelligence which he wished disbanded, and that he convinced himself the Kiel were on his tail, fortunately, his synthetic skin still has a couple of years of usefulness, as well as his sniper rifle.


He is also accepted.

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Nachfolgia
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Psychotic Dictatorship

Postby Nachfolgia » Tue Apr 07, 2020 1:22 am

So do I just bring my app over from Voyages?

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Dyelli Beybi
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Civil Rights Lovefest

Postby Dyelli Beybi » Tue Apr 07, 2020 1:26 am

Mordka wrote:
Species Description
    Name: Mordkan Empire
    Singular: Mordkan
    Plural: Mordkans
    Adjective: Mordkan
    Appearance: Mordkans are rodent-like aliens with thick black fur, black eyes [with red irises like rings], and large bushy tails. They can grow up to 7 feet tall
    Biology: Mordkans are carnivores as their is no vegetation on Mordka, It's atmosphere lacks oxygen so if off-world on an alien planet they would have enviro-suits to protect themselves from harmful elements. They have a life spam of 500 years.



Background:
    Homeworld: Mordka
    Galaxy: Milky Way
    Alignment: Independent
    History: The Mordkans originated on the volcanic planet of Mordka in the Raxus System. The closest planet to the system's sun, it is unknown how life can exist on such an world but the Mordkans manage to create an advanced civilization and expand to the other four planets in their system. When the Federation of Civilised Worlds made first contact with the Mordkans. The Federation ambassadors were awed by the civilization and their technology, But when they were negotiating a trade deal, Somebody assassinated the Emperor and the ambassadors were blamed and executed. The new Emperor ordered that the Federation ships were to be destroyed and that no outsiders were to enter the system on the threat of death and the Federation now advise ships to stay out of the system

    The Mordkan Empire is an absolute deposit monarchy with the Emperor as head of state and government of the Empire. The four colonies are each ruled by a noble house which are responsible for running the colonies but can be easily deposed of if they decide to rebel by their droid army and navy that police the Empire and defend the system from alien threats.


That app looks fine, but I would like you to add that the system remains under observation from Fed sensor picket ships. While I've written them as not being aggressive, prideful or interested in warfare, they also aren't going to allow a potentially hostile alien force to sit on their backdoor unwatched as they would pose a potential threat to nearby Fed systems. Just seems like what the Feds would logically do in response.

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Dyelli Beybi
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Postby Dyelli Beybi » Tue Apr 07, 2020 1:29 am

Nachfolgia wrote:So do I just bring my app over from Voyages?


The app in voyages is accepted. You can either transpose it across to the wiki or put it in here. Over to you!

There are one or two minor changes to the app for Burning (like I asked which galaxy your species is from), but that should only take a few seconds to type in.

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Nachfolgia
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Psychotic Dictatorship

Postby Nachfolgia » Tue Apr 07, 2020 1:48 am

Species Description
    Name: The Lustriean, known as Kil'Ankri( Night-Folk)
    Singular: One Lustriean ( A Kil'Ankri)
    Plural: Some Lustrieans ( Some Kil'dryei/Night-Kin)
    Adjective: A Lustriean Tribe ( A Kil'dryei/Night-Kin)

    Appearance:

    WIP


    Biology: A human-like species characterized by bioluminescent nodes, thick chitin plates protecting their vital organs, and extremely prized pheromone glands. Skin colors range from dark purples to dark bluish blacks, the epidermis itself being leather like everywhere, except the belly and groin areas, which become as soft as human skin. They have digitigrade legs with four clawed toes at the end and a dew claw further up the foot. Average height for a Lustriean is about 6 feet tall. The bioluminescent nodes vary between Lustrieans, but congregate around the face, chitin plates, and extremities. Most Lustrieans weave and braid their hair into intricate designs with bits of bone woven into it. Due to the eternal twilight of Lustriea, Lustrieans can see extremely well in low light and complete darkness areas, but with an extreme sensitivity to normal and bright light. They typically live twice as long as the average human, up to 160 years old and mature at around 14 years.

    Lustrieans, due to their primal origins are tightly connected, both spiritually and metaphysically, to the planet as a whole. It is believed that each and every organism on Lustriea are small parts of a bigger organism to achieve harmony and balance. Due to this, Lustrieans view any violent animalistic act, such as hunting and being hunted, are part of a balance and held sacred. Being hunters themsleves, Lustrieans are a vital part of their ecosystem's food chain, though not always at the top. They are very well in-tuned with their animalistic nature, listening to primal instincts and urges. Emotions are felt more to a Lustriean, felling anger and happiness much more intensely. Many arguments between Lustrieans usually ends in violence. Love and mating are seen not only as emotional and physical act, but as a means of furthering the species. The act of mating is seen and a ritual and beautiful act, connecting the two to their ancestors and their posterity at a singular juction. A female attracts a suitable male using strong pheromones produced by glands located behind the ears.

    Lustrieans group up into tribe like families where every member is related to each other in some way. These tribes, know as Kil'drei ( Night-Kin), are led jointly by the Et'n'ik a chieftain like position held by their strongest and best hunter, and a Ki'ni'ant, a shaman like position held by a female with a deep understanding and connection to the planet. These two leaders symbolize the tribe's physical and metaphysical connection to the world around them, both needed for strong tribe. Each member of the Kil'drei is expected to carry his or her own weight to ensure the survival of the tribe as a whole. Cowards and weaklings are seen as pariahs and have no place in tribe. If any Lustriean shows weakness, they are cast out into the wilderness with only their spear, most likely to die a horrible death.

    Interactions between tribes are an intricate part of social interactions among the Lustrieans. Many tribes that are close to one another geographically often trade with one another, offering tribe specific items and meat to each other. Many times two tribes would assimilate into one mega tribe by offering up two strong members to mate. This would ensure that the tribes have stronger members in later generation and thus their survival. Warring tribes is a common occurrence in daily life. One tribe asserting their strength over another weaker tribe is considered part of the balance of the world, just like the relationship between predator and prey. War also ensures that only the strong continue to exist and further the advancement of the species as a whole.

    Death is commonplace in the world and is seen as just a part of life. When a Lustriean dies, the tribe gets together in a ritualistic feast. The body is cut up into pieces and distributed to every member of the tribe for consumption. Their essence is taken in by the tribes that knew them, passing on his strength to better the tribe. It is viewed as the last duty of every Lustriean to provide nourishment to the tribe in death. The Lustriean's bones are then broken into small chunks and given to their closest relatives where they will decorate and weave them into their hair to provide them protection. Their genitalia is given to the youngest relative, either male or female, depending on the gender of the deceased, that has not produced children for them to consume. This is to give them fertility and the hopes of producing strong offspring. The skull of the deceased is then placed in a sacred spot near the tribe to serve as guardians against predators.






Background:
    Homeworld: Lustriea ( A dense jungle world cast in a perpetual twilight due to the concentration of Nitrogen in the atmosphere.)
    Galaxy : Andromeda
    Alignment Independent
    History:

    The Lustrieans, Kil'Ankri in their native tongue, are the only somewhat evolved sentient species on Lustriea, a lush, low light planet on the fringes of the neutral zone. It is believed that the Lustrieans are evolved from more primitive species known as the Ukysol (Shadow Hunter), a larger, predatory species that is revered by the Lustrieans as the apex predator. Both species have similar protective chitin plating and digitigrade leg structure. It is uncertain when the Lustrieans evolved, but it is highly speculated that they are not a fully evolved species as a sort of in-between link between the Ukysol and a future evolved species. The Lustriean's fuzzy origins is one of the many mysteries and scientific phenomena Lustriea hides in its eternal darkness.

    Official scientific exploration of the twilight planet as been fruitless in the millennia since it was discovered. For an unknown reason, most flora and fauna on the planet are either hostile or poisonous to both outsiders and natives. Many expeditions to the world have resulted in many deaths to many sentient alien species, prompting various empires and federations to bar setting foot on the planet. This has not, however, deterred poachers and criminals to hunt and kidnap exotic species, especially the Lustrieans for their exceptionally strong pheromone glands. Varies crews have developed ways to abduct species without even leaving the safety of the sky, usually in the form of tracker beams.

    Due to the hostility of the planet as a whole and the bans on travelling there, The Lustrieans have become rather isolated from the rest of the universe. With no advanced technology and space craft, most Lustrieans never step foot off the planet. Lustriea is all they know and all they will ever know. Periodically, they will notice small ships coming and goes from the planet, but they are told of the dangers of the " Sky Demons" and that they should stay clear at all costs. The consistent paranoia of the mysteries beings from the skies and led to a severe lack of education and civilized thought among the Lustrieans. Every single one of them have never seen so much as a gun or even how to use one.

    For millennia, Lustriea has been little more than an unknown, hostile world frequented by poachers and scientists from afar.




Character Description
    Name: Ra'rannirr Sol'Ukysol
    Species: Lustriean
    Gender: Female
    Age: 45
    Appearance: Ra'rannir's appearance is typical of Lustrieans as far as skeletal and muscular structure. Slender frame built for running and long legs, she stands at an impressive 6' 7'', considerably tall for a Lustriean. A tail extends behind her for another 5 feet. She has the same digitigrade legs and claws on each toe, four in total. Her skin is a lavender color and her chitin plates are lighter blue. Chitin plates protect her chest, groin, and temples. Bioluminescent nodes highlight her cheeks, upper arms, legs, and chitin plates. Her hair is twisted into dreadlocks and adorned with several chunks of bone and twigs. A large predator's skull sits atop her head, the teeth casting shadows on her upper face and eyes. Four large scars run across the thigh of her left leg, evidence of a hunt long ago.

    WIP



Strengths and Weaknesses
    Skills: Ra'rannirr is an extremely skilled hunter and tracker, one of the best in her tribe. Her long legs and physical endurance has gain her fame among the Lustrieans as prolific pursuit hunter, being able to chase down her prey over great distances.
    Weaknesses: Like many Lustrieans, Ra'rannirr knows nothing of civilized society and technology, making her stand out as primitive, uncouth person even a bit dumb and naive.


Background:
    Role on Ship: Former prisoner
    Faction Alignment Independent/ Yei'zunir tribe
    Crimes Committed: Being a dumb savage.
    Personality: Ra'rannirr is a naturally curious individual, far more than any known Lustriean. She always wanting to investigate and study things unknown to her, as much as a "savage" mentally could. Her awkward handling of objects and constant questioning often makes others view her as naive and childlike, despite being a full grown Lustriean female. She's an extremely determined and driven individual, having a single minded devotion to goals.

    Backstory:

    Ra'rannir was born to the Yei'zunir tribe on the twelfth crimson moon in the Greater Foothills region, a rocky hill area in the western hemisphere of the planet. Upon birth, she already stood out among the tribe. She was born pale, her skin a lighter purple hue compared to her kin. As such the Ki'ni'ant named her Ra'rannir, the Pale One. Aside from her pale complexion, Ra'rannir was expected to be like any other Lustriean. She learned her place in the grand scheme of the world and how to hunt.

    Like all of her kin, she was taught to provide for the betterment of the tribe, though there were conflictions. It wasn't long before it was known that she didn't think like those in her tribe. Her mind wandered and she became exceptionally curious, which was seen as a bad thing among her kin. The chieftain called her a detriment to the tribe's survival and time and time again berated her for not thinking and acting like them. Others in her tribe followed the actions of the Chieftain and ridiculed her as well . The Ki'ni'ant, however, was far more kind. She reassured Ra'rannir that she was as nature made her and that this made her perfect in the eyes of the world. Wanting to contribute to the survival of the tribe and be accepted, but also feeling that she is who she is, has led to what the Lustrieans call " Ar Su'rinen Vei", the conflict between you physical and metaphysical.

    Despite being labeled as a "freak", Ra'rannir still wanted to contribute to the tribe. She worked hard to hone her skills as a hunter and tracker, her height and long legs added to her advantage. She excelled time and time again in hunting parties by her relentless pursuit of prey, even going as far as tens of kilometers to secure food for the tribe. Many of the tribe started to recognize her prowess as a hunter, even vouching for her to the chieftain. When she came of age, like all young Lustrieans, Ra'rannir was to be tested as a the tribe's next prime hunter and become accepted as one of them. She and a couple of young hunters were tasked with a weeks long hunt for a Ukysol, the apex predator of the planet.

    It took the group several weeks before they finally tracked down one of these dangerous creatures, but that would prove to not be the hardest task. The Lustrieans, Ra'rannir included, did not realize that the Ukysol turned the tables on them and was hunting them. Late at night or what qualifies as night on the planet, the Ukysol attacked their camp. Its swiftness and stealth dispatched some of the young Lustrieans almost immediately. Those that survived the initial attack took up their weapons to fight the beast, but a few still died. Ra'rannir, thinking quick, got the beasts attention and lured it away from the camp. Making sure that the Ukysol was following her, she led it to a tight crevice where it would have to attack her straight on. She readied her spear and waiting for it to lunge at her. As it lunged for her and falling backwards, tripped up by roots, Ra'rannir thrusted with her spear. Her aim was true and the tip plunged deep down the Ukysol's throat, killing it, but not before digging its claws deep into Ra'rannir's leg.

    After dispatching the beast, the surviving members of the group butchered the beast for food and adored Ra'rannir in its bones as the woman who killed it. They returned to tribe where a ritual was held and Ra'rannir was reborn into the tribe as a Prime Hunter of the tribe.She was also given the title name " Sol'Ukysol", the Hunter of Shadow Hunter. Over the next few decades, Ra'rannir served as the tribe's best hunter, leading many successful hunting parties. Despite being accepted and adored by the tribe, her nature reared its ugly head from time to time as she kept thinking about the strange ships that have been appearing from the sky since she was born.

    Her curiosity became too great for her to ignore and one day decide to get closer to one of the strange ships that was hovering nearby. When she got close enough, standing out in the open for the ship to see her, Ra'rannir began to lift up off the ground. Flailing wildly, she was lifted up into the ship where its occupants jumped her. She tried her best to fight them off, but she was stunned with a electric weapon and thrown into a small cage. For the next several days, Ra'rannir was poked, prodded, and beaten by these unknown people as the ship rocketed through space. Not knowing where she was, Ra'rannir could feel her connection with her home world fade as she got further from the planet.



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Kylantha
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Postby Kylantha » Tue Apr 07, 2020 2:24 am

Sho'chavuk

Anja


Also, herein lies my application for my new species: The Magthur.

[Not super important, but hey it's here] Google Doc containing Magthur castes and strains.

Species Description
    Name: The Magthur
    Singular: Magthur "A Magthur of the warrior caste."
    Plural: Magthur "The old part of town is overrun by crazed Magthur."
    Adjective: Magthurin "Magthurin ships are a strange mix of technology and organic material."
    Appearance: Urthroth
    Biology: The Magthur are a species of sentient arachnid originating in the planet Thaur Szal. They are able to reproduce rapidly (provided there is a Queen) and morph their physical and physiological traits rapidly in order to meet the ever-changing needs of their colonies, though in order to do the latter, they require a Queen or a Taskmaster to direct them. The changes are not instant, with the process typically require 2-4 hours to finish depending on what changes are made.

    The Magthur are a highly efficient species wherein only the Queens and their Taskmasters are capable of individual thought. All lesser castes are subject to their influence and cannot function without them. While under control however, they are able to accomplish much and with excellent coordination. In order to control lesser castes, the Queens and Taskmasters use a combination of telepathic communication*, hormones, and sound.

    *It should be noted that the telepathic capability of the Magthur is totally limited to communication and only with their own species.

    The Magthur and their ships are able to repair themselves/grow parts back over time. In order to do it faster, they would have to consume large amounts of resources at one time / be confined in a chrysalis to speed up the healing process. (It may be possible to do this for other species, although it hasn't been done before)

Background:
    Homeworld: Thaur Szal
    Galaxy: Andromeda
    Alignment: Neutral
    History: The Magthur started off on Thaur Szal as creatures similar to Earth's termites, ants, or bees. They evolved however, and surpassed those, becoming dominant on their homeworld. They entered the intergalactic stage when they were visited by otherworldly neighbours and were able to learn much from them after forming a friendly relationship with them. Years later, the Magthur became able to establish a multi-planetary conglomerate. They began conducting business with other Neutral Zone races, focusing more on trade than war-making.

    During the Ragon invasion of the Magthurin territory, there was not much resistance. Largely outnumbered and technologically surpassed by the reptilians, their civilization was crushed. A massive die-off occurred as Queens and Taskmasters were either killed or captured, and their subordinates harvested for processing and consumption. When the Ragon realised that the Magthur were going extinct, they used their technology to force Magthur Queens to produce large quantities of eggs for them.

    There are no more Magthur colonies. There is only one brood left, on Kazshurn. Hidden deep underground, it is trying to give life to a single egg. But without the resources and the surface crawling with Ragon, the time to leave is quickly approaching. It will take much, and the chances of survival are low, and the brood's Taskmaster--who is one of the last--may be forced to take desperate measures in order to save his species.



Character Description
    Name: Urthroth
    Species: Magthur
    Gender: Male
    Age: 52 Magthurin Years. This is equivalent to about 162 Earth Years.
    Appearance: There is great variation among the Taskmaster caste, but they all follow a basic body plan. They have two segments, the prosoma and opisthosoma. The former is the head and torso, the latter is the abdomen. Urthroth follows this body plan.

    Because of his role in the colony, his walking appendages have atrophied into lateral spikes (this is the same for all Taskmasters). As such, Urthroth moves using his tail in a combination of snake-like or inching movement. On the prosoma, he has three more pairs of legs. Once they were used for sorting important documents and whatnot, but due to the situation, two pairs have grown longer and developed claws. The final pair serve as regular arms.

    In order to defend himself, Urthroth has developed a sort of a crest from which venom-laced barbs can be launched. His chelicerae which are hidden beneath a pair of mandibular plates, have become larger and more developed. His eyes have also repositioned, allowing him to see in all directions around him.

Strengths and Weaknesses
    Skills:
    • Urthroth is excellent at hiding. He can actually change the color and texture of his exoskeleton to help with this. He can also move without sound, having excellent control over body's movements. It also doesn't matter what kind of surface he is moving on or at what angle, he can stick to it.
    • In terms of combat, he can fire 14-inch barbs from behind his crest. These fly rather quickly and hit with surprising force. They can be laced with two different types of toxins containing either neurotoxin or hemotoxin. Additionally, his claws and chelicerae also make for excellent weapons.
    • If need be, he can morph to change some physical characteristics. But this takes a lot of constant resources and a lot of time, due to his complexity compared to lesser castes.
    • Urthroth can produce a sticky substance much like a spider. If he wants to, he can include a certain compound so that the stuff hardens shortly after.
    Weaknesses:
    • Urthroth is a largely defensive fighter. Because of his shape, he cannot move very quickly.
    • Because of the cameouflage orientation of his exoskeleton, it is not at all strong. In fact, a human swinging a sledgehammer at it is likely enough to damage it and furthermore what lies beneath.
    • Urthroth requires several minutes in order to create a batch of barbs (of which he can hold eight and fire one at a time or two at the same time).


Background:
    Role on Ship: Stealth and ambush specialist.
    Faction Alignment: Magthurin Federation
    Personality: Urthroth is extremely curious and a bit naive when it comes to certain things. He is also friendly and highly altruistic, but will always put his species first. It is safe to say that his sudden placement into his current role has left him a bit confused, but determined to do all he can to preserve his kind.
    Backstory: With the planet Kazshurn occupied by Ragon, the last egg known to the brood is in danger of being lost to the reptilians. As it is the only hope of the Magthur ever rebuilding their civilization, it must be taken away to safety where the brood can sustain it, as Kazshurn has been sucked dry. Leaving Zarkal, a subordinate Taskmaster behind, Urthroth sneaks off the planet and further into the Neutral Zone to find anyone who might be willing to foray into Ragon territory in order to help safely retrieve the egg.

    *There are not enough Magthurin vessels and lesser caste units to brute force their way off of Kazshurn. They may escape, but they'd be left with less and less workers/gatherers/soldiers to sustain the egg which requires quite a bit in order to incubate.
Last edited by Kylantha on Fri Aug 21, 2020 5:23 am, edited 7 times in total.

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Europa Undivided
Minister
 
Posts: 2390
Founded: Jun 18, 2019
Inoffensive Centrist Democracy

Postby Europa Undivided » Tue Apr 07, 2020 2:54 am

Species Description
    Name: Mercija
    Singular: A Mercija
    Plural: A group of Mercija
    Adjective: A Mercija ship
    Appearance:
    Image

    Biology: The Mercija possess extraordinary mental control as evidenced by the suits they are encased in. They are able to control these suits as if they were their own bodies. However, when outside their protective Humanoid shells, they appear as nearly translucent octopid creatures that are also capable of levitating in order to get around. When threatened, they can spout a cloud of blank ink in order to cover their escape.

    They are rather long lived with a lifespan of around 250 years. They mature at age 18 and only begin to deteriorate in the last 10 years of their lives. There are multiple types depending on the marine depths they are accustomed to, but most Mercija that other races see are shallow waters types most commonly found in continental shelves.



Background:
    Homeworld: Merci (destroyed)
    Galaxy: Andromeda
    Alignment: Indepedent; Mercija Enclave
    History: The Mercija were born in the vast seas of their homeworld. They found themselves to be the artificial creations of a weapons program of the species that was already dominant in that planet: The Telsor. The most powerful of the Telsor nation states intended to use them as a weapon in their war against their rivals, and encased the octopids in protective suits. However, when the day for war had come, they refused to fight and die for those they perceived to be inferior; the Telsor fought amongst themselves, and the apparently highly intelligent Mercija deduced this to be a sign of the Telsor’s foolishness, and the Mercija decided that they will fight and die for their brethren alone. The weapon waged war against master, and after five years of constant war, the last Telsor abandoned the planet, and the Mercija reigned supreme.

    Over the next several hundreds of years, the Mercija would quickly expand beyond their solar system, seeding many worlds with their own creations as if they had forgotten their own origin. Within one thousand years, the Mercija had control over a significant swath of the Andromeda, and were constantly hunting down their erstwhile creators, the Telsor, to near extinction. As their genocidal crusade blazed across the stars, they would finally accomplish their goal of destroying their oppressors, the ones who tried to use them for their own selfish ends. But one question hung over their heads as they glassed the last Telsor planet: what now? Their purpose was finished, and they searched their minds only to find no purpose. With no purpose in mind, thousands of Mercija quickly began to slide in madness while many others left as explorers, traders, and pirates. One thing is certain, however. They need a master, no matter how much they will hate to admit it.


Character Description
    Name: Nicht Veremni
    Species: Mercija
    Gender: Male
    Age: 31
    Appearance:
    Image


    Image



Strengths and Weaknesses
    Skills: Nicht is a skilled pilot and is fairly good with a rifle.
    Weaknesses:
    - Civilian: Appearances can be deceiving, but Nicht has never used a gun outside of hunting.

    - Obsessed: One of the largest drives he has for his exploration is his search for a functioning Standard Template Construct belonging to the extinct Sahroni. He has blown his funds many times in his obsessive search, causing several angry money lenders to chase him around.

    - Vulnerable: His suit is irreplaceable should it be damaged beyond repair.

    - In debt: He has a total of 10 million credits in debt. Of course, no one else has to know, right?



Background:
    Role on Ship: Recon and backup pilot.
    Faction Alignment: Independent
    Personality: Despite his appearance, Nicht is actually very amicable and would not hurt a fly. His primary concern in life is to see every corner of the galaxy and to see every star. He knows that this is impossible, but exploration and travel has been his life. Nicht also has a very strong moral compass and won't hesitate to call out actions he deems to be of immoral calibre.
    Backstory: While most Mercija have nothing better to do, there are a few who disagree. One of these dissidents is Nicht Veremni, a self appointed explorer that had spent the last five years exploring space outside the Torja System. He has seen horrid things and glory all the same, and he has concluded that the galaxy is not so bad if one knows where to look. He had thus continued his travels, eventually reaching the Neutral Zone after being given safe passage by the Gnosara through the Core Regions, going as far as to escort his small exploration craft. Once he got there, he would see the chaos of that space. War profiteers got rich off the constant warfare of the NZ, and two superpower nations loomed over the region like great bears.

    Perhaps one of his greatest heartaches during this phase of travel was to learn of the Ragon Empire and its ways; he was a guest of the Jokari Corsairs at the time, listening to their stories and tales when their leader, a certain exiled Sorceror, spoke of how the Jokarun were brought to this state to begin with. They chose the path of peace, and paid for it with billions of lives. At the moment, he said, millions of their brethren were being farmed as livestock by the great lizards.

    Heavy with shock at the revelation, Nicht would leave the Resurgence just to find himself at Pleasure Haven station, where the worst of depravities occured, though he decided to temporarily make a living as a merchant. However, after a few months, a certain Defiance would dock at the station and before long, a battle had erupted in the Grandmaster's casino. After that, he would be a guest in the Grandmaster's feast, and he would see the guests of honor; a truly diverse bunch indeed.

    However, after a stay of another month, he was informed that some money lenders have arrived on the station, waving his name and picture around on a piece of paper. He hurriedly left Pleasure Haven and ended up in Beachhead Station, hoping to escape his debts and perhaps continue his search for a working STC...
Last edited by Europa Undivided on Wed Apr 08, 2020 5:25 pm, edited 11 times in total.
Protestant ~ RPer ~ House of RepresentaThieves ~ Worldbuilder ~ Filipino ~ Centrist ~ Pro-Life ~ Agent of Chaos ~ Discord: derangedtroglodyte ~ No Ani Anquietas, hic qua videum
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New Udonia
Envoy
 
Posts: 232
Founded: Sep 06, 2018
Inoffensive Centrist Democracy

Postby New Udonia » Tue Apr 07, 2020 3:50 am

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Bentus
Senator
 
Posts: 4495
Founded: Dec 18, 2013
Iron Fist Consumerists

Postby Bentus » Tue Apr 07, 2020 6:01 am

Copying over the old apps for Aarla and Saesa, and also finally got around to making some Wikia pages for them!

Character Description
    Name: Aarla
    Species: Kiellar
    Gender: Female
    Age: 21 years on record
    Appearance: Image


Strengths and Weaknesses
    Skills:
    • Psychic – The abilities of a psyker can be varied, with different individuals often developing lightly different capabilities. Aarla can feel movements in hyperspace, be they caused by vessels or the ripples of conscious minds as they go about their lives. It’s not an ability that can be easily controlled, and often the sensations are difficult to interpret beyond a gut instinct or a hunch. On its own, vague whispers and instincts would not be terribly effective, but space and time act very differently in hyperspace. The divide between now and the future is blurry while the past can sometimes fit between them. This effectively makes Aarla a walking radar and early warning system – albeit an unreliable and easily misunderstood one.
    • Lethal fighter – Beyond her raw abilities, Aarla is trained in both weapons usage and hand-to-hand combat. Having endured training that would make even the toughest Kiellan special forces blush and with the added benefit of her abilities guiding her movements, Aarla can be a frightening force on the battlefield. However, she can also be unpredictable, which can make her difficult to work with in a team.
    Weaknesses:
    • No skills outside of fighting – Aarla was only ever meant to have one purpose in life, and her training was designed with that purpose in mind. Outside of fighting and completing her mission, anything else was considered superfluous. From history and academics, to cooking and simple life skills, Aarla was never taught what she was never expected to need.
    • A lifetime of captivity – Growing up not only as a slave, but as a living weapon considered less-than-human from birth, Aarla was never given the opportunity to learn how to function in the outside world. Social norms and etiquette fly over her head while friendships and socialization are foreign concepts.
    • Bad swimmer – Call it an oversight in her training, but Aarla was never taught how to properly swim. This is an even greater shame since she loves being in the water, although she knows to stick to the shallows where she can easily stand.
    • Psychic – While a psyker’s connection to hyperspace grants them powers and abilities beyond what is normally possible, it also opens them up to great peril. It can be hard for the mind to withstand the raw energy of the Other Place, let alone control and interpret it. Utilizing a psyker’s abilities is taxing and inevitably causes damage over time. Efforts to enhance a psyker’s abilities through genetic modifications and cybernetic implants only exacerbates the risks, with side-effects ranging from migraines and hallucinations to panic attacks, false memories, insanity and – eventually – death. Psyker’s are also vulnerable to shocks in hyperspace, with the large waves caused by vessels using their skrim drives often clouding their abilities. It has also been said that the destruction of a ship mid-jump can be excruciatingly painful for psykers in the immediate vicinity.
    • Curiosity – It is said to have killed the cat, and likely many, many more. With newfound freedom comes a desire to use it to explore and learn about what she’s been missing. This might cause Aarla to stumble into danger that she may have otherwise avoided.



    Background:
      Role on Ship: Prisoner/Slave
      Crimes Committed: Being born, failing a mission, insubordination, refusing to carry out her orders
      Galaxy of Origin: Andromeda
      Personality: Morality was a concept left untouched by Aarla’s training. There was only ever success and failure, her orders and disobedience, her objective and any obstacles in her path. She was raised to be an effective weapon and little else, with her handlers paying little attention to guiding how se developed as a person. Such an upbringing was hardly conducive to the development of a normal personality, and Aarla’s abilities also have a habit of wreaking havoc on the psyche of those who wield it over time. Killing and hurting others comes easy to her, and to a certain extent her prowess on the battlefield offered her an escape from the suffocating restrictions of the rest of her life. Sometimes she found that her missions could even be part of a game, and she came to approach them with a playful and carefree attitude that made her actions appear all the more callous. But despite all that, Aarla can’t help but think that there is something missing. After being given orders and tasks her entire life, she aches for the opportunity to steer her own fate and is willing to risk it all for just one chance.

      Backstory: The Skrim drive opened the door to the cosmos. It is the foundational technology of galactic civilization and is the glue that binds together the disparate worlds of all of Andromeda’s peoples and empires. By enabling faster-than-light travel, it gave the sentient races of the galaxy the ability to reach for stars that lay beyond the realm of traditional physics. It does this by shunting ships into hyperspace, where the rules of spacetime no longer apply and where Einstein’s limits can be broken. It is hyperspace that allows for galactic civilization to exist, and yet it is scarcely understood by scientists throughout Andromeda. The Skrim drive itself only scratches the surface of the Other Place, sending ships on what could be considered short skips across the thin surface of Hyperspace – never truly piercing through the veil into the depths that lie beneath. It’s not that species haven’t tried to understand it, far from it. But it is hard to run experiments on a place that you can’t comprehend, and that you aren’t really even sure how to visit. As such, hyperspace remains one of the great enigmas of the cosmos that lie waiting to be understood. One thing was quickly grasped by the Kiellans at least: its potential is not simply limited to space travel.

      Whatever Hyperspace is, ever since the first Skrim drives punched holes between it and real space its influence has been felt. Its energies seem to react to the minds of lifeforms – sentient beings especially. Somehow it appears that consciousness – one of those other scarcely understood concepts of modern times – is able to bridge the divide between dimensions and influence hyperspace. While this is true for all beings, some in particular seem to thin the wall between here and there around them. Within the Command, these beings are known as Psykers, and their abilities are both a blessing and a curse.

      Aarla can’t really remember her family. She definitely doesn’t remember when her birthday is, although she’s pretty sure the planet of her birth began with an ‘r’. She might have been born into slavery like so many others within Kiellan society, or maybe her parents did the just and patriotic thing when her powers manifested and turned her over to the authorities. Aarla stopped worrying about her past when she realized that surviving the present was more important. Like all identified psykers, her rights were forfeited, and she grew up as the property of the Kiellan military in a training facility built just for such a purpose. Alongside other children – from multiple species – who manifested psyker abilities, Aarla had Implants and modifications made to both help control and enhance her abilities, while a rigorous training regime forced her to learn how to fight and struggle. The operations were excruciatingly painful, and the mortality rate from the grueling program was high, but ultimately considered acceptable by Command.

      Those children that hit puberty had survived the most dangerous procedures, and it wasn’t long until Aarla was sent on her first mission. She would distinguish herself as a brutally efficient operative, dealing with both domestic threats and enemies of the state within the neutral zone. The standard missions came first: raids on pirates, attacks on domestic rebels, assisting Kiellen forces on the border. She was deployed as a weapon, sent to wherever she was deemed most useful in the moment But as Aarla’s record grew more attention from her superiors, her objectives became increasingly diverse. There were assassinations both within and without of Kiellen territory, pre-emptive attacks on suspected dissidents, and false-flag operations that could always be blamed on another rogue psyker driven mad by their abilities. Aarla didn’t even consider the difference at first, eager as she was to succeed and prove herself. She did notice other changes though.

      It wasn’t that she was suddenly struck by a moral realization, or an epiphany that shook her worldview, but rather a nagging curiosity in the back of her mind. It was an inquisitive thought that occurred to Aarla one day and stuck around in the back of her mind like a parasite until it consumed her thoughts. She began to question her instructions while her interest in her missions waned. It didn’t affect her performance, so not firm action was ever taken, but Aarla all of a sudden found herself wanting to know why. It was a question that would cause her to wonder if what she was doing was what she was actually supposed to be doing. But she could do nothing to act on these questions. Or at least she couldn’t until one day when she was being transported in stasis aboard a certain prison ship, en route to another deployment, when an unexpected opportunity would present itself.


Character Description
    Name: Dr. Saessa of Anac
    Species: Kiellar
    Gender: Female
    Age: 62
    Appearance:Image


Strengths and Weaknesses
    Skills:
    Intelligence - Saessa has always been praised for her smarts. Hailed as a prodigy in her youth, she is one of Command’s leading scientific minds for good reason. Although her primary field of expertise is hyperspace research, her accomplishments range from cybernetics to genetics and she doesn’t believe in limiting one’s mind to a particular discipline. Only amateurs deny the importance of a holistic approach in modern academia, anyway.
    Weaknesses:
    Civilian - Born into the upper echelons of Kiellar society, Saessa was raised in relative comfort and security. She’s never known true hardship and has never needed to fight for her survival. As a research scientist, she doesn’t know how to fight and hasn’t fired a weapon in her life outside of a range. If she was threatened with physical violence, Saessa would hardly even be able to put up a fight against a trained foe.
    Arrogant - As a Kiellar citizen, Saessa grew up being taught that she was superior to both xenos and Kiellar slaves, simply by dint of her birth. Her intelligence only exacerbated the problem, as she was constantly reminded by grades and accolades of her superiority to her peers. That’s not to say that she’s heartless or needlessly cruel, but her sense of self-importance can rub some people the wrong way.


Background:
    Role on Ship: Researcher assigned to a classified Kiellar Command mission, in transit aboard Defiance.
    Crimes Committed: n/a
    Galaxy of Origin: Andromeda
    Personality:
    Backstory: Saesa is the daughter of a high ranking colonial administrator and a professor - both from established Kiellar families. She wasn’t at the very top of Command society, but she was close enough that she got to enjoy all the benefits of living within a sprawling interstellar empire that dominated its region of space. Her family owned a retinue of slaves, and Saesa was adored by her parents. With no expense spared on private tutors and her education, she was brought up with an appreciation for the sciences and a natural curiosity that bordered on an obsession. Easily skipping past the abilities of other children her age, Saesa’s parents proudly threw all the knowledge and opportunities they could at their child - a privilege which she took and ran with within Kiellar society.

    By 17, Saesa had already graduated with her first degree and managed to catch the eye of the Kiellar Research Institute - the military, and by extension the Empire’s, premier scientific body. With the offer of a position with her own academic freedom, along with a personalised course of study to further her education, Saesa was given the opportunity of a lifetime to pursue her passion. Not one to turn down a challenge, and her parents’ blessing, she moved to the Capital and soon began making a name for herself within the highly competitive program. But even at the Institute, Saesa found her classes too easy and slow for her liking - or at least she did until she landed a place in an advanced course on Hyperspace Physics. It was a whirlwind of complex maths and proofs that sought to bridge the divide between entire dimensions, and it left Saesa stunned. For the first time, the young prodigy had stumbled on something that was beyond her - and she was hooked.

    Pouring herself into the field, she dedicated her nights to grappling with the existing research. After publishing her first paper on Skrim Drive optimization left the established community speechless, her future was set. The rest - as they say - is history, and today Dr. Saesa is one of the leading experts on Hyperspace (if you ask her, she’d say that she was the best - but such a claim is hard to prove). Working for Command and the Research Institute would occasionally bring up a moral quandary or two, especially after collaborations with the military’s psyker corps, but Saesa reasoned that it was justified in the name of scientific progress and the security of the Empire. The galaxy was a dangerous place, after all, and Command had to make difficult decisions in order to keep the Kiellar safe.

    Saesa’s life was going well, until one fateful day she was visited by a Psyker Handler named Iobhal. He came with an instruction that she couldn’t ignore, with a mission that annoyingly pulled her away from her work. Even worse, the time sensitivity of the matter meant that they had to travel aboard a prison ship! But when she awoke to find that a mutiny had taken place, and that Iobhal was dead, Saesa found her entire life collapsing around her.
Last edited by Bentus on Fri Apr 24, 2020 11:27 pm, edited 2 times in total.
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Arengin Union
Powerbroker
 
Posts: 8858
Founded: Feb 23, 2016
Left-Leaning College State

Postby Arengin Union » Tue Apr 07, 2020 1:50 pm

Its good to see everyone back. And some new people as well.
"I do as I please"
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Mordka
Envoy
 
Posts: 218
Founded: Aug 12, 2018
Ex-Nation

Postby Mordka » Tue Apr 07, 2020 3:03 pm

Dyelli Beybi wrote:
Mordka wrote:
Species Description
    Name: Mordkan Empire
    Singular: Mordkan
    Plural: Mordkans
    Adjective: Mordkan
    Appearance: Mordkans are rodent-like aliens with thick black fur, black eyes [with red irises like rings], and large bushy tails. They can grow up to 7 feet tall
    Biology: Mordkans are carnivores as their is no vegetation on Mordka, It's atmosphere lacks oxygen so if off-world on an alien planet they would have enviro-suits to protect themselves from harmful elements. They have a life spam of 500 years.



Background:
    Homeworld: Mordka
    Galaxy: Milky Way
    Alignment: Independent
    History: The Mordkans originated on the volcanic planet of Mordka in the Raxus System. The closest planet to the system's sun, it is unknown how life can exist on such an world but the Mordkans manage to create an advanced civilization and expand to the other four planets in their system. When the Federation of Civilised Worlds made first contact with the Mordkans. The Federation ambassadors were awed by the civilization and their technology, But when they were negotiating a trade deal, Somebody assassinated the Emperor and the ambassadors were blamed and executed. The new Emperor ordered that the Federation ships were to be destroyed and that no outsiders were to enter the system on the threat of death and the Federation now advise civilian ships to stay out of the system but they occasionally send sensor drones to learn more about the race but none have returned.

    The Mordkan Empire is an absolute deposit monarchy with the Emperor as head of state and government of the Empire. The four colonies are each ruled by a noble house which are responsible for running the colonies but can be easily deposed of if they decide to rebel by their droid army and navy that police the Empire and defend the system from alien threats.


That app looks fine, but I would like you to add that the system remains under observation from Fed sensor picket ships. While I've written them as not being aggressive, prideful or interested in warfare, they also aren't going to allow a potentially hostile alien force to sit on their backdoor unwatched as they would pose a potential threat to nearby Fed systems. Just seems like what the Feds would logically do in response.

Alright but they should be drones so that the Federation does not send people to their deaths, and that none return.

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Tact
Lobbyist
 
Posts: 20
Founded: Mar 29, 2020
Ex-Nation

Postby Tact » Tue Apr 07, 2020 4:48 pm

Okay I'm not sure how well this fits with everything, so if there's anything which needs to be changed (or if the whole thing doesn't work and needs to be scrapped) please feel free to yell at me. I also probably haven't mentioned everything I should, so if there's anything you want me to add or explain I 100% can.

Species Description

    Name: Rrlthrr
    Singular: A rrlthrr
    Plural: Many Rrlthrr
    Adjective: Rrlssthi (for an individual/group of individuals), rrlthrri (for the species as a whole).

    Appearance:
    Image

    Variance is most common in skin-tone - ranging from near-black through deep reds and yellows to partial- or total-albinism - or direct proportions - ranging from squat and round to almost wormlike in length - but the species' unusual sexual plenimorphism allows for several more unusual. The breeding-sacs underneath the main body can reach halfway down the length of the tentacles or be practically vestigial, the length of the pedipalp-like impregnation appendages range from under a foot to as long as any of the primary tentacles and the ovipositor can rest internally, partially-displayed or fully-exposed. Most noticeably of all of their variance, a rrlthrr's conducting spines can range from only a few inches across to several feet in length, and particularly short spines can visibly arc electricity intermittently.


    Biology: Rrlthrri biology is unusual as a result of their evolving in the upper reaches of a gas giant's atmosphere, and the bizzare (by terrestrial standards) ecology which is required for survival such an environment which needs explaining before the Rrlthrr themselves can be explained. The ecosystems of Thrrrshh are defined by very rough tree-analogues, consisting of large photosynthetic meshes hundreds of metres thick at the top, slowly becoming more defined and protected nutrient-transportation vessels before branching out once more into a tangle of feeders which take in heavier nutrients to act as base components. These pseudo-forests are vital for the survival of other forms of life, as they calm the storms which would otherwise tear any less-durable life apart.

    Storms, however, still occur, usually the lower edge of one of the vast hurricanes in the upper reaches of the atmosphere brushing against the relatively calm lower altitudes. These semi-regular events are still near-apocalyptic by terrestrial standards, however, and even a relatively mild storm season can see the sky riven with lightning discharges miles across and storm-winds capable of tearing apart weakened transportation-vessels. Amongst a whole host of adaptations the three most noticeable to terrestrials are: incredible grip-strength to cling onto a runner for dear life, a deep resilience against blunt-force trauma for when the grip-strength fails and the ability to sense and control ambient charges to keep them alive at the edge of a lightning strike.

    The latter of the three is the most immediately-noticeable to other organisms, as conducting-spines line the dorsal side of all Rrlthrr. These are brittle, and come off surprisingly easily when pulled, though they can regrow after a few days. It is also not a good idea to try this as Rrlthrr evolved to stun their prey at close-quarters with an electric shock and, while most terrestrial atmospheres cut down their range to practically nothing, direct contact with the spines is far from advised. On the upside, this makes the neural integration of cybernetics (or other technology, if the trivially easy, which is the main reason they have been able to integrate into the Federation at all.

    Rrlthrr anatomy is designed with a low-gee environment in mind, where their relatively high density and strong grips makes swinging the easiest way to get around. But by terrestrial standards they are incredibly light - a particularly large specimen might measure as tall as a human, tentacle-tips to spines, but will weight about as much as an infant. At the same time, their tentacles lack any serious internal structure which means they cannot hold the Rrlthrr upright even under their native gravity, let alone standard terrestrial gravities. Any Rrlthrr seen outside Thrrshh will have some form of thruster or counter-grav cybernetic installed in order to facilitate life on the ground. Many suffer from autoimmune responses analogous to allergies in response to both organic and inorganic substances relatively common in standard atmospheres, and require implanted microorganism colonies to filter these out, or even to shift the balance of chemicals to something which agrees with them more.

    Rrlthrri sexuality is, much like the rest of their biology, unusual. Instead of having sexual characteristics corresponding roughly with one of two (or more) sexes they are instead hermaphrodite, though with a complex and muddled life-cycle. Most commonly, one Rrlthrr will impregnate another, who will then deposit their eggs in the breeding-sacs of a third Rrlthrr which will nurture the eggs to infancy (and often beyond). That said, more bizarre breeding methods can take place, such as the occasion spewing of dozens of buoyant, pre-fertilised eggs during storm seasons, in the hope that the infants will be blown to new locations. The method of sexual reproduction, as well as the specific sexual characteristics of a Rrlthrr, can and will change with any number of personal and environmental factors - since joining the Federation, an increasing percentage of the Rrlthrr have been too well-fed and become almost-exclusively egg-bearers.

    As a result of the complex backflips rrlthrri biochemistry is built on, their metabolism is fairly hyperactive and wasteful even by the standards of biochemistry. This often manifests in what is perceived to be excessive food consumption, various nervous twitches and the acceptance that a Rrlthrr of twenty standard years is well into their middle-age. While they tend not to wear out their body parts, their internal organs simply process too fast to survive anything more than a handful of decades without giving out.

    Mentally speaking, Rrlthrr tend to have exceptional spatial awareness and reflex times, and combined with their ability to directly control technology once they understand the inputs they would probably make for excellent pilots for whoever can figure out a training programme. However, they have notably poor long-term planning skills, a result of the short space of time since they had little more than sticks, and often exhibit a naivete and bluntness which belies their age both individually and in the wider political sphere.




Background:

    Homeworld: Thrrshh
    Galaxy: Andromeda
    Alignment: Gollar Confederacy

    History: The history of the Rrlthrr splits neatly into "pre-contact" and "post-contact". Pre-contact Rrlthrri civilisation was interesting in how fractured it was - tribes spanning a few dozen kilometres in any given direction would war sporadically, communications too slow to permit anything bigger without it growing unstable. Without access to mineral resources, the Rrlthrr had nothing but a wood-analogue harvested from the vast pillars which defined their worlds to use for tools, and with this as a limitation they found themselves unable to advance much past fire.

    Then the Gollar Confederacy discovered them, brought them into the fold. Or at least, some of them. The Confederacy discovered a handful of tribes, whom it backed against their territorial rivals. The six chosen tribes expanded rapidly, each one providing the Golalr with a plot of space at their confluence where they began construction of a city both to harvest the life the planet had to offer and to uplift the species. Infrastructure spread for the first time throughout the territory of the six clans for the first time, easing their control of their populations and freeing up resources with which to accelerate their conquests yet further.

    It has been thirty-seven years since the Confederacy arrived on Thrrshh, and the speed of Rrlthrri cultural memory makes them a forever-presence. The six clans continue their rapacious advance out across the wider world as their central populations begin to cluster around nodes of transportation, the first proto-cities forming with the help of the Confederacy. Specialisation of labour has intensified as the Rrlthrr are slowly introduced to an ever-higher mode of technology, some of the first books created in the species' history detailing theories of science and engineering as the Rrlthrr race to catch themselves up to the galactic standard.

    And occasionally, a Rrlthrr or two will leave the planet. It takes a while to prepare them, for they were not designed for the vast majority of inhabited worlds. But adventure awaits, a war against two enemies both as vicious as they are vile - the Gollar have not been shy about explaining their position to their new uplifts. And slowly the Rrlthrr spread out into the galaxy, star by star, ready and eager to make their mark on the new horizons opened up for them by the Confederacy. Few, if any, come back.
Last edited by Tact on Tue Apr 07, 2020 7:01 pm, edited 2 times in total.

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Bingellia
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Founded: Nov 27, 2014
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Postby Bingellia » Tue Apr 07, 2020 6:30 pm

Mordka wrote:
Dyelli Beybi wrote:
That app looks fine, but I would like you to add that the system remains under observation from Fed sensor picket ships. While I've written them as not being aggressive, prideful or interested in warfare, they also aren't going to allow a potentially hostile alien force to sit on their backdoor unwatched as they would pose a potential threat to nearby Fed systems. Just seems like what the Feds would logically do in response.

Alright but they should be drones so that the Federation does not send people to their deaths, and that none return.


After second reading and a bit of deliberation from the Co-Ops, we've decided against accepting this.

For starters, complex life developing on a hostile world without plentiful oxygen absolutely no sense, especially a carnivorous species. Secondly, while the Federation isn't exactly warmongers, they are the Milky-Way's premier power (Rule 5 of species design). A one system state doesn't hold a candle to a proper multi-system federation. They don't necessarily need to be allied but assassinating ambassadors from a clearly superior power is a good way to get an ultimatum delivered with some severely harsh terms.

You're able to resubmit after editing, but we cannot accept this without improvements
Last edited by Bingellia on Tue Apr 07, 2020 6:37 pm, edited 1 time in total.
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