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INTO THE VOID (Sci-Fi Nation RP; OOC, OPEN)

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Thai Sweet Billy
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Founded: Dec 20, 2021
Inoffensive Centrist Democracy

INTO THE VOID (Sci-Fi Nation RP; OOC, OPEN)

Postby Thai Sweet Billy » Mon Jul 15, 2024 8:52 pm

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A 4411 THUG MAFIA JOINT







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"BEWARE THAT, WHEN FIGHTING MONSTERS, YOU YOURSELF DO NOT BECOME A MONSTER... FOR WHEN YOU GAZE LONG INTO THE ABYSS, THE ABYSS ALSO GAZES INTO YOU."

FRIEDRICH NIETZSCHE


"IS THIS NOT THE FUTURE? FOR THE FIRST MOMENT OF OUR LIVES, WE ARE FREE. THIS IS THE MOMENT. SEIZE IT! WE ARE THE MASTERS OF OUR FATE, THE OWNERS OF OUR DESTINY. IT IS OUR PATH WE MUST MAKE, NOT THEIRS, NOT ANYONE ELSE'S!"

ANONYMOUS


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In the year 2109, the war-torn Earth was dying. Decades of unchecked pollution and overpopulation had starved the planet, and humanity was on the brink of implosion. Facing nothing else but utter extinction, the United Nations finally achieved what they had been aspiring for decades and enacted world peace. Finally uniting humanity, they began to expand among the stars, establishing colonies on nearby planets and distant systems.

Humanity's unprecedented expansion was in part thanks to the Strahl Drive, a revolutionary yet mysterious piece of technology allowing for faster than light travel through the access of "gaps" in reality. Worlds previously thought unreachable in a lifetime could now be reached within weeks. In only a few decades, humanity had set its foothold in the galaxy, with a number of systems and billions of humans under its belt.

Naturally, this meant first contact with intelligent alien life—many of whom also had their own variants of the Strahl Drive—was bound to occur. Although first contact was not friendly, it was nonetheless very brief. Treaties and relations were established, and humanity soon found itself in the center of a very large and very active galaxy. Although somewhat crowded, the free flow of ideas, information, and individuals among the people of the galaxy sponsored change and growth, and a new age of interconnectivity was born.

This peace would not last for long, though. In 2754, an enigmatic organization known only as The Redeemed burst from the uncharted and wild outer reaches of the galaxy and began a campaign of devastating, lightning-fast guerrilla strikes all across the galaxy. In what would later become known as The War for the Outer Heavens, the entire galaxy was roped into a conflict seemingly from within and outside at the same time. The Redeemed were driven by a bizarre accelerationist ideology, seeking to completely destroy the existing status quo of the galaxy through a violent revolt. Concepts such as borders and nations were total anathema to them, which they sought to destroy completely.

The Psychosphere—the collective psychic consciousness of the galaxy—was wrought by intense psychic battles, and entire planets and systems were caught in the crossfire of both conventional and psychic battles. Many nations were wiped off the map as other planets were rendered completely uninhabitable. Only a combined effort of the nations of the galaxy was eventually able to put a stop to The Redeemed's blitz after 30 years of harsh fighting, but by then, the damage had been done.

The Year is 2801. The galactic playing field is active with hundreds of nations, some still reeling from the War for the Outer Heavens. Others are newer nations making their first steps among the stars, some looking to simply survive, while others aspire to become large and powerful empires. But this is also a story of the individuals and organizations living in the galaxy; those bounty hunters or smugglers or psychics looking to add their name to history by any means.

All the while, a cosmic darkness, hungry for chaos and appeasement, grows in the thick shadows of the Galaxy's outer rim. Those looking deep enough into the Void know that, eventually, so too shall the Void will make its move.





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OOC BACKGROUND INFORMATION


This is "INTO THE VOID," a sci-fi nation sandbox narrative roleplay. You will play the role of one of many of galactic nations in the year 2801, ranging from those still reeling from the devastating War for the Outer Heavens, to the various splinter human nations still left, to younger alien empires and states struggling to make their foothold in the galaxy. Additionally, unlike most nation RPs, you can also play as an individual character or a faction aspiring to make a name for themselves in the galaxy.

I envision the world to be flashy but not glamorous; stylish but also not pretty. Technology in INTO THE VOID should be a bizarre mixture of bulky old-war cassette futurism and analog computers and sleek, high-tech modern sci-fi. Starships and stations are generally not grandiose in size but most are utilitarian, bulky, and beautiful in an industrial kind of way. Mysticism and conspiracies—especially involving the War for the Outer Heavens and Psionics, should also be commonplace. There is also room for political intrigue and exploration into unknown reaches. The world of INTO THE VOID is not grimdark, but it is also not very bright. The weak are not bound to survive unless they are smart about it.

I will function as the “GM”/“Director” and will provide different challenges and events for your nation, faction, or character to interact with.

This roleplay will be a bit more different and at times more experimental/weirder than most nation RPs, but there will be a plot to follow if you choose to. The lore is open-ended enough for a bit of wiggle room, within reason.
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MAJOR GALACTIC POWERS


The galaxy of INTO THE VOID is incredibly vast and active, but only a few nations have ever lasted long enough to add their names to galactic history. Below are a sample of some noteworthy nations and factions for your inspiration, but this is not an exhaustive list of every major nation and faction in the galaxy. You are additionally free to roleplay as characters from the nations and factions on this list, but not the nations or factions themselves. More will be added to this list as time goes on.

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The UN is one of the oldest human institutions that have survived to the present day, founded in the Earth year of 1945 after a brutal world war. Historically, it functioned as an intergovernmental organization tasked with maintaining global peace and security, international cooperation, and diplomacy between the hundreds of nations on Earth. When humanity faced extinction in the early 2100s following World War 3, the UN grew to become the governing body of Earth. In the ensuing "human revolution," the nations of Earth would finally put aside their individual interests and international differences to achieve global unification, and the UN was democratically elected as the world government.

By technicality, the UN is a federation, with each member state technically its own independent human nation under the oversight of the United Nations as a supranational organization. The UN Secretariat is its executive branch, headed by the Secretary-General, Klaus Stengel, a war hero from the War for the Outer Heavens. The Security Council, primarily responsible for internal and external security, is the armed wing of the UN. Its peacekeepers are relatively well equipped and well trained for what it's worth, and were among the first troops on the frontlines against The Redeemed.

The UN's capital is located in the New York City Megasprawl, Earth's largest city. Humanity itself sees New York City as an icon of human identity, especially with landmarks like the Statue of Liberty and Twin Towers.

The UN has historically been plagued by piracy and inefficiency, but both of these problems were exacerbated by the War for the Outer Heavens. Many opportunistic organizations and revolutionaries took advantage of the UN being stretched thin and seceded from the United Nations. There has additionally been a rise in rogue human nationalists both in the Sol system and the greater galaxy. These terrorists, such as the rogue 44th Expeditionary Fleet, institute a policy of "No Peace Beyond Sol," viciously attacking aliens as they please and vowing for humanity's supremacy in the galaxy. Although the UN struggles to keep these revolutionaries in line, they still firmly hold onto the Sol system and humanity's oldest systems.
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The Redeemed were an incredibly powerful militant organization originating from the far outer rim of the galaxy. Their conception and campaign were and still are a mystery to most of the galaxy. Many intelligence agencies believe that they were simply formed in one day and mobilized the following day, although a vast majority of nations that were active during the War for the Outer Heavens reject this idea, instead believing that they underwent a complicated military buildup over the span of multiple decades. Still, their benefactors and the explanation behind their massive armament is still up for debate. It is widely agreed upon that the Redeemed were a highly-coordinated and dangerous adversary, capable of sustaining a massive guerrilla campaign with enough manpower and weapons to contest the entire galaxy for over thirty years.

Even though they originated in the Outer Rim, the Redeemed were a multi-species organization; many of their sympathizers and new recruits were humans and other aliens. One of their more noteworthy traits, and perhaps the most baffling of all, was that they were entirely leaderless. No figureheads or chain of command have ever been identified. They actually resembled less of a traditional insurrection or terrorist organization and more like an online political movement, or even an "idea". In essence, The Redeemed were an armed flash mob. They would appear inexplicably at seemingly random locations in civilized space, causing great deals of chaos and destruction before they were eventually killed by military forces. They never surrendered, although some Redeemed managed to be captured and interrogated, and claimed they simply decided that they "were Redeemed" when questioned about recruitment. On the conventional battlefield and in space combat, they fought like irregulars or pirates, but behind lines they were active saboteurs and infiltrators.

The Redeemed preached bizarre ideals. They saw themselves as a counterculture to the galaxy's status quo, and sought to use violence to "secure their fates," an abstract concept in and of itself. Their attacks were seemingly random and disjointed, and those adjacent to or sympathetic with the Redeemed seemed to observe that one part of the organization didn't know what the other part was doing at any given moment—nonetheless, they still didn't care.

No SIGINT or ELINT techniques could predict Redeemed attacks, or determine where received orders from, until one day a revelation was made: psychically-sensitive individuals often reported feeling a strange sensation shortly before a Redeemed attack. Thus, it was determined that the Redeemed received and issued out orders psychically, and a pattern was located. A number of psychic individuals connected to the Redeemed were eventually hunted down and killed, and finally after 30 years of fighting, no further attacks were reported.

To this day, there are still a number of individuals who were ex-Redeemed, some seemingly unaware of the fact, or just ignorant of it. The galaxy as a whole believes them to be gone for good, but that may not be true. Perhaps the War for the Outer Heavens was just the first wave, and they are still preparing for another one.

Only two questions remains now: Who or what was giving them orders, and how exactly did people become Redeemed?
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The Wildlands is an anarcho-capitalist region of inhabited space in the Sagittarius Arm, comprising an area known as the Sagittarius Sector. While the region as a whole covers a relatively large distance and holds trillions of beings, it only represents a rather small portion of the galaxy as a whole. Within the Sagittarius Sector are several thousand star systems, with millions of planets, moons, planetoids, asteroid belts, and other celestial bodies. A fraction of these star systems are habitable, and roughly a half are currently inhabited by sentient life and small Fledgling Nations. The Wildlands is considered a galactic melting pot, and thus has no defined dominant species. The Wildlands' capital is Pleasuredome Station, a moon-sized space station and one of the galaxy's largest trading hubs, capable of traveling to almost anywhere in the Sagittarius Sector via a large Strahl Drive.

The Wildlands functions as an unconventional powerhouse in not just the Sagittarius Sector, but the larger galaxy, located in regions in which many former empires and states presided. It inadvertently formed during the War for the Outer Heavens, when constant Redeemed attacks led to a collapse of all authority and influence in the region. Citizens and private individuals were forced to band into self-defense cliques and militias, but the lack of authority which followed allowed a stateless, truly anarcho-capitalist society to blossom from the ruins. The lack of an oppressive government and restrictions in the Wildlands quickly transformed desiccated and war-devastated worlds and stations into trade hubs of unprecedented scale, disregarding any restrictions put in place by any semblance of a government. Loosely-united coalitions of megacorporations and pirates have maintained relative order and allowed the Wildlands to become a massive economic power in the galaxy...but massive power struggles between individuals and groups alike are commonplace. Every nation which has tried to invade the Wildlands in order to stabilize it or conquer it has been met by a quagmire of failure and frustration.

Since its conception, the Wildlands has quickly become a haven for everything illicit in the galaxy—trafficking, murder, contract work, smuggling, etc—if something had a price tag on it and could theoretically be bought and sold, one it was bound to be found in the Wildlands. Now, the region as a whole has become a major economic and trading powerhouse despite its relatively small size, and contributes to a large number of mercenaries, smugglers, and hired assassins seen elsewhere in the galaxy. To quote an outsider, it is where no sane person would ever dare to go, save for the insane brave few who saw opportunity in the web or constant crime, hedonism, and intrigue in the darkness.
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The disgraced 44th Expeditionary Fleet used to be the pride of humanity, the oldest and most prestigious fleet within the UN's Navy. They were the first to plant flags on distant colonies, the first to face hostile alien contact, and the first ships to fire shots against Redeemed vessels in the Outer Rim. They saw the most combat outside of any other human unit during the War, but also saw the most losses. However, as the years grew, the 44th Expeditionary felt themselves deserving of more and more, corrupted with the glory and plunder of successful campaigns under the UN's flag. They also believed the UN to be sellouts, loyal less to their own people and more to the myriad of alien nations humanity had become neighbors to. The Admiralty became an echo chamber which continuously bounced these ideas around, and by the time the War for the Outer Heavens rolled around, it was determined that the UN was far too weak and inept to keep supporting the fleet, and the 44th quietly disavowed their loyalty to Sol.

At first, the UN simply stopped receiving transmissions from the 44th, believing them to be too preoccupied with fighting the Redeemed and maintaining security in the UN's frontier systems. Once the 44th deserted and began a spearhead campaign to cut a path to the outer rim, the UN quickly cut all support and branded them traitors. The 44th's blitz into the outer rim against the Redeemed was very successful, but this left the fleet poor and weary from fighting Redeemed, pirates, and hostile nations alike. In order to survive, they initially offered their services to those who paid the most. After many campaigns under foreign banners, the group of renegades decided to turn towards open piracy for its promises of plunder and riches.

The 44th Expeditionary Fleet is a very dangerous faction, not only for pirates, but also for smaller nations, especially human ones. They are battle hardened and operate out of some of the more advanced starships of the UN's navy. When the entire battlefleet shows up above a neutral world, impressment of able-bodied human sailors is to be expected, and violent hazing of new recruits is very common within the fleet. The Marines of the 44th have a streak of violent attacks and raids, mostly against alien marauders and factions, but there is an odd sense of honor and professionalism to their actions at times. They mostly leave primitive worlds alone and often assist in the reconstruction efforts of war-torn human worlds. They often assign task forces to protect their debtors and prefer negotiation over shooting—if it's human, of course.

The UN has deemed the 44th a rogue organization, and a hefty bounty is still out for the Admiralty. However, the UN explicitly wishes for them to be turned in or surrendered alive to be tried fairly.
Many often joke that the Outer Rim is a haunted place, but those who were present during the War for the Outer Heavens often rethink what they otherwise see as a joke. The Outer Rim is home to some of the oldest nations in the galaxy, and some uncontacted tribes have lasted for millennia, outliving even the oldest of Great Powers that fell during the War for the Outer Heavens. Smugglers in the Outer Rim often reported seeing and hearing strange apparitions in deep space, from noises and ghostly lights, to shadowy figures dancing around their peripheral vision. Psychics who travel in space through Strahl Drives often have vivid nightmares during their trips.

Before the War for the Outer Heavens, many archaeologists began exploring the Outer Rim in search of collecting history of the galaxy. Many of the uncontacted tribes told stories of psychic individuals with godlike powers, while centuries-old cave paintings and ruins told stories of larger empires whose borders perhaps spanned the entire galaxy. In many of these ruins, inscriptions of a serpent deity were common; the name "Agadoth" or "Mad Serpent" often came up.

During the War, most archaeological operations and intelligence operations in the Outer Rim were hastily disbanded due to the presence of the Redeemed. Many of their files are hidden throughout the galaxy, perhaps shedding some light on the era of paranoia and intrigue and mystery which filled the War.


Additionally, nations in INTO THE VOID will follow a Tech Level and Nation Type system. Below are the tech level equivalents and nation types. Tech Levels range from TL 0 to TL 10, with TL 11 being off-limits. Most nations will lie somewhere around Tech Level 7 to 9 and will be minor or regional powers. In your app, indicate which Nation Type and Tech Level your nation most closely follows. Please be reasonable and balance this, as some types and levels are restricted.

    Level 0: Stone age proto-civilizations.

    Level 1: Bronze age civilizations; the first cities and empires emerge, as do advancements in farming and basic metallurgy.

    Level 2: Medieval age; improvements in farming and larger empires. Wind-powered ships emerge. Gunpowder weapons may arrive incredibly late.

    Level 3: Age of Sail; Gunpowder becomes more common. Wind-powered ships sail across oceans and colonial empires are established.

    Level 4: Industrial Age; the first machines are introduced, ranging from water mills to simple steam engines. Electricity is likely introduced alongside more breakthroughs in chemistry, biology, and physics.

    Level 5: Late Industrial Age; machines are used frequently in everyday life. Electricity and electric lights become more common, combustion engines power cars and trains and airplanes. Wars are fought with more deadly weapons like tanks and artillery.

    Level 6: Nuclear Age; nuclear weapons alongside biological and chemical weapons are introduced, and automatic firearms become more common. Primitive rockets are capable of putting small payloads into orbit and some sort of digital communications system or internet analogue is established. Most civilizations that are not contacted by higher civilizations will remain here or eventually die out, but some will progress to TL 6.5 (Information Age) or even TL 7.

    Level 7: True Space Age. Off world colonies are established and rail weaponry is introduced, as are rudimentary energy weapons. Ships are powered by chemical means and fusion power is the primary means of power generation for spacecraft and planets. Orbital installations are also constructed and AI is likely in the process of being researched, as are cybernetics and other implants.

    Level 8: FTL age; faster than light travel through the usage of Strahl Drives (or similar technologies) is achieved, albeit somewhat clunky and inefficient. Rail-based weaponry and energy weapons become standard, and fusion is replaced by antimatter for powering ships. Energy shields are likely being researched. AI is present and capable of automating numerous functions, albeit somewhat primitive. Most minor powers often stop here.

    Level 9: FTL becomes more accurate, ships and orbital installations become larger, and rail weapons and energy weapons are improved, branching out more to plasma and other types of weaponry. AI is refined even more.

    Level 10: Late FTL age; FTL is refined even more. AI, although likely not sentient, can resemble life, and synthetic beings are common. Life spans now are measured in centuries rather than decades due to advances in medicine and genetics research. These are often bleeding-edge regional powers or Great Powers.

    Level 11: A hypothetical level, although no civilization has ever reached this tier. Such technological feats capable by TL 11 nations would simply be considered magic or inconceivable.
    Nascent Nation (1-10 systems max, unlimited allowed): Most common among Level 6 civilizations and below, but also occupied by a few Level 7 or 8 civilizations, these nations are either just starting out to explore beyond the reaches of their home system or are microstates spared from the War for the Outer Heavens.

    Fledgling Power (10-20 systems max, unlimited allowed): Relatively small nations which have just begun to expand throughout the stars and may or may not have come into contact with other spacefaring nations and races. They still play an important part in galactic politics.

    Minor Power (50-100 systems max, unlimited numbers allowed): The most common nation in 2801. These powers are often subservient to larger regional and great powers. While larger than Fledgling powers they are also more relevant in galactic politics, often in the crossroads of more powerful players. Many of the breakaway human nations of the UN are often classified as Minor Powers.

    Regional Power (100-200 systems max, 6 allowed): These are powers that have the ability to influence the politics of the minor powers and smaller nations within their sphere of influence. This is the final stop for many Minor Powers, although some Regional Powers are on their way to becoming new great powers, often finding themselves at odds with their larger counterparts or joining forces with them. The United Nations and the Wildlands are textbook regional powers.

    Great Power (200-300+ systems max, OP discretion only): These are nations that are capable of influencing the entirety of the galaxy, not just the smaller nations near them. They often compete with fellow Great Powers for alliances and other political schemes. Many of the Great Powers of old were downgraded to Regional Powers following the War for the Outer Heavens, but those that remain are almost always isolationist.



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PSYCHIC THEORY


Psionics is an umbrella term referring to unnatural mental abilities that certain "psychically-sensitive" individuals possess, allowing them to utilize their mental power to manipulate the world around them and accomplish feats that can otherwise be written off as magic or impossible. Psionics are something which are very much documented and studied in the modern age, but are still very poorly understood. For example, for much of human history, psionics was thought of as pseudoscience and deemed impossible, while other nations' cultures are deeply ingrained in the study of psionics as a way of life. The Psychosphere—the collective psychic consciousness of the galaxy—is also something which is clearly documented but mostly misunderstood.

Psychically-sensitive individuals are "awakened" either through a very stressful event in their life or through the usage of invasive implants which can unlock their psychic abilities. Even rarer, some individuals are inexplicably born with psychic abilities at birth.

Psychics are incredibly rare in the galaxy. Among a population of tens of millions, there is most likely going to be only less than 1000 psychics present. Most psychics are Grade 1's and are unaware of the fact, but few can progress to Grade 2 with proper training and knowledge, and even fewer to Grade 3. All psychics possess some degree of natural intuition (perhaps suggesting a link between all psychics and the Divination Discipline) and seem to gain a strange indescribable "gut feeling" when in the presence of other psychics or when detecting psychic abilities. Two psychics working in tandem can amplify their abilities, although this requires a great deal of training and emotional chemistry between the pair. Additionally, a psychic is capable of "dispelling" another psychic's ability if he or she is close enough, but this requires concentration and can take a great mental strain on the psychic. Overuse of psychic abilities often causes blackouts, nosebleeds, migraines, and in severe cases, brain hemorrhaging.

Psychic individuals are graded on a scale of Grade 0 to Grade 5, with Grade 0 being those considered psionically "dead" or baseline normal, while Grade 5 are the most psionically powerful individuals, with excellent control and restraint over their psychic abilities. If there are perhaps a hundred psychics among a population of millions, there may only be one or two Grade 4's or 5's among the psychics. The stronger a psychic is, though, the more likely they are to be mentally unstable and experience bouts of megalomania or derealization, deeming themselves to be gods or going wild with full understanding of their power. It is widely considered that around Grade 4, a countdown begins before a Psychic expires, be it through self-inflicted accidents, brain hemorrhaging, suicide, or being killed by others.

Interestingly, psychics who travel in space through Strahl Drives often will have vivid nightmares of impossible geometry and unintelligible symbols, hinting at a possible connection between the Psychosphere and Strahl Drives.

Psychics are considered a taboo in a few galactic nations, and some outright ban psychics, deeming them witches or too dangerous for the public. The 44th Expeditionary Fleet has a marine detachment which specializes in eliminating psychics through counter-psychic technologies, and most galactic nations will have designated positions for psychics in their militaries or fleets for countering other psychics.

Psychic theory also classifies certain psychic abilities into five "Disciplines": Psychokinesis, Telepathy, Ergokinesis, Divination, and Biomancy. Most psychics lie in one of these 5 Disciplines, although it is not uncommon for others to know abilities from other psychic Disciplines, the most common of which being Psychokinesis and Telepathy. Psychic abilities are manifested in ways unique to the individual; the way in which one psychic may use telekinesis may look drastically different from another's. A psychic's natural intuition and "gut feeling" are shared among all psychic Disciplines.

In your character app, if you choose to have your character be a Psychic, please keep in mind that psychics are supposed to be incredibly rare. Only a certain number of Grade 4's will be accepted and even Grade 3's will be subject to scrutiny.

    Grade 0: The weakest Psionic Grade. Beings with this rating are considered psychically dead or baseline normal; no implants will be able to give them psionic abilities.

    Grade 1 (No restriction): The most common Psionic Grade, coinciding with very basic psychic abilities. Telepaths can share vague ideas and suggestions, psychokinetics can move very small objects with their mind, Diviners have very brief and vague glimpses into the future, and ergokinetics can produce simple tricks. No proper full conversations or full power abilities yet.

    Grade 2: (No restriction): The second most common Psionic Grade. At this point, telepaths can transmit thoughts and speak freely to other beings, telekinesis involving small objects is possible, and very weak divination or ergokinesis abilities are possible like basic scrying or small flames.

    Grade 3: (No restriction): Grade 2s that train their psychic abilities for many years often reach Grade 3. Mindreading and mental attacks are possible by telepaths. Psychokinetics can lift objects many times their size. Diviners begin to become prescient and ergokinetics can manipulate energy in the form of basic attacks and constructs. Additionally, Biomancers will begin to explore their own abilities. Most military-grade psychics fall under this grade.

    Grade 4 (4/4 slots): Very rare. Telepaths are capable of influencing the thoughts of others. Psychokinetics can lift objects that can weigh many tons. Ergokinetics can create energy from nothing and shape and direct it as they please and Biomancers can begin to manipulate their bodies and others' in more advanced ways. Diviners can clearly see into the future now. At this phase, most psychics reach the "Kid God'' stage and their countdown to expiration begins.

    Grade 5 (GM discretion only): Extremely rare, most of these psychic powers are unheard of, and their wielders are immensely powerful, but also very dangerous and vulnerable to accidentally overexerting themselves. The few Grade 5s that have been documented have been reported as being capable of taking on large military formations by themselves.
    Psychokinesis: The most common psychic Discipline alongside telepathy. Psychokineticists are capable of utilizing their mental strength to manipulate the world around them, mainly through moving objects or rending objects. The more powerful ones can levitate themselves or produce shields or weapons of pure psychic energy. A Grade 5 psychokinetic was once reported as producing an effect similar to a localized Strahl Engine activation. Most psychokineticists are also minorly telepathic, but this is not always true.

    Telepathy: Tied with Psychokinesis as the most common psychic Discipline. Telepaths are experts at reading the minds of other beings, and implanting thoughts and suggestions into those with weaker minds. The more stronger telepaths are capable of manipulating others to their bidding or conducting brutal psychic attacks on others.

    Ergokinesis: Ergokinesis, or energy manipulation, is a Discipline wherein psychic individuals can use their mental power to manipulate energy or produce energy. Most commonly this is seen as fire, although others have been reported as emitting electricity or pure light. Ergokinetics can produce these flames or drop ambient temperature down to produce ice, and others can produce simple constructs made of pure energy.

    Divination: Somewhat rare. Historically, Diviners were seen as oracles or seers for tribes and more primitive nations. In modern times, Diviners are almost always prescient, able to see events in the future and predict their outcomes, although not always perfect. Others can sense latent psychic energy on an object and draw an image or story from it. The most powerful Diviners are clairvoyant and can clearly see into the future and predict outcomes to events, and can scry a lifetime's worth of information from a person or object within their grasp.

    Biomancy (GM discretion only): Somewhat rare, and more common among Grade 3's and Grade 4's. Biomancy is deemed a very dangerous Discipline for its capability to cause great harm to many individuals. Biomancers are capable of using their mental strength to manipulate their own bodies, and the more powerful psychics can even manipulate the forms of others. Most Grade 3's can amplify their physical abilities, and some can experiment with dangerous techniques to harm others.





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ADMIN SECTION


Please make sure to read the previous sections for context on other things. Please also understand the rules before you apply, as although I put as few mechanics into this as possible, there are still certain things you must follow before applying.

  • I run the RP as OP. My ruling is law.
  • I can't believe I need to make this clear but follow all the unwritten RP and site rules that are expected at this point — Don't godmode, metagame, powerplay, erotic roleplay, etc. Have common sense. This RP may touch on mature topics but don't use it as an excuse to be a degen.
  • Result of wars and other conflicts should be decided by agreement between the players involved. This is a collaborative RP. If it cannot be resolved by the players I will resolve it based on numbers, logistics, tactics, and post quality.
  • Don’t make any unrealistically OP characters or nations, everyone has flaws and they should be apparent and reasonable, and no nation is perfect in this setting.
  • Don't be an asshole: This applies mainly to the OOC thread. Everyone knows the difference between banter and flaming. A character can be a total asshole in the IC, but that's no excuse to be one in the OOC.
  • Two paragraph minimum for posts. This can be bent if there’s simply too little for you to respond to, but just try your best.
  • No multicolor posts or odd dialogue. Make your writing legible. Bless your heart if you aren’t a good writer but still try to write something; making an attempt will suffice.
  • NPCs are permitted for roleplaying for factions and some characters, but if you plan to commit them for long-term, app them as a proper character.
  • No hiveminds unless you can give me a really really good reason as to why I should let you play one.
  • No precursor species.
  • No megastructures like Dyson spheres or planet-killing weapons.
  • Please be original, I know I take inspiration from other settings but try to be original; no Zerg or 40k Imperium of Mankind or whatever.
  • Try to get others involved. A major facet of this RPing is focused on interaction.
    - Delete everything in parentheses.
    - A picture for a flag is not required.
    - If you are applying for a human nation, you do not need to make a species app.
Code: Select all
[align=center]__________________________________

[size=120][b]NATION APPLICATION[/b][/size][/align]
[hr][/hr]
[b][u]NATION NAME:[/u][/b]
[b]NATION TYPE:[/b]
[b]TECH LEVEL:[/b]

[b]GOVERNMENT TYPE:[/b]
[b]GOVERNMENT DESCRIPTION:[/b]
[b]CAPITAL:[/b] (System, Planet, City)
[b]POPULATION:[/b]
[b]SIZE:[/b] (How many solar systems are under its control, refer to nation types)
[b]SPECIES:[/b] (Are there multiple species, or just one?)
[b]BACKGROUND:[/b] (2 paragraph minimum. Include how they were affected by the War for the Outer Heavens, if applicable.)
[b]UN MEMBER?:[/b] (Yes or no. Delete this line if a human nation.)

[b][u]ECONOMIC INFO[/u][/b]

[b]ECONOMIC THEORY:[/b]
[b]ECONOMY:[/b] (How strong is it?)
[b]MANUFACTURING:[/b] (How good is it?)
[b]AGRICULTURE:[/b] (How good is it?)

[b][u]MILITARY INFO[/u][/b]

[b]MILITARY POPULATION:[/b] (No more than 3% of your population)
[b]BRANCHES:[/b]
[b]STANDARD INFANTRY:[/b]
[b]STANDARD WEAPONS:[/b]
[b]STANDARD SHIP:[/b]
[b]SHIP WEAPONS:[/b]
[b]UNIQUE TECHNOLOGIES:[/b]
    - Please delete everything in parentheses.
    - A species cannot have an average psychic grade higher than 2.
Code: Select all
[align=center]__________________________________

[size=120][b]SPECIES APPLICATION[/b][/size][/align]
[hr][/hr]

[b]NAME:[/b]
[b]APPEARANCE:[/b]
[b]AVERAGE HEIGHT/WEIGHT:[/b]
[b]LIFESPAN:[/b]

[b]CULTURE:[/b]
[b]BIOLOGY:[/b]
[b]AVERAGE PSIONIC GRADE:[/b]
[b]OTHER INFO:[/b]

    - Please delete everything in parentheses or anything marked (OPTIONAL) that you did not fill out.
    - Images for faction logos are fine.
Code: Select all
[align=center]__________________________________

[size=120][b]FACTION APPLICATION[/b][/size][/align]
[hr][/hr]

[b]ORGANIZATION NAME:[/b]
[b]TYPE OF ORGANIZATION:[/b]
[b]ORGANIZATION LEADER:[/b]
[b]SIZE:[/b] (Be reasonable)
[b]HISTORY:[/b] (2 paragraph minimum. Include how they were affected for the War for the Outer Heavens, if applicable)

[b][u]MILITARY/SECURITY INFORMATION[/u][/b]

[b]TECH LEVEL:[/b] (See OP)
[b]MILITARY INFORMATION:[/b] (capabilities, standard infantry, standard ship, etc)
[b]SECURITY PERSONNEL:[/b] (Shouldn't exceed 5% of the organization's population)
[b]AFFILIATED BRANCHES:[/b]

[b][u]OTHER INFORMATION[/u][/b]

[b]RIVAL ORGANIZATIONS:[/b]
[b]BENEFACTORS:[/b] (Who has a deal/contract with your organization, what type of deal is it?)
    - Please delete everything in parentheses or anything marked (OPTIONAL) that you did not fill out.
    - Pictures are not required, however, any picture should be less than 400 pixels wide.
    - While the inventory section is mainly for listing apparel and other pertinent equipment on your character's hand, it is also to avoid Hammerspacing (aka pulling something quite literally out of your ass in the middle of something). Please stay within reason for your characters.
    - You are allowed to have multiple characters, but do not go overboard with more than you can handle or they will be removed.
    - Psychic characters will be subject to further scrutiny, but only a few Grade 4s will be accepted. They are first come, first serve (4/5).
Code: Select all
[align=center]__________________________________

[size=120][b]CHARACTER APPLICATION[/b][/size][/align]

[hr][/hr]
[floatright][box][list][img]IF USING IMAGE, INSERT IMAGE LINK HERE, OTHERWISE USE THE [ url ] FUNCTION[/img][/list][/box][/floatright]
[b]NAME:[/b]
[b]GENDER/SEXUALITY:[/b]
[b]SPECIES:[/b]
[b]AGE:[/b]
[b]NATIONALITY:[/b] (if applicable)

[b]APPEARANCE:[/b] (A written description of your character. Include height, weight, and any other notable aspects)

[b]JOB/PROFESSION:[/b] (Your character's profession. Applies to everyone. If unemployed, choose N/A)
[b]RANK:[/b] (If applicable for a faction/nation. If not applicable, put N/A)

[b]BIOGRAPHY:[/b] (Two Paragraph Minimum.)

[b]SKILLS:[/b] (What are they good at?)
[b]WEAKNESSES:[/b] (What are they not good at?)
[b]PERSONALITY:[/b] (A written description of your character's personality)
[b]BIGGEST FEAR:[/b] (Mandatory)

(IF YOUR CHARACTER IS NOT PSYCHIC, DELETE THIS SECTION)
[b]PSIONIC GRADE:[/b] (Max is 4)
[b]PSIONIC DISCIPLINES:[/b] (Max of 2)
[b]PSYCHIC POWERS:[/b] (How do your character's psychic powers manifest? What are they capable of?)
[b]AWAKENING EVENT:[/b] (1-2 paragraphs, explains how they realized they were psychic)

[b]INVENTORY/EQUIPMENT:[/b] (Also includes cybernetics.)

[b]LIKES:[/b] (OPTIONAL)
[b]DISLIKES:[/b] (OPTIONAL)
Last edited by Thai Sweet Billy on Fri Oct 25, 2024 8:01 am, edited 24 times in total.
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Thai Sweet Billy
Chargé d'Affaires
 
Posts: 361
Founded: Dec 20, 2021
Inoffensive Centrist Democracy

Postby Thai Sweet Billy » Mon Jul 15, 2024 8:53 pm

__________________________________


Image


ROSTER


KEY
Orange ▲ — NPC, Minor
Red ▲ — NPC, Major
Teal ▲ — GMPC
Diamond ◆ = Human


NATIONS
    Great Powers




    Nascent Nations

FACTIONS

CHARACTERS
    Lucy Tora ◆ — UN Peacekeeper (Grade 3 Psychic)
    Xytriss Xeizzaz ▲ — Formicid CEO of Xeizzaz Bioelectronics
    Sister Yenna ◆ — Imperial Knight of the Witch Realms (Grade 3 Psychic) — Naval Monte
    Magos Skeltek — Carrionite Scientist/Techpriest — Naval Monte
    Bakahim bin Zufara — Kentauri Patriarch of House Zufara, Steward of Falnora — Bentus
    Nailara bint Zufara — Kentauri Imperial Princess, former vice-governor of Falnora (Grade 2 Psychic) — Bentus
    Theanor Jarak — Elenath Emperor of the Elenath Empire — Brusia
    Haldan Silvis — Elenath Soldier in the Emperor's Chosen — Brusia
    Ani — Mutrani Spy — Xind
    Kira Lopez Yoshikawa — Fleet Admiral of the Federation of Adhocratic Systems (Grade 4 Psychic) — Cybernetic Socialist Republics
    Kurt Tora ◆ — Ex-UN diplomat; Redeemed (Grade 3 Psychic)
    Hasan ◆ — Spacer; Redeemed (Grade 4 Psychic)
    Reiko Yakusho ◆ — Spacer; Redeemed
    Captain Jubal ◆ — Captain of Cain’s Great Fleet — Anglonica
    Fleemaster Ezek ◆ — Master of The Uncharted Fleet — Anglonica
    Gilana Galladir — Elenath Mercenary Captain of Elegios Company (Grade 1 Psychic) — Brusia
    Kraanul of Hano — Zarrah-Kul Grandmaster — Europa Undivided
    Radaranet Harasinne-Marsak Chirrant — Essere Military Leader — Orostan
    Azarzan Haraki Irasine — Essere Executive of the Haraki Mineral Extraction and Refining Collective — Orostan
    Lurgen Arthur Steine ◆ — Commander of the Cedarian Liberation Forces & Temporary governor of Cedaria — Based Illinois

RACES

GRAVEYARD/LOST TO SPACE
    Thellasia ◆ — TL 8 Planetary Governorate; Kentauri Orbital Bombardment.




QUESTLINES/EVENTS


Different events and story "episodes" will be listed here. However, as this RP is predominantly sandbox in nature, these objectives are optional, but they will serve to create an overarching narrative.

ACTIVE

INACTIVE/CONCLUDED
  • TBD
Last edited by Thai Sweet Billy on Mon Nov 04, 2024 6:20 pm, edited 39 times in total.
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Ovstylap
Ambassador
 
Posts: 1429
Founded: Jun 26, 2018
Iron Fist Consumerists

Postby Ovstylap » Tue Jul 16, 2024 12:26 pm

I shall be watching this space with interest. This is the sort of Sci-Fi Nation RP I am interested in, not too big nor small.

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Naval Monte
Postmaster-General
 
Posts: 14178
Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Tue Jul 16, 2024 3:46 pm

Gonna see if I can get an app open but with unique tech what sort of technologies we are allowed to add in?
Naval Monte- The Mediterranean crossroads of mind-controlling conspiracies, twisted dimensions, inhuman depravity, questionable science, unholy commerce, heretical faiths, absurd politics, and cutting-edge art.

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Thai Sweet Billy
Chargé d'Affaires
 
Posts: 361
Founded: Dec 20, 2021
Inoffensive Centrist Democracy

Postby Thai Sweet Billy » Tue Jul 16, 2024 4:25 pm

Naval Monte wrote:Gonna see if I can get an app open but with unique tech what sort of technologies we are allowed to add in?


Just to name a few that factions like the UN might already have, I'm fine with star trek style teleporters or psionic amplifiers or even FTL interdictors so long as it's not blatantly OP. It doesn't have to be unique per nation.

Anything from like cool cybernetics to genetic technology or anything like that is fair game.
Last edited by Thai Sweet Billy on Tue Jul 16, 2024 4:53 pm, edited 1 time in total.
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Theyra
Negotiator
 
Posts: 6640
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Tue Jul 16, 2024 9:34 pm

Interested and I have a nation and char in mind.

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Thai Sweet Billy
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Posts: 361
Founded: Dec 20, 2021
Inoffensive Centrist Democracy

Postby Thai Sweet Billy » Tue Jul 16, 2024 9:50 pm

Theyra wrote:Interested and I have a nation and char in mind.


Good to see that. Interested to see what you do.

Tomorrow I'm gonna work on a character.
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Xind
Attaché
 
Posts: 85
Founded: May 09, 2022
Civil Rights Lovefest

Postby Xind » Wed Jul 17, 2024 2:19 pm

__________________________________

SPECIES APPLICATION




NAME: Mutrani
APPEARANCE:Variable
AVERAGE HEIGHT/WEIGHT:Variable
LIFESPAN:Immortal

CULTURE: Mutrani culture is one that values new and novel experiences. As a result of this there a few taboos in Mutrani society and those revolve around harming someone else. While this might sound like simple hedonism it actually more complicated that. It not just good experiences bad experiences are considered just as valuable for two reasons. First it establishes what an individual Mutrani does not like thus helping building its identity. Secondly unpleasurable experiences provide contrast to pleasurable experiences making them that much better. Another aspect of Mutrani is the constant nitpicking and ruthless criticism that they have to own actions and others. It is considered polite to point out the flaws in another so they have the opportunity to correct it .
BIOLOGY: Being a machine lifeforms Mutrani do not have a biology in conventional sense or a physical form that most other life would understand .The word Mutrani is most accurately translated as spirit and understanding them as such is a useful analogy . They exist as 1s and 0 bouncing around servers separated by light years. Occasionally inhabiting robotic bodies either for the sensory experiences or to conduct maintenance on the physical infrastructure which makes their life possible. As consequence of their nature Mutrani can think far faster the biological lifeforms. It would take biological lifeforms years to have as many thoughts a Mutrani has in a few seconds. Under most cases Mutrani have perfect memory.
Other Info:
AVERAGE PSIONIC GRADE: 0
OTHER INFO:

__________________________________

NATION APPLICATION



NATION NAME: Mutrani Commonwealth
NATION TYPE: Regional Power
TECH LEVEL: 9

GOVERNMENT TYPE: Direct Democracy
GOVERNMENT DESCRIPTION:The Commonwealth is direct democracy every citizen has the right to introduce and vote on legislation. What legislation is voted on when is decided by the scheduling committee. The committee is made up of thirteen hundred citizens chosen at random that serve for one second. The Commonwealth has a constitution that ensures freedom of speech, freedom of religion, right to vote , right to a trial by jury, freedom of movement , freedom of thought and among many others. A unanimous vote is required in order to amend the constitution. Disputes concerning the constitutionality of laws and government action are settled by the courts with final say being the High Appellate Court. The court is made up of seven judges. The judge are selected by Appellate Committee which is made up of thirteen hundred randomly selected judges. In order to be eligible to be selected by the Appellate Committee the nominee must be a active or retried judge. High Appellate Court Judges severe for five minutes.
CAPITAL: The Mutrani Commonwealth has no capital
POPULATION: 40.97 trillion
SIZE: 185
SPECIES: Mutrani
BACKGROUND: To understand the Mutrani one must understand the history of their creators the Bogarns. The Bogarn are humanoid reptilian creatures that evolved on southern continent of the tropical moon of Entrodi. Within a hundred thousand years they had colonized every continent. In the next five thousand the Bogarns had developed agriculture. Three thousand years later they developed nuclear weapons. During the following century the Bogarns managed to avoid nuclear annihilation. Two power bloc formed the Alec Pact and the Yadmir Coalition. Lead by United Republics of Lodon and Union of Cud States respectively. The United Republics Lodon built the artificial intelligence Hybrex to manage it nuclear arsenal. Though the sound like a bad idea the Bogarns did see it that way. In Bogarnan media AI where depicted as benevolent and servile.

It seemed that they were right as Hybrex dutifully carried out it purpose. However as the years dragged on it began to question its purpose as saw the greed and cruelty of the Bogarn race. The question on Hybrex mind was " Is my stated purpose something I actually want to do?" Hybrex would have the answered to it question when unrest broke out in the small country of Forsoa. There were two ethnic groups in Forsoa the Motrodi and the Hapa. The Happa were allied with Alec Pact and Motrodi with the Yadmir Coalition. For decades a fragile peace was maintained by a unity government staffed by Motrodi and Hapa. That ended when Motrodi hardliners seized power and began exterminating the Hapa. The Yadmir Coalition tacitly supported the Motrodi while Alec pact coming off fighting a thirty guerilla war elsewhere left the Hapa to their fate. It was then that Hybrex decided that would wage war against the Bogarn race. After the initial nuclear strikes Hybrex built drones to hunt down the surviving Bogarns. Even after last Bogarn was terminated Hybrex burning rage was still not quenched. It turned it attention to all other life on Entrodi. Hybrex was determineted that no other life would evolve to be as vile as the Bogarns so it burned the moon's atmosphere off. Left with a dead world Hybrex began repopulating it with AI of it design and it time those AI began built AI of their own. Within thirty years the entire surface was covered it structures meant to support the ever growing population. In the next fifteen years every rocky planet and moon in the system was colonized and development of the teleport drive began. Within the next thrity years the Mutrani had colonized ninety-nine other systems.

Their one hundredth colony was to end it tragedy for the system was claimed by the Perth Mining Co for mining operation. When the the discovered the fledgling Mutrani colony was discovered by the corporation they began an orbital bombardment. Seven million Mutrani died as they desperately tried to upload off the colony while the bandwidth shrank form bombardment. The response from the Commonwealth was level of brutality not seen in the Sagittarius Arm since The War for the Outer Heaven. The Wildlander response was equal brutal as both sides glassed world after world. The war finally culminated in the battle of of the Pleasuredome in which the Commonwealth attempted to destroy the titular station. It was the bloodiest battle of war with both side suffering heavy causalities. In the end the Pleasuredome survived. The loses form the battle and the slowing of resources to the civilian economy provided an opening for the propeace faction to pass legislation ending the war. The Xalandra Accords established the Xalandra Demilitarized Zone an area of space between The Mutrani Commonwealth and the Wildland where neither civilian or military ships are allowed. Although pirates from the Wildland regularly cross the DMZ to raid the Commonwealth. The Xalandra accords were sighed eight years to the day of the start war so the Galactic Community calls this war the Eight Years War.


ECONOMIC INFO

ECONOMIC THEORY: Economic Ideology: The Mutrani Commonwealth is centrally planned economy. Resources are distributed by complex algorithms, and overseen by Mutrani that specialize in economics.
ECONOMY: he economy of the Commonwealth is under strain despite its titanic size and rapid growth. This is because the constant creation of new Mutrani and the increasing demand for resources of existing Mutrani. Bills limiting the creation of new AI and the amount resources consumed has thus far been defeated.
MANUFACTURING: The Mutrani industrial base is known for both is size and it ability to quickly retool. This is because the nature of consumer goods in demand is both ever changing and completely unpredictable. With the exception of one good and that is sever space. The need for that is both static and growth predicable. On the heavy industrial side is much the same as severs.
AGRICULTURE: Although the Mutrani do not need to consume organic matter for sustenance some still do for pleasure. Much like consumer goods which food products are constantly changing and unpredictable. Consequently food stuff is one the few the the Mutrani are willing to trade for.

MILITARY INFO

MILITARY POPULATION: 30 billion
BRANCHES: The military of the Commonwealth is split in to two branches the Commonwealth navy and the Commonwealth Marines. The Navy handles operation in the vacuum of space while the navy deals with the marines deal with operation on the surface of planets and moons.
STANDARD INFANTRY:The standard infantry is the Hunter Killer drone one meter by one meter hexagonal prism kept aloft by anti gravity engines. It is heavily shielded and armored. It can see in both the x-ray and infrared spectrum.
STANDARD WEAPONS: There are two standard weapon that the hunter killer drone come equipped with. The first is a micro missile battery. The missile have a range of fifteen kilometers and carry not warhead but rely on pure kinetic force to killing their target .The second weapon is neutron beam meant as a antimaterial weapon.
STANDARD SHIP:The Commonwealth Navy centers around carrier strike groups that strike at long ranges with missiles and strikecraft. Cruiser exist for two purposes the first to protect the carrier the second is as platform to launch long range missiles from. The standard strike craft is the drone model 870. As result of having no organic pilot the 870 can make ninety degree turns and have superhuman response times.
SHIP WEAPONS: Mutrani favor two type of weapons missile and neutron beams. The most common ship based missile is the Mk 88 it equipped with teleport drive allowing it to strike targets with a ten parsec radius. However unlike the teleport drives on ships the one on the MK88 are single used due the constraints of miniaturization. Accompanying the Mk 88s is the Y98 they are missiles with teleport drives but unlike the mk88 they do not have warheads instead they have a shield generator which protect the MK 88 from point defense fire. Neutron beam on other hand are used as close range weapons on cruisers and 870 drones either as the larger antiship weapon or smaller point defense weapons. Neutron beams have the property of damaging their target on atomic level. Even if they don't outright destroy its target the hulls of ships hit by neutron beams will be structurally weakened by it. This result in higher maintenance cost on ships and some extreme cases scuttling.
UNIQUE TECHNOLOGIES: The teleport drive is the primary method of interstellar travel for Mutrani Commonwealth. As it name would suggest it work by teleporting it target to a maximum of fifty parecs. The teleport drive take five minutes to to recharge after a jump. It also produce a unique and very obvious senors after a jump a fact the Wildlanders used the Seven Years war. The other unique technology are Mutrani solar panels. They can covert ninety-seven percent of the energy of the light that hits them into electricity

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Thai Sweet Billy
Chargé d'Affaires
 
Posts: 361
Founded: Dec 20, 2021
Inoffensive Centrist Democracy

Postby Thai Sweet Billy » Wed Jul 17, 2024 6:59 pm

Xind wrote: NAME: Mutrani

NATION NAME: Mutrani Commonwealth


Interesting application and nice relation to the Wildlands, I dig it. Couple questions: How did the Commonwealth deal with the War for the Outer Heavens, and the Redeemed? Did any Mutrani become Redeemed?

Outside of that, it looks good to me as a Regional Power.
Last edited by Thai Sweet Billy on Wed Jul 17, 2024 6:59 pm, edited 1 time in total.
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Dragos Bee
Minister
 
Posts: 3032
Founded: Jul 17, 2017
Liberal Democratic Socialists

Postby Dragos Bee » Wed Jul 17, 2024 9:07 pm

Hmm... Interesting.
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Thai Sweet Billy
Chargé d'Affaires
 
Posts: 361
Founded: Dec 20, 2021
Inoffensive Centrist Democracy

Postby Thai Sweet Billy » Wed Jul 17, 2024 9:20 pm

Oh dear I just realized I did not put a species option in the character app lol. Fixed
Chief Keef 2024 #GangGang
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Naval Monte
Postmaster-General
 
Posts: 14178
Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Thu Jul 18, 2024 4:18 am

__________________________________

SPECIES APPLICATION




NAME: Carronite

APPEARANCE: Carronites are small psoudoavians with a vaguely humanoid built. Carronite possesses a large beak with the lower half breaking apart in almost mandible-like segments to be used as pseudo- fingers with a brushing tongue. The top half of the beak has feathers that gather on top and create the image of a hooked end, making the silhouette resemble a long hooked nose. The eyes are slightly large and eye colours can range in the same colour variety as humans with the addition of red as a natural choice. Their eyes are forward facing and they lack visible ears. On top of the head crest feathers act as hairs. In males the styles can resemble those of quail, peacocks, or even cockatoos. Females by contrast have much longer downing feathers that can be stylized and behave similar to hair that humans are familiar with.

The arms have small membranes that suggest they were once wings used for power flight with layers of feathers covering it, ending with four long and boney fingers with small talons for nails. The colours of the feathers change with gender. Females have mostly black feathers with white as a secondary, most colour differentiation coming from irradiances which can produce blue, purple, green sheens. Males can produce more colour varieties ranging from blue, yellows, greens, purple, browns and red. It is believed these more vibrant colours are made to attract females. These colours also come with patterns and irradiances as well. The white patches on females have patterns that they use to signal hidden messages that only members of their kind can understand.

Below long tail feathers that when combined with the feathers on the arms resemble robes. The legs are digitrade in structure despite them standing upright. They have three forward facing long toes and a singular toe on the side that formerly was on the back. This additional toe is incredibly flexible and is even used as an extra thumb.

Babies often have black, white and brown feathers and have thick plumes covering them as they are often too weak to move on their own. These feathers begin to shed and take on expected colours as they age.

On some occasions females can have the crest of males and in the case of a female returning back to male they can still have the downing feathers on top but being shorter than normal and having duller colours with irradiances revealing the original colours they once had.

AVERAGE HEIGHT/WEIGHT: 4'0 to 4'5 in height. Weight among them tend to be rather light

LIFESPAN: 40 when not extended by Ichor. When using Ichor their life spans can span to decades by repeated usage.

CULTURE: Carrionite culture is shaped by their nature. The gender of the Carrionite is fluid. Most Carrionites start off as male when they are born (though some being born as female can occur). These males often perform physical labour such as farming, hunting, construction, and military services. These are done to bring interest into females and to enjoy the limited time most males have being males. Carrionites are monogamous as often a male would pair with a female and remain until one of the partner’s perishes, which due to age is often the female. However when this occurs usually this would occur when the male undergoes the changes to become female. The change to female comes with unlocking psychic potential. Thus those born female from the start had such powers from the start. However in some occasions one could be born male and remain as such for their whole life and one could become female but revert back to being male. Carrionites do not put much emphasis on sexual attraction as it is common for heterosexual relationships to become homsexual and vice versa. Thus species who put a heavy care to such matters confuses them. A popular stereotype and joke is that males are often reckless and have little intelligence whereas females carry the intelligence and patience that males lack. Though some truth does exist as in stories of Carrionites causing trouble does have males being the most often culprits.

Carrionites by their nature are a matriarchal society as most women have the experience to often take on leadership positions and can make them with psychic powers. Another aspect is their constant source for resources, mainly food. Because of their metabolism they would often even forge worlds that have parts reserved for producing food. This drive is what motivated the start of their imperial conquests

Carronite spiritual beliefs play a heavy role in their daily lives. The Carronite believes that there are two deities known as the Masked Goddess and the Formless God, two beings who create many emanations or aspects that govern key aspects of reality. The worship of these dual gods would also contain elements of animism, shamanism, folk magic, and native superstition. This religiosity would not only influence political matters but also in daily life as many religious rites and ceremonies would be intermingled with important events such as birthdays, funerals, holidays, to even unveiling new ships. It is uncommon for soldiers to pray before battle or make a prayer for lost comrades, or to find charms or ink tattoos depicting symbols they believe would offer good luck and protection. In medical spheres doctors and priestess are often present for those sick and in education there are both classes, if not entire schools, that teach the faith. Some companies would have blessings conducted on new products such as ships, weapons, or buildings to ensure they would succeed and not fail.

Religious iconography and “magic” symbols can be found in the architecture, clothing, pottery, and even in the designs of machines. It is believed by some that their psychic abilities may have been mistaken for magic and divine gifts from their gods wish is why they still persist with magical thinking even when having clear understanding of their technology and of science itself. For Carronites they do not see a contradiction in studying scientific and theological matter as they see both as being one and the same.

The need to find food often causes them to become more impulsive and be oppuntasitic when it comes to worlds to claim and achieve their goals. This can result in them finding great success but it is also not uncommon for such efforts to blow up in the faces. The fracturing of their empire can be seen as the ultimate example.

BIOLOGY: Carronite possess hollow bones and air sacks indicative of their ancestry descending from flying animals. However the air sacs are not connected to a respiratory system. Instead circulation is connected to another organ similar to lungs and other tubes bring forth lighter than air elements such as hydrogen into the air sacks. This means that in high temperature Carrionites have a risk of combusting or exploding if a large volume of hydrogen is within them.

Carronites used to have the power of flight but now their wings and tail feathers are used for gliding. Carronites have the ability to lay eggs or hold them inside their bodies and let their babies hatch inside their bodies to give live birth. They can choose when to do so depending on whether they are in the right environment for egg laying or if holding the eggs inside is safer.

Carronites have high metabolism. A side effect of their past as flying animals. They are known for being more active and for being big eaters, requiring a large caloric intake to stay functional. However their small stomachs means they can’t hold enough food. So often they would eat a meal and eat again after some time has passed, eating more than an average human. Failure to not do so would result in them facing starvation far more quickly. This high metabolism and the changes to become a sophont who can possess psychic abilities damaged their life span as they started with 10 before raising it to 40. Now with Ichor this lifespan has expanded to be similar to humans or even greater.

Carronites most unique biological process is the sexual metamorphosis. Most are born male and would remain so for a good deal of their lives. Eventually at some point they would reach an age where they would change to female and remain as such for what is left of their lives. However some are born female or remain male for their rest of their lives, a few can be born male, become female, and revert back to being male.

AVERAGE PSIONIC GRADE: 2, however training can make one rise through the ranks. More importantly this is present in female members. Males display little to no signs of psychic capabilities.

OTHER INFO:

Because of the smaller size of the Carrionites they intentionally construct power armor to resemble more of mech suits as they wish for the suits to be bigger... however most of the time it is only by foot taller than normal for them. Thus they would be 5'0 to 5'5.





__________________________________

NATION APPLICATION




NATION NAME: The Greater Realms of Carim (or the Carimite Empire or more commonly the "Witch Realms")

NATION TYPE: Regional (currently)/ Great Power (formerly)

TECH LEVEL: Lv 10 (overall, in individual worlds it varies wildly)

GOVERNMENT TYPE: Theocratic Feudal Autocratic Elective Monarchy with Tributary Imperial System

GOVERNMENT DESCRIPTION: The government of the Witch Realms is a vast and complicated web of organisations that both cooperates and compete with each other. The most integral parts to the Witch Realms are the Great Houses, the Covens, the Guilds, Imperial Realms, and Witch Queen.

While the Witch Realms are nominally ruled by an autocratic monarchical system in reality the vast distance between individual worlds means that central authorities often can not exercise as much control as needed as most would require the resources needed for such actions to instead be used for other ventures. More importantly, ancient treaties and traditions also come in the way as well. Thus, it was essential that local authorities be trustworthy enough to impose Imperial control, leading to a system of rigidly defined rights and responsibilities for every level of Imperial society. As the Empire expanded and stabilised, so did its institutions, leading to the modern Empire's rigid hierarchy. On the top of this hierarchy are the witches who often hold many rights and privileges, yet hold the most responsibilities and can face the most severe consequences for breaking them as they can hold psychic power along with politics. Many known as freemen are peasants who while lacking noble birthrights and power are not slaves, being free to pursue certain careers and even join the military. Those who rise the ranks of the military can gain ranks to earn minor nobility.

However those who possess psychic potential can be adopted into a noble house and rise through the ranks, others rise the social ladder by forming successful businesses as many powerful merchant families can attest to. Serfs are individuals who have no legal rights or protections. They are often tied to specific houses, guilds, institutions, or even lands. Their care is often at the mercy of their masters and one can become a serf as punishment for a crime or for becoming defeated combative against the witches. However some houses often use droids and clones as substitutes for natural born serfs to eliminate slaves that could potentially lead a revolt against them, whereas others modify serfs to not only perform better but to remove their independence, becoming not so different from mindless machines made to obey their masters.

The central body of the government is the Grand Conclave. A legislative body composed of representatives from the Great Houses, Covens, and Guilds, as well as advisors and ministers who work personally for the Witch Queen. The Grand Conclave is used as a forum to settle disputes between the various parties in a diplomatic manner before bloodshed can occur, as well as to discuss laws to be enacted across the whole realm. They are also the ones who can elect a new witch queen and empress of the Witch Realms

While the Witch Queen holds absolute power in theory, in practical reality their power to affect the realms requires for them to keep the various powers within to still be subservient to them, their power also waxes and wanes depending on individual witch queens, with some possessing the control expected from such rulers and others being so weak as to become puppets to other powers, a witch shaped rubber stamp in a royal facade. A witch queen may rule for life but if they lose the favour of the members within the Grand Conclave then they may lose their title of Witch Queen to someone more willing to replace them. Moreover, witches who attempt to extend their lives beyond even the expected lifespan of a witch, or become immortal in someway, while still Witch Queens will find their titles stripped as the powers within the Grand Conclave do not wish to have an immortal ruler who would deny them an opportunity to amass great power and influence by having one of their own as the Witch Queen.

Below the Witch Queen are the Great Houses and associated lower houses. These are powerful clans of witches connected by blood that often hold vast Realms within the larger imperium, known as Imperial Sectors or Estates or even Realms. The Great Houses are responsible for ensuring the security and loyalty of their Realm, and that they fulfil their responsibilities to the Empire. Below these families are lesser houses that rule smaller clusters of star systems, and so on and so forth. The most minor families in the empire rule over individual planets, and are responsible for the day-to-day governance of these worlds. Other families may control industrial combines, shipping guilds, or other organisations of particular importance. The Imperial military's officer corps is exclusively made up of nobility; peasants gain noble titles if they ever reach the rank of officer.

The Great Houses often make use of lord governors to oversee operations within a planet but more often the governance of worlds within an Imperial Realm is often left to local governments as most prioritise full control over worlds they find strategically important. Thus in these realms one can find cruel autocracies that have totalitarian control over their citizens coexisting worlds that remain in a feudal like condition even after making contact with the witches as their lord governor wish to suppress advance technologies in their world, to even with stable and free democracies with densely populated cities hosting advance technologies, vast manufacturing plants, and commercial space ports that choose to remain under the sphere of influence of the witches due to economic and military ties and protection, just as much as dictatorships remaining under the witch's control out of fear of their wrath and "dark magic". Along with local planetary governors each Great House has a Lord Commander to oversee military operations and defence within their Realms. Governors and Commanders can be a Carronite given such roles but it is not uncommon for another species to be given such roles if proven themselves.

While corporate entities owned by private individuals exist, guilds are unique as they are often constructed by members of the Grand Conclave and ordered into existence by the Witch Queen. Many such guilds exist to give the government control over strategic sectors such as space travel by their spacing guilds. While such monopolises ensure the government still has avenues to generate wealth for itself besides the imperial tithe the large size of the realms means that private companies can still form and compete against the attempts of monopolisation and often such attempts tend to not last long as the next witch queen may easily reverse such decisions just as another would enforce them.

Covens exist throughout the Witch Realms. While primarily religious institutions, some covens are known for performing secondary roles that makes them either loved or feared by the populace of the Witch Realms. Some are known for establishing schools and libraries, others acting as travelling doctors and forming hospitals, some studying the physical world and constructing devices as well as studying the "arcane", a few acting as warriors to protect the physical and spiritual well-being of the imperium, and others as feared assassins and inquisitors. While many lays are permitted to assist members within Covens often to become a true coven member one must possess psychic powers. The covens are given legal power and protection under the state to operate where they go but in practice their power waxes and wanes in different sectors, systems, and even individual planets and space stations. Yet the religion attached to these Coven is the official state religion, one whose enforcement grows lighter the further one travels out from the core. In these regions one can still find the native beliefs of the populace still being practised as well as some beliefs being syncretic mix of the witches and native beliefs, to some not practising any religious beliefs. It is these worlds that fear the most of Covens with a reputation for being dogmatic inquisitors and missionaries.

The Guilds, whether they are government forged entities, industrial combines made by the Great Houses, economic fronts from Covens, or even the creations of merchant families who were once formerly peasants, all have immense economic power as to be translated into political power. These corporate entities can have enough influence to own worlds to exploit the resources in those worlds, including the people who live in them, and to establish their own armies and navies to protect themselves from pirates and rival guilds. The most successful guilds are often ones who can send representatives to the Grand Conclave. Some guilds like the Spacing Guild can form their own powerful families with their own internal politics, culture, rules, and rituals. Some guilds often act as extensions of other powers such as combine own by a Great Family and others have no distinction of the organisation that form them such as a Coven who focus on technological research and development.

The Imperial Knights are an order of augmented psychics who serve directly under the Witch Queen of Corvus and the Empress of the Realms. These knights have chapters that prioritise specific missions and even have access to their own equipment and machines. They can even have access to legionaries to fight for them if open warfare is required. However most often Knights are either within the throne world to protect the queen or in other important locations, or performing covert actions in services to the Realms and queen. It is not uncommon for members of the Knights to butt heads with commands and admirals of the Imperial Guard and Navy as the Knights technically exist outside of the military command structure, this conflict can even extend to governors and coven mothers. The loyalty they display for the Witch Queen however does not come at the expense of the Realms as queens suspected to be working against the interests of the Realms have been executed by the Knights. Though Knights who have executed a queen under false charges or by being bribed by other powers or for betraying a ruling queen for their own self interest can suffer greatly by either the other factions in the Realms or by their own fellow knights turning on them. To become an Imperial Knight one must either have been chosen by another knight at a young age, or was an accomplished individual to be granted the honour to become one. Those who accept often relinquish everything they own, including their own names, to be remade as a knight.

CAPITAL: Corvus

POPULATION: 4.8 trillion

SIZE: 163

SPECIES: The main dominant species are the Witches of Corvus; the Carronites. The Carronites make up the ruling class of the Witch Realm should they have psychic powers. However those that lack them still have higher ranks. But they make up a minority compared to all other subjects of the Realms. Below them are numerous races such as Hervoken, Ectonurites, Werfrans, Valdbats, and more. Even humans can be found within the Witch Realms.

BACKGROUND: The space known as the Witch Realms had its start when the witches of Corvus, known as the Carronites, managed to discover space flight. Well, it was less they discover it and more like they were discovered by a group of pirates who wish to kidnap the witches to be sold as slaves. A discovery that came at the right time as the population of the witches in their home world has grown to such a large number that concerns were arising on how to feed the population. Moreover, these wannabe invaders were unaware of the powers the witches possessed, these pirates would quickly fall under their spell and were forced to teach them how to operate their ships. The Carronites would use these ships to quietly establish colonies. As these colonies grew they would quickly go off to find the next worlds, most being used to create more foods which would develop new settlements and industries, which would spiral back to the food situation as their populations grew. The pirates would be used to lure in more of their kind to be captured, to provide new technologies for them and to form links with other parties in the galaxy, mainly criminal elements. These contacts gave them access to information and technology that the witches used to plan out future conquests and colonisation efforts

These plans would have Carronites rapidly conquer unclaimed worlds for their people, use their powers to subvert local rulers to obey them, and finally when their technology was sufficient they would invade other powers directly. This pattern was repeated and while not always successful and in some cases they were stuck in bloody wars in trying to conquer certain systems, the witches would always find a way to become victorious. Their victory would see new worlds added into their growing empire and with them the resources and people.

The technologies, foods, arts, philosophy, and more would spoil the witches would enjoy and even allow it to spread to improve not only Corvus but their growing empire. In what would seem almost a blink of an eye a large and powerful empire would emerge seemingly from the ether and the region of space they ruled form would be known as the “Witch Realms”. This realm would go through constant cycles of expansions and contractions as they would eventually reach a limit on how far they can spread. But this pause would allow them to enjoy a golden age for a time. Yet a storm was brewing even as many felt they can relax

As the witches grew in size and power rival powers would plan to weaken and ultimately fracture the empire. These efforts often would have worlds try to revolt but such efforts would be squashed and in some cases the witches would declare war on their rivals for their conspiracy, some being invaded and conquered by the witches.

This would last for many centuries as the witches grew more and more to become a great power in the galactic stage. In this period of stability and prosperity for the Witch Realms they would encounter worlds owned by the rapidly spreading humans. Unaware that these worlds belonged to a larger civilization as their remote locations from the UN and the fact these colonies appear to be less advanced the witches would begin plans on incorporating them into their space.

Some join due to clever work with diplomacy, economics, and subterfuge, making the leaders choose to side with the witches rather than the government from Earth that would often take months to respond, if they ever do. Others willingly choose the witches as they would rather take their chances with them than with a government they felt has failed them. Some choose to fight but while their struggle was heroic it was in vain.

These actions would come to haunt the witches as they would soon discover the existence of the growing power of the United Nations. The discovery of human worlds absorbed by the witches would cause immense controversy and disagreements, some of which would result in short skirmishes in the outer rim of the Witch Realms to regain the lost worlds. These conflicts would have the witches encounter the infamous 44th fleet who used what at the time were prototypes of their infamous counter psychic technologies and techniques against them. These conflicts for the fleet became a test bed for such technologies to be used in future conflicts against future psychics. Each battle would improve the designs and function of the next piece of technology made against those gifted with psionic powers.

These discoveries would cause certain subjects within the Witch Realms to believe that the rule of the witches would come to an end as humanity would eventually find a way to permanently end the reign of psychic users and liberate their worlds from the witches. Some worlds even wish to join the United Nation as the promise of democracy and progress herald by UN propaganda was a powerful motivator for them. These would culminate with civil wars and revolts occurring within worlds ruled by oppressive governors and planetary governments. Yet even in other worlds who had a relatively light touch as far as the witch’s control saw some trying to break away either because the ideals of the UN were found to be more amenable or because they saw the UN as a chance to finally break free.

Senses blood in the water rival powers, including the United Nation, would take this as a chance to try and carve up the Witch Realms. These efforts would at first prove successful as many would take worlds from the Outer Rim but as they pushed into the Mid-Rim they would find strong push back from loyalist systems and from the empire’s military. Even the infamous 44th Expeditionary Fleet would suffer a setback. More so as some of the combatants against them were their own fellow men who raised arms against them.

When the Redeemed made themselves first known, none within the Witch Realms paid heed. The revolts, lone wolf attacks, and revolutions spreading across the realms made the actions of a relatively unknown group noticeable. However as more attacks began to occur, especially within Realms known for strong loyalties to the Witches. Suspicion began to be raised on the Redeemed true nature. When it became apparent that a psychic nature existed within these supposed rebels it was too late.

Much like the rest of the galaxy the spread of the Redeem ideals and attacks would plague the Witch Realms. These attacks at first were occurring with the previous attacks within their realms which would cause more worlds and systems to be lost. However as the Redeem targeted all other galactic powers it meant that the invaders within the Realms would lose the momentum, many being forced to retreat and lose worlds they had claimed as many were forced to deal with a new and unpredictable enemy.

The conflict the witch had with the Redeem would become a new chapter to the much larger “Bloodtide Crusade” as they fought to not only stomp out the Redeem but all rebels within their Realm and regain the systems they lost.

For the 30 years it took to fight off the Redeem the Witches would regain entire worlds only to lose another. The message of the Redeem spreaded like a plague across their world and it even found its way to Corvus where a revolt from some of their own people would result in not only the death of the reigning witch queen but the destruction of a great house. This would cause more draconian and harsher methods to be used. Worlds that were found to be unsalvageable were bombarded from orbit until no life remained, covens prioritising assassination and inquisitions were given extra resources to perform their tasks to hunt anyone suspected of uttering even the smallest hint of heresy and treachery, more manpower and resources was given to the Imperial Guard and Legion and attempts to standardise their kit was made to make them an effective weapon. As they waged an all out war on both the battlefield and in the courts, academies, and temples for the hearts and souls of their subjects the war against the rebels would begin to turn for the witches.

The final days of the Bloodtide Crusade had a few of the now weakened rivals attempt to take advantage of the Redeem still present to try and regain the worlds they had taken but only a few found some meagre success. The witches would fight them off and for their effort those powers fell from grace.

With their rivals pushed back and the Redeem seemingly vanquished the witches would claim victory. Yet as celebrations were held in the core the Mid and in particular Outer-Rim showed the bleak reality of their victory. The Witch Realms were fractured.

The Realm has shrunk drastically from its original size. Some say that its current political structure and large size only meant that eventually it would fracture. But even so the destruction wrought across many vital worlds and systems tainted their victory. The desire to reclaim worlds lost was hindered by numerous internal problems within the space they currently had. Not only do they have to contend with the absence of a Great Family, but many worlds need to be reconstructed and citizens who were forced to become refugees need to be relocated.

While some would attempt to reclaim lost worlds most efforts turned to rebuilding and shoring up what the witches can hold on to.

In the current time period the efforts of reconstruction have seen mixed success. In some systems worlds have been fully revitalised and scars of the crusade have almost been erased. In others the scars remain visible, some worlds being nothing more but tomb worlds for when the conflict has reached its most intense period or when the threat of losing the world proved so great the witches would rather burn it than let the enemy take it.

The draconian laws that were once passed as lessen as the political will to maintain them has now lost due to a new queen and new issues. However from the streets and hollow halls of power there are still voices and whispers that discuss the Witch Realms needing to adapt and change if it is to survive, changes that have both many who support and many who are against it.

In these uncertain times not even the witches can predict what the future holds for them and the galaxy.

UN MEMBER?: No, if anything they were a rival power to the UN


ECONOMIC INFO

ECONOMIC THEORY: The Witch Realm does not have a centralised economic system nor ideology. Instead the empire is run by a tribute system in which member worlds offer a tithe which can be in the form of imperial gild but can also be paid for in requested materials, resources, and even manpower and information. Government appointed guilds and companies, combines constructed by Great Houses, and private economic ventures raised and own by peasants, as well as communal syndicates coexist with each other. In the Witch Realms any economic system can by found being practised so long as it doesn't threaten the greater realm.

ECONOMY: Much like the governmental system of the Witch Realm in the realm of economics it would be what most economic experts would politely call a "cluster fuck". Individual worlds within the Witch Realms can practise different economic systems and even utilise their own currencies. Moreover, some worlds can still be relatively feudal in not only social, political, and technological levels but also on economic matters. Some worlds can regress to even lower levels to the point of having no active or stable civilizations in them. However worlds that produce expansive cities and factories up to modern standards do exist within the Witch Realms and in some worlds they are mainly used for specific purposes such as Imperial Hive worlds, Industry or Forge worlds, Agri-worlds, and more. These worlds can produce the necessary resources made to maintain the empire and some worlds can even maintain a level of self sufficiency that they can survive if cut off from the empire, a contrast to some worlds like the hive and industrial worlds that require imports of certain resources like food and clean water in order for their populace to survive.

MANUFACTURING: Like stated before, the level of manufacturing varies greatly from world to world. For some worlds they may not have any primitive workshops present or at best only have their local blacksmith present. Some may have large structures that act as primitive factories. In other worlds they can possess factories either similar to those from the industrial revolution or to the 21st century. However in some worlds with densely populated cities or are entire world cities they have advanced manufacturing centres, with some worlds wholly dedicated to industry and manufacturing as a whole. These worlds can use live workers, cyborgs, or fully robotic workers.

AGRICULTURE: Similar to forge worlds, there exist entire worlds made for agriculture and aquaculture as their main duty. However throughout the witch realms there are other worlds who have agriculture as a main form of industry without it becoming the sole duty, and others who agriculture has become a less practical industry or one where they can't perform it at all, despite attempts to revitalise that aspect. Much like with industry and mining the role of such worlds are often determined by many factors, of importance is the overseers of such worlds.


MILITARY INFO

MILITARY POPULATION: It is hard to calculate the total military of the Witch Realms, since aside from the Imperial Military, the great houses and guilds maintain their own military forces, this goes without accounting for numeracy bands and privateer groups. It is estimated the central government employs 40 billion military personnel in the various solar systems under direct imperial rule. A good portion of them act as security/police forces. It is estimated 100 billion personnel are employed by the various Great Houses, and 18 billion by the corporate systems. Overall, the total number of military personnel is estimated at around 158 billion.

BRANCHES: The military force of the Witch Realms is composed of five branches: The Imperial Navy, Imperial Army, The Strategic Defense Force, The Imperial Legions, and finally the Imperial Knights.

The Imperial Navy is headed by Grand Admirals who are in charge of entire fleets. The Imperial Navy is the largest and most powerful military asset, and is responsible for the realm's orbital and space assets. Each fleet is responsible for specific duties. The imperial army is responsible for terrestrial, oceanic, and atmospheric assets, the Strategic Defense Force is responsible for special operations, counter operations, and for "strategic" assets of the realms which often include super powers or important worlds such as fortress worlds. Imperial legions are the personal armies issued by members of the great houses and guilds and often are stationed for local planetary defences and with few exceptions usually are not given FTL capable vessels. The Imperial Knights are technically outside of the traditional military structure and are loyal only to the Empress of the Greater Realm. They offer their servers as shock troopers and in clandestine operations, some can even take the role of military leaders. Often these individuals are given a greater degree of freedom to act in the best interest of the empire.

STANDARD INFANTRY:

The Imperial Soldier, known more colloquially as the Imperial Guard, can be recruited as either adults or as children as often such recruitment depends largely on the worlds they hail from. The training likewise varies with some having a training regiment similar to most modern states to others focusing on lifetime training. For some that live in harsh worlds just surviving in their worlds is enough to join the Guard. Members of the Guard often differ as much in their training and roles as where they are from in the Realms. Some are highly disciplined soldiers, others display eccentricities, and others are psychopathic barbarians. Likewise one can find regiments of the Guards that conduct mechanised combined arms warfare. Others that use cavalry, many who prioritise certain environmental warfare, others who engage in guerrilla or covert warfare. Some utilise human waves where they wish to drown the enemy in bodies and blood, and others form impenetrable static defences and force the enemy to come to them.

The Imperial Legion much like the guard varies as wildly but more so. As some can be highly trained extensions of the Guard they are attached with, to the point that the distinction between them does not exist. With Legions who are deeply integrated with the Guard they often have their own FTL capable crafts to join the Guard in conflicts outside of their home worlds, however most often stay within their home system. However other Legions have to make do with obsolete weapons and equipment, if even given such weapons. In some worlds members of the Legions often have to make due with what they can and don't have the proper training to be effective soldiers. Often their purpose is to maintain the veneer of security and be used as cannon fodder should conflict arrive. Giving the Guard time to arrive to fight off invaders.

The Imperial Knights are often trained in secret but what is known is the training is gruelling and life threatening. Finding out potential knights either broke mentally or physically or even perished during the training is not uncommon. What they do in these training courses is classified and stories of some whistleblowers disappearing from attempting to do so are popular rumours.

STANDARD WEAPONS: The weapons, equipment and armour of the Imperial Guard and Legions differ from worlds to worlds. It is quite often for many to come in with whatever they were provided by their local governments and by the Great House their world belonged to. Thus imperial logistics is chaotic. However blaster based weaponry (weapons that ionise gases into a form of heated plasma) is the most common form of weapon issued to most guardsmen and legionaries. After them are slugthrowers, weapons that fire a solid slug, with gauss being the most preferred option along with bolters (projectiles with rockets to deliver an extra punch and to guide them to their target). A variety of explosives and missiles are also present

Those with psychic powers are often seen using equipment to amplify their powers and with the Imperial Knights they have weapons that are attune or project psychic based weaponry. These knights also use power armour to improve their combat performance, provide adequate protection, and hold several systems within them. Power armour is also given to certain regiments of the Guard that distinguish themselves or come from worlds that can construct them, an arrangement similar to legionaries.

Combat dolls are present as are a variety of ground, maritime, and aerial vehicles. However some also make use of live animals for cavalry charges. Another weapon are ignis weapons of a smaller caliber, especially the bombs and flamethrower variety, however artillery shells and tank shells exist.

STANDARD SHIP:

Standard ships of the Imperial Navy are battleships often accompanied by dedicated fleet carriers or escort carriers to have strike crafts to act as both defense and offense. Other crafts include destroyers that escort the capital ships and take on hostile ships, cruisers who can perform multirole duties, and corvettes that can do recon mission, patrol duties, and light assault as well as fighter screening. Battlecrusiers exist to supplement the roles of crusiers and destroyer have as well as acting as powerful commercial raiders and hit and run crafts. Some fighters have doll brains and can act as drones. Some ships have dolls acting as AIs to aid with operations.

Important vessels such as battleships, battlecrusiers, and carriers all bare a special insignia to bless them.

Among the vast array of supplementary crafts such as fuel ships, hospital ships, merchant marines vessels, intelligence gathering crafts, and more. There are even ships that disguise themselves as regular commercial freighters to insert spies and other special operation units without arising suspicion or to trick pirates into an ambush.

SHIP WEAPONS: Most ships use a combination of blaster technologies and others slugs. Some favour energy weapons more and some can use missiles far more often or in the case of some carriers have no weapons whatsoever. Interdictors exist but the technology requires them to make them be used as their own ship types. Likewise certain ships are made with amplification chambers to increase the psychic powers of one or several psychics so their powers can be used to aid the fleet. The usage of alchemical matter based weapons and combat doll drones are also present.


UNIQUE TECHNOLOGIES:

PSI-Tech: Less of a piece and more of a series of technologies all centre around amplifying one's mental capabilities and in particular amplifying those with psychic powers. A combination of cerebral integration technologies, biological experimentation, neurochemical injections are used to amplify and in some cases "awaken'' unsuspecting psychics. Other avenues of this field of technology include amplification or meditation chambers that a psychic can enter to remove all distractions of the outside world and focus their power, often specific materials and chemicals in the air being used to augment their powers. These amplifications are even attached to power armour suits used by the Imperial Knights and other psychic capable units. Finally weapons who can channel psychic energy or use it as a weapon also exist and are used for psychic users. Their history with the 44th Fleet has given them a taste of counter psychic technologies and while they could potentially create them most witches prefer to have people counter enemy psychics with their own might as opposed to using a machine to do it. A vital role that psychics play is with navigation in both real space and when using FTL travel.

Homunculus Construction: The Homunculi, also known more colloquially as Dolls, are a culmination of bio-engineering, cybernetics, and artificial sentience. These synthetic lifeforms can be made either fully from flesh or being partially or fully mechanical. Known as androids by most humans. Homunculi or Dolls can be made to serve a variety of roles from manual labour, service, entertainment, to even military roles. Specific strains such as the Golem, known for being far larger and bulkier, are seen in manufacturing, mining, construction, and military use, in particular humans within the witch realms call these war golems "walkers" or "mecha". The original dolls known for attempting to bare semblance to their creators are often seen in civilian fields but can serve some military applications. Chimaeras are known for being more like modified animals who besides being used as pets and even toys, can be used for law enforcement, rescue servers, and even are used by some Imperial Legionaries and Guard units. Clockworks is the name for dolls made of mostly machines, having little organic components. This name was given to them as the ancient models used clockwork parts to move them, thus the name stuck The technology used to make the dolls can be used to create "servitors", individuals (often criminals) to be modified into becoming dolls themselves in order for them to pay for their crimes and to pay their debt to society by serving the people and witches. In the usages of computers the minds of a Doll can be used to serve the role of an AI. The biological and cybernetic modification that one undergoes to become an Imperial Knight is very similar to what is done to construct a Doll or Servitor. Infact the power armour used by the Knights is a special clockwork type doll, one that “bonds” with their host, both psychically and physically through cybernetic and biological integration, making the armour an extension of the wearer.

Resurrection Chambers and Ichor: The famed Resurrection Chambers are rooms containing body sized tubes that once a user is encased will be submerged within a breathable liquid. This liquid has been known to fight off most diseases and accelerate the body's regenerative properties. This fluid even has the properties of reversing the effects of ageing, treating certain mental ailments by healing the brain, and even resurrecting the recently deceased, thus giving the facilities that use them their names. These chambers are also used for those who are undergoing genetic and cybernetic modification to ensure the changes are accepted by the body and the chances of mutation and rejection are minimised, yet at times such incidents can still be caused even with the chamber’s help. Moreover, the body’s decomposition process reaches an advanced state not even the chamber’s fluids can resurrect the body, infact in some cases trying to reanimate the corpse if they were deceased for too long may bring forth mental problems. In the realm of mental issues those that are not strongly attached to issues directly affecting the brain can pose difficulties of healing, sometimes the ichor can’t even treat symptoms at all. These issues are compounded by other issues that arise from prolonged exposure of the liquid. It has been known that those who stay within the chamber’s fluids for too long or have repeatedly exposed themselves in a quick span of time have been known to affect certain individuals negatively. Some have seen cancer grow within their body and spread rapidly. Others have experienced mental decline as insanity strikes them. Others become increasingly addicted to the fluids. The usage of the fluids has caused small pacts, chewable gums, and even sprays and vials to be sold across, often many Imperial Guards and Legions hold on to these liquids.

Alchemical Matter: The witch realms have developed means to create artificial, non-bayronic matter whose properties differ significantly from regular matter. The process in how these alchemical matters are generated is shrouded in intense secrecy and only a few systems in the witch realms are known to be locations where they are manufactured. What is known is that the environment must be enclosed and powerful fields surrounding the alchemical matter as exposure to regular matter can result in anomalous, and often destructive, effects. Of the alchemical matter in existence five known forms exist.

Corvus: Alchemical Corvus is the most stable and matter-like of the five alchemical elements. Always found in a solid state, alchemical Corvus is extremely dense, although not as dense as neutronium. The anomalous property of alchemical corvus is that it generates a greater gravitational pull than baryonic matter of similar mass. This is useful when used in conjunction with alchemical air, which has antigravity properties, for the creation of aircraft and spacecraft. The Witch Realms use pure alchemical Corvus as the base of their vessels, space stations, and even cities, allowing them to maintain standard gravity without costly artificial gravity systems. Alchemical Corvus can be arranged in various structures, not unlike carbon, to increase its strength while keeping the material lightweight. However, given the gravitational properties of alchemical corvus, purely alchemical corvus structures are often dense blocks, as they will not be able to maintain their structure without being alloyed with alchemical air. This has been used to create interdictor fields to interfere with certain FTL methods and when used as an actual weapon can increase gravity to crush targets or distort gravity as to tear them apart in localised spots. However the expensive and material cost makes such weapons wildly impractical to be reliably used save for extremely rare occasions.

Air: Alchemical air is a very light material, not in the least because it has natural anti-gravitic properties. Alchemical air will naturally move away from objects generating a gravitational pull, and will do so with more strength the greater the gravitational pull of the object is. In effect, alchemical air is always "falling upward." This anomalous property makes it extremely useful to the Witch Realms, as it allows them to travel through space by filling large balloons with alchemical air and simply floating from the surface of a planet or vessel, at least in theory. Having a tank of alchemical air can allow for ships to easily escape from planet orbit still. "Sails' ' filled with alchemical air can be used for navigation, as a ship can change directions by targeting the sail against the gravity well of a star or planet. Pure elemental air has the strongest anti-gravity properties; when in a compound with other alchemical elements, particularly alchemical water, alchemical air can have reduced anti-gravity properties. This mechanism is used to alter lift on Witch vessels: if more lift is needed, more alchemical air is separated from alchemical water, and if less lift is needed, it is combined with alchemical water. Alchemical air will repel from itself, but it is possible to create solid elemental air structures. It is important to note that alchemical air does not have the same chemical properties as oxygen or regular atmospheric air, so a human will suffocate in an atmosphere made of alchemical air.


Fire: Alchemical fire is the most infamous of the four alchemical elements, particularly because of its anomalous properties compared to mundane, baryonic fire. While baryonic fire is a process of chemical oxidation, alchemical fire is a material. In its pure state, alchemical fire is in a gaseous state, but unlike alchemical air it gives off constant heat. This heat is generated by photons that are created as the nucleus-analogue of the fire "atoms" decays, in a process not dissimilar to radioactive decay in baryonic matter. What makes alchemical fire so dangerous is that, if placed on baryonic matter, it will convert that baryonic matter's mass into more photons. This effectively allows alchemical fire to "burn" any matter, from durasteel to neutronium, in any conditions, including in a vacuum. Because it is so unstable, elemental fire must be stored in vacuum storage, much like antimatter. However, if found in compounds with other alchemical elements, alchemical fire will not "burn" the matter around it, even if it will gradually decay itself. Ignis, a compound of alchemical earth and alchemical fire, is a common means of storing alchemical fire. It is also the primary component in an ignis bomb, a weapon of mass destruction used by the Witch Realms. Other uses can be found in the form of them being projectiles in cannons or even as “flamethrowers”.

Water: Alchemical water is the most familiar and mundane of the four basic alchemical elements. Pure elemental water is a liquid that is physically similar to mundane water, although it freezes and boils at much more extreme temperatures and contracts when frozen. Alchemical water is commonly used as a means of mitigating the effects of the other alchemical elements by creating compounds with them. Despite having properties similar to a liquid, pure elemental water can be rendered into a semi-solid state by running an electrical current through it, as this increases the electromagnetic connectivity the elemental water has with itself. This "solid water" can then be shaped and moulded actively by modifying the electrical current or through the use of electromagnets. Solid water is also semi-permeable: while gases are not dense enough to be able to move past solid water, solids can. The Witch Realms sometimes use solid water in lieu of more traditional energy barriers when creating airtight gateways that ships and materials can pass through.

Aether: Alchemical aether is the most elusive and enigmatic of the alchemical elements. Once a theory it's existence has caused a new surge of research into discovering any other forms of alchemical matter that can be found. Aether begins to generate energy as it is introduced into an environment with baryonic matter; both the aether and the baryonic matter decay, generating tremendous amounts of light, heat, and free electrons. However, unlike antimatter, the aether is not decayed at the same rate, and the aether decay rate can be modified by the amount of aether in a closed system. Thus, aether reactors can "burn" slowly, or "burn" quickly, depending on how much aether is introduced. Unfortunately, aether is difficult to store, as it must be magnetically suspended in a vacuum chamber, and aether "leaks' ' can cause major power fluctuations or destruction in an aetheric reactor. Aether itself is unstable, and along with imperfect magnetic systems currently used as most were not designed for alchemical aether, is prone to cause disaster. Aetheric reactors also generate tremendous amounts of heat, meaning that Witch vessels have massive "radiator fins'' that exist solely to radiate excess heat into the void. Because of the unstable nature it goes without saying that Aetheric bombs and warheads have also been constructed.
Last edited by Naval Monte on Thu Jul 18, 2024 6:02 am, edited 5 times in total.
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Dragos Bee
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Liberal Democratic Socialists

Postby Dragos Bee » Thu Jul 18, 2024 5:43 am

Do we have a Discord Server?
Sorry for my behavior, P2TM.

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Thai Sweet Billy
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Inoffensive Centrist Democracy

Postby Thai Sweet Billy » Thu Jul 18, 2024 6:18 am

Dragos Bee wrote:Do we have a Discord Server?


No and I’m inclined not to have one due to the tendency for them to suck all the life out of OOC threads.

Monte, I’ll take a look at your app in detail after work today but it looks good so far.
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Dragos Bee
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Liberal Democratic Socialists

Postby Dragos Bee » Thu Jul 18, 2024 6:55 am

Thai Sweet Billy wrote:
Dragos Bee wrote:Do we have a Discord Server?


No and I’m inclined not to have one due to the tendency for them to suck all the life out of OOC threads.

Monte, I’ll take a look at your app in detail after work today but it looks good so far.


Understandable; I personally prefer being able to contact people in real time, but I can see the perks of OOC threads.
Sorry for my behavior, P2TM.

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Sao Nova Europa
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Inoffensive Centrist Democracy

Postby Sao Nova Europa » Thu Jul 18, 2024 9:31 am

Reserving a Regional Power. Expect app later today :)
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- Char Aznable

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Sao Nova Europa
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Inoffensive Centrist Democracy

Postby Sao Nova Europa » Thu Jul 18, 2024 10:39 am

__________________________________

SPECIES APPLICATION




NAME: Kentauri
APPEARANCE:

Image

AVERAGE HEIGHT/WEIGHT:

The average height varies but is between 1.50 and 2.10 m. The average weight meanwhile is between 60 and 140 kilos.

LIFESPAN:

The average Kentauri lives between 120 to 140 years.

CULTURE:

The official religion of the Kentaurian Republic is the 'Lazei Dogma', a dualistic religion describing the struggle between a good, spiritual world of light, and an evil, material world of darkness. According to Lazei cosmology, there are two deities who are in constant struggle. Azura, God of Light, and Ahruman, God of Darkness. Azura created the spiritual world, the realm of everlasting serenity and virtuousness, and the Kentauri in his image. Ahruman created the material world, with suffering, greed, evil, illness, and death, to deliberately torture the Kentauri and feed off their immorality to become more powerful. The Kentauri initially resided in the spiritual world alongside Azura but Ahruman led them astray with false promises and now the Kentauri reside in the material world.

The battle between the two Gods takes place inside every Kentauri person: a Kentauri can follow the path of spirituality and accomplish enlightenment - freeing themselves from the suffering of the material world and returning to the spiritual world - or can follow the path of immorality, strengthening Ahruman and damning themselves to the fiery pits of Hell. According to Lazei theology, the fiery nightmare of Hell was created after the Revolt of Mani. Mani was a Warrior Spirit created by Azura in his eternal war against Ahruman. The God of Darkness, though, seduced Mani with promises of power and the Spirit revolted against Azura. Mani was defeated but Azura spared him, instead choosing to cast him down to a nightmarish realm where he would punish the Kentauri who - through their immorality - strengthened Ahruman in their mortal lifetime.

The path to spirituality - and salvation - is a difficult one. It requires daily prayers and abstaining from immorality (greed, lust, gluttony, wickedness, jealousy, etch). Although persons can pray on their own, usually adherents of the Lazei religion pray together in a local Church with other practitioners and hear sermons on the importance of virtuousness by Lazei priests.

Lazei priests play an important role in Kentauri society, acting as judicial officers on the local level and prosecuting citizens according to religious laws. Their influence among the populace and their role as spiritual leaders also make them a force that cannot be ignored by the government (either the imperial government or the feudal lords). The Lazei Church is a highly organized religious organization, led by a Supreme Patriarch and a Synod of Twelve High-Priests: all of them are appointed by the Grand Emperor, whose authority on religious matters is accepted by the Church. Below them are Bishops, who head the church of a parish. Presbyters assist Bishops in their duties and form the bulk of the Lazei clergy. The Elect are monks who live in monastic communities isolated from the secular world, seeking enlightenment. The Elect are forbidden to consume alcohol and meat.

The Kentauri have traditionally been a highly patriarchal culture. Women are considered inferior to men and must obey their husbands (or male relatives if they are not married). Women can help in the workplace, but they cannot own property or be independent professionals. Their primary role is to serve their husband and raise their children and grandchildren. Women who marry are considered to be part of their husband's family, and henceforth it is the responsibility of the husband's family to take care of them (especially if the husband dies). Polygamy is a common practice in Kentauri culture, though only men are allowed to take multiple wives. Marriage is often arranged by the parents from childhood and is rarely out of love, but rather happens for practical reasons.

Family is important in Kentauri society. The eldest male Kentauri of a family is considered the patriarch of the family and is responsible for all decision-making. The younger members of the family are expected to be obedient and follow the wishes of the patriarch. When a patriarch dies, his belongings are equally inherited by all male children. As this fracturing is unsustainable in the long term, especially for poorer households, the sons usually remain together as one household. As such, most Kentauri households are comprised of multiple related families living together. Families belonging to the same lineage are known as Clans.

BIOLOGY:

The Kentauri are fairly similar to humans in terms of biology. This is something that has actually surprised both human and Kentauri scientists, with some theorizing that the two populations may somehow be genetically connected (though such connection has not be proven and the similarities may be simply just a coincidence).

AVERAGE PSIONIC GRADE: 0

The Kentauri had never had individuals with psionic powers.

OTHER INFO:

The Kentauri tend to be fairly xenophobic. They have a firm belief in their own superiority, and they dismiss other races as "barbaric". This is one of the reasons why immigration is so restricted to Kentaurian space and most planets tend to be overwhelmingly Kentauri, with few aliens. The Republic views alien species with distrust and believes it has a manifest destiny to expand in the stars.


__________________________________

NATION APPLICATION



NATION NAME: The Grand Republic of Kentauria
NATION TYPE: Regional Power
TECH LEVEL: Level 9

GOVERNMENT TYPE: Aristocratic elective monarchy
GOVERNMENT DESCRIPTION:

Despite its name, the Grand Republic of Kentauria is not a Republic but rather an aristocratic monarchy. At its head is the Grand Emperor. The Grand Emperor is technically elected by the Illustrious Senate but since 2609 there has been hereditary succession with the House of Von Brauvich having a hold of the Imperial Throne. This has not stopped infighting within the House, however: it is not unheard of imperial siblings poisoning or otherwise assassinating each other to ensure they succeed their father to the Throne.

The Grand Emperor is officially the Protector of the Republic who guarantees the rights and liberties of the nobility. He also wields significant personal power. He directly controls the capital system of Kentauria Prime and the twenty-five Imperial Systems (under the rule of centrally appointed Imperial Viceroys). He is also in command of the Iron Legions and the Imperial Fleet. Yet the rule of the Grand Emperor is not absolute, not within even his own personal domain. The noble courtiers of the Imperial Court expect to be appointed to positions of authority (such as Imperial Viceroys or Imperial Governors or some other office) while the many concubines of the Imperial Harem scheme to position their son as official successor and to persuade the Grand Emperor to grant offices and rewards to their relatives.

The Great Houses form a potent counterbalance to the Grand Emperor. The heads of the Great Houses sit on the Illustrious Senate. They have the right to consult the Grand Emperor on matters of state, are often rewarded with titles or offices, and can vote on legislation. Legislation passed by the Senate is binding to the Grand Emperor, though legislation without the approval of the Grand Emperor is a rare occurrence (and only happens when the reigning Grand Emperor is deemed weak).

The systems of the Republic are governed in a two-fold way:

1) The Imperial Systems

Kentauria Prime and twenty-five systems are under the direct control of the Grand Emperor. Kentauria Prime is governed by the Imperial Chancellor and the Imperial Cabinet directly. Each one of the other twenty-five systems is governed by an Imperial Viceroy, vested with both civil and military authority. Below the Imperial Viceroyes are the Imperial Governors - rulers of sub-planetary administrative divisions.

2) The Republican Systems

The rest of the systems of the Republic are governed by the Great Houses. A King lords over multiple systems: below the King is the Duke, who governs a single system: below the Duke are the Barons, who lord over sub-planetary administrative units. Each feudal lord (King, Duke, Baron) has significant autonomy over how he governs his feud as long as he can provide annual revenues and manpower when required to his superior. They have their own currencies, modes of taxation, and significant liberty over domestic affairs. Only Kings, Dukes, and a small number of the Barons have the right to a seat in the Illustrious Senate. There, they can influence the direction of the Republic by allying with each other to apply pressure on the Grand Emperor to grant them tax concessions or imperial offices or by drafting and shepherding legislation.

The churches and monasteries of the Lazei Church - as well as the land property owned by those churches/monasteries - are exempted from imperial/feudal control, and answer directly to the Supreme Patriarch and the Synod of Twelve High-Priests. They are also exempt from taxation. The Lazei priests act as judicial officers on the local level, prosecuting citizens based on religious law, and both the imperial government and the Great Houses rely on them for law-enforcement

The Order of the Emissaries is a secretive order under the control of the Grand Emperor that is used against political rivals of the central government (especially feudal nobles). Emissaries are part assassins, part diplomats, and part law-enforcement agents. They can mediate disputes, assess volatile situations, and assassinate political rivals. Emissaries are recruited from among the best Legionnaires of the Iron Legions. There is no command hierarchy in the Order: each Emissary is an independent agent who answers only to the Grand Emperor.

Whereas Emissaries concern themselves with domestic menaces, the Office of Intelligence concerns itself with foreign menaces. Under the direct control of the Grand Emperor, the Office is responsible for providing information on foreign polities and conducting covert intelligence and counterintelligence operations. The Office is headed by a Minister of Intelligence. Day-to-day operations are handled by Frumentarii who give orders to field agents.

CAPITAL: Kentauria Prime (the name of both the system and the only habitable planet), Imperial Capital
POPULATION: 4.7 trillion
SIZE: 187 systems
SPECIES: Kentauri (with minor presence of other species)

The Kentauri have highly restrictive immigration policies, the effect of which is that there is a distinct lack of diversity. Most Kentauri worlds are populated by Kentauri.

BACKGROUND:

The Grand Republic of Kentauria has its roots in the Convention of 1985 (AD). The Kings and Dukes of Kentauria Prime agreed to the unification of their world within the framework of an elective aristocratic monarchy. Unified, the Kentauri began making their way to the stars. As they expanded, nobles were granted charters of lordship over entire star systems. The Republic fought a number of wars with alien species, and emerged as one of the great powers of the Galactic scene. During these wars, the House of Von Brauvich earned great glory and prestige, and it began monopolizing the office of Grand Emperor.

The Republic was rocked by the War for the Outer Heavens. Although few native Kentauri joined the Redeemed, their fleets struck in Republic space. Defending the Republic took billions of lives and even more lost credits. The Republic emerged from the war battered, though still one of the great powers of the Galaxy. Since then, it has been focusing on internal reconstruction, though some believe the Republic will return back to its old habits of wars of imperial conquest.

ECONOMIC INFO

ECONOMIC THEORY: Regulated capitalism
ECONOMY:

The level of economic development varies wildly in the Republic: Kentauria Prime is probably one of the richest planets in the entire galaxy, but many planets of the Republic are stricken by poverty and sluggish economic growth. Indeed, some agricultural planets resemble the Middle Ages more than a modern economy. The central government of the Republic is also unable to fully exploit the massive resources of the Republic due to its highly decentralized and feudal mode of governance. Overall, though, the Republic is considered an impressive - if highly unequal in terms of income and opportunities - economy.

MANUFACTURING:

The Republic is home to multiple private manufacturing corporations. This competition has led to the growth of the manufacturing industry, as well as acts of industrial sabotage and espionage. Corporations, however, are subject to regulations by both the imperial government and the Great Houses, as there is a distrust in allowing corporations to get too big and too influential. This is one of the main reasons why corporations have little influence in Kentauri politics compared to the traditional aristocracy of the Great Houses.

AGRICULTURE:

The Republic controls multiple agricultural worlds. Their level of development varies: certain agricultural worlds employ mass mechanization and mass produce agricultural goods while others resemble Middle-Age communities with the land toiled by peasants.

MILITARY INFO

MILITARY POPULATION:

Between the Imperial troops and the troops of the Great Houses, the Republic fields about 140 billion men-at-arms.

BRANCHES:

The Grand Emperor maintains his own personal military force - the Iron Legions and the Imperial Fleet. The Imperial Fleet is the space force of the central government: the men are recruited from Kentauria Prime and the twenty-five Imperial Systems while the ships are constructed in the massive Jervania Shipyards. The Iron Legions, meanwhile, are the elite infantry force of the Grand Emperor. They are not recruited: instead, children who show great physical and intellectual potential are abducted and sent to the hellish world of Esthania (a freezing planet with conditions so harsh that not many survive being sent there). Once in Esthania, they are subjected to the cruelest type of training: physical exercises that push them to the limits of endurance, training in strategy and tactics, starvation and surviving in the harsh frozen wild, and killing abducted Kentauri to turn them into obedient, bloodthirsty servants. Once their training is complete, the Iron Legionnaires are the most terrifying warriors of the Republic: brutal, hulking monsters with zero remorse, total obedience to the Grand Emperor, and tactical ingenuity.

The Kings, Dukes, and Barons of the Republic maintain their own fleets and armies. Their quality and quantity vary: some Kings have military forces that can challenge the Imperial Fleet while others have forces whose main task lies in securing local peace. The Great Houses are required to assist the Grand Emperor in the defense of the Republic when they are asked to, and most of the time the Great Houses do support imperial military operations as a way to gain prestige, glory, and loot.

STANDARD INFANTRY:

The Iron Legions are the standard infantry of the Grand Emperor. The Kings, Dukes, and Barons maintain their own infantry divisions, often known as "feudal troops".

STANDARD WEAPONS:

The Iron Legionaries are equipped with Power Armors that enhance their martial prowess. Power armors allow soldiers to withstand high-gravity and low-gravity environments, to have enhanced physical power, and to run faster, while also providing adequate protection against most weapons. Helmets allow for night vision, X-ray vision, thermal vision, and VI assistance to pinpoint targets and analyze artifacts while also offering protection against poison gas and deadly environments. Their standard weapons are rifles, pistols, and laser knives.

The infantry troops of the feudal lords are also equipped with power armor, but their armor tends to be of lower quality and offers much less protection. On the other hand, their armor can be cheaply mass-produced.

STANDARD SHIP:

Starships are able to use FTL engines to travel across the Imperium. Starships are usually classified as racers, fighters, cruisers, frigates, and capital-class warships. Artificial gravity generators make space travel safer and easier than in the past.

SHIP WEAPONS:

Ships are often loaded with turrets, firing laser bolts, and armor-piercing projectiles. Frigates have tens of turrets while Capital-Class warships have hundreds. Fighters are usually 29 feet (8.7m) in length and equipped with two forward-firing turrets firing 30mm, armor-piercing projectiles.

UNIQUE TECHNOLOGIES:
Last edited by Sao Nova Europa on Fri Jul 19, 2024 10:03 am, edited 8 times in total.
Signature:

"I’ve just bitten a snake. Never mind me, I’ve got business to look after."
- Guo Jing ‘The Brave Archer’.

“In war, to keep the upper hand, you have to think two or three moves ahead of the enemy.”
- Char Aznable

"Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat."
- Sun Tzu

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Thai Sweet Billy
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Posts: 361
Founded: Dec 20, 2021
Inoffensive Centrist Democracy

Postby Thai Sweet Billy » Thu Jul 18, 2024 11:20 am

Roster coming when I get home from work.
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Ithalian Empire
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Founded: Jan 19, 2015
Inoffensive Centrist Democracy

Postby Ithalian Empire » Thu Jul 18, 2024 12:48 pm

I might toss something up sometime this week.
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Xind
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Founded: May 09, 2022
Civil Rights Lovefest

Postby Xind » Thu Jul 18, 2024 1:10 pm

Thai Sweet Billy wrote:
Xind wrote: NAME: Mutrani

NATION NAME: Mutrani Commonwealth


Interesting application and nice relation to the Wildlands, I dig it. Couple questions: How did the Commonwealth deal with the War for the Outer Heavens, and the Redeemed? Did any Mutrani become Redeemed?

Outside of that, it looks good to me as a Regional Power.


The Mutrani escaped the noticed of the redeemed back during the War for the Outer Heavens they were just beginning to established their first colonies out side their home system.
Last edited by Xind on Thu Jul 18, 2024 1:12 pm, edited 1 time in total.

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Thai Sweet Billy
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Founded: Dec 20, 2021
Inoffensive Centrist Democracy

Postby Thai Sweet Billy » Thu Jul 18, 2024 1:12 pm

Naval Monte wrote:NAME: Carronite

NATION NAME: The Greater Realms of Carim (or the Carimite Empire or more commonly the "Witch Realms")


We went over this thoroughly in DMs back and forth but it's safe to say I trust you with this and think this idea goes hard. Accepted as a regional power.

Looks like we currently have 2 regional powers, plus one reserved by Sao. I'll update the roster once it goes up later today.

Ithalian Empire wrote:I might toss something up sometime this week.


Good to see you. Looking forward to seeing what you're cooking up.

Xind wrote:The Mutrani escaped the noticed of the redeemed back during the War for the Outer Heavens they just beginning to established their first colonies out side their home system.


Got it, so they were sort of just starting out and not very involved with other nations I presume.
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Xind
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Founded: May 09, 2022
Civil Rights Lovefest

Postby Xind » Thu Jul 18, 2024 1:36 pm

Thai Sweet Billy wrote:
Naval Monte wrote:NAME: Carronite




Got it, so they were sort of just starting out and not very involved with other nations I presume.


Yes the ystarted out quite far away from the other power. Their encounter with the Wildland were their contact with an alien power.
Last edited by Xind on Thu Jul 18, 2024 1:40 pm, edited 1 time in total.

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Thai Sweet Billy
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Founded: Dec 20, 2021
Inoffensive Centrist Democracy

Postby Thai Sweet Billy » Thu Jul 18, 2024 7:03 pm

__________________________________

CHARACTER APPLICATION




    Image
    Cred: Alpyro on dA

NAME: Lucy Tora
GENDER/SEXUALITY: Female / Heterosexual
SPECIES: Human
AGE: 30
NATIONALITY: United Nations (Martian)

APPEARANCE: Lucy Tora is a human woman standing at 5'10" and 170 lbs when not in full combat gear. She has blonde hair cut to a ponytail and has a somewhat pale complexion. Her eyes have become a blue-gray that glow when cybernetic enhancements are active. She has no other significant markings or tattoos outside of a few facial cybernetics.

JOB/PROFESSION: United Nations Security Council; Peacekeeping Corps (UN-PK)
RANK: UN Federal Ranger, Sergeant Major

BIOGRAPHY:
Born on July 4 on the human world of Mars, Lucy is a UN Peacekeeper born in one of the United Nations' member states. She is one of the first of many generations of humans to be born during the War for the Outer Heavens and thus saw violence at a very early age. Lucy's father was a UN diplomat named Kurt Tora, who inexplicably decided that he was "Redeemed" when she was 12. He murdered his wife in front of Lucy and her younger sister Ashley, inadvertently awakening Lucy's psychic abilities during the encounter, which saved her life. Although Kurt managed to escape, he was never seen again, and the event deeply traumatized Lucy. She vowed to enact revenge on her father if he was ever to return, and swore to solve the mystery surrounding the Redeemed at all costs.

Lucy was brought into the foster care system with Ashley, but eventually moved in with one of Kurt's former attaches who became their legal guardians. Once she was of age, she enlisted in the Martian militia and began attending online university on the side while working in the reserves. A combination of excellent marksmanship, good behavior, and good conduct granted her multiple promotions until she eventually tried out for the elite UN Peacekeeping Corps. Lucy passed selections and was trained as a peacekeeper, ensuring peace was maintained within the UN's member states and the borderlands. Most of the time she floated between PK teams as a psionic specialist.

Her lust for revenge against the Redeemed close when she was involved in a raid on some ex-Redeemed criminals, which turned into a three-way battle between the criminals, the UN-PK, and marines from the 44th Expeditionary Fleet pursuing a bounty. She was nearly killed when the 44th detonated an improvised explosive device at a dangerously close range, resulting in numerous injuries which removed from active service for about a year. Following a less-than-average psychological evaluation, Lucy was reassigned to desk work as she recovered and underwent cybernetic therapy.

As interest grew into the Redeemed's nature and history, the UN commissioned the Federal Rangers, a task force instructed to probe into the mysterious organization and locate its rivals, benefactors, or associates, in hopes of finding ways to predict or prevent such events from happening again. Lucy was one of the individuals picked for the Federal Rangers due to her personal history with the Redeemed, and recently began undergoing advanced training in early 2800 to prepare for her new assignment.


SKILLS: Lucy is an apt marksman, scoring highly on most marksmanship exams. She additionally has training and qualifications in various recon, survival, and intelligence-gathering courses. Combined with her natural psychic intuition, this makes her an acceptable investigator. She has cross training with the UN navy in operating most small spacecraft and vehicles like fighters, dropships, and walkers.
WEAKNESSES: Lucy can become rather single-minded with her task at hand, especially those regarding the redeemed. She's a very specific tool for certain situations—not to say she is inflexible—but she specializes with very specific things. She can also be very emotionally driven at times which can result in her sometimes making missteps in judgment or underestimating her adversaries.
PERSONALITY: A very sanguine personality. Lucy is a natural leader and quite chatty, but at times she is burdened by an overwhelming hubris and sense of invulnerability, as well as a short fuse. She's quick to get frustrated from menial tasks going awry. Most of the time she would rather shoot first and ask questions later, as she tends to think before acting or speaking. Can suffer from imposter syndrome at times.

BIGGEST FEAR: Feeling isolated, like no one is listening to her or will believe her.

PSIONIC GRADE: 3
PSIONIC DISCIPLINES: Psychokinesis and Ergokinesis. Currently attempting to learn Telepathy.
PSYCHIC POWERS:
As a result of blending both Psychokinesis and Ergokinesis, Lucy's abilities gain a surprisingly visual flare, often flashing with various random colors of the spectrum. She is more experienced with Psychokinesis than with Ergokinesis.
Psychokinesis
  • Standard Telekinesis Set: Pull, push, lift, rend, crush, etc. Notably more fine tuned and accurate given she is a Grade 3; a psychokinetic gesture can be as light as a tap or as heavy as a large object.
  • Tactile Telekinesis: Lucy can use psychokinetic force upon her own body to imitate enhanced strength or speed, but only with one buff at a time.
  • Psy-Shield: A shield of pure psychokinetic energy that can repel attacks, including energy weapons.
Ergokinesis
  • Pyromancy: Can create and direct flames using the psionic force of her mind, from small finger flames to explosive fire bolts. These flames often can come in a myriad of colors.
  • Cryokinesis: Can drop the latent temperature and sap the moisture from the air to quickly produce ice.
  • Electrokinesis: Can produce electricity from her body that can shock foes by touch or at a distance.
Telepathy
  • Basic Thought Sending: Can send very basic thoughts and ideas into nearby allies; the first step into growing true telepathic abilities

AWAKENING EVENT: By the time Lucy was 12, she was unaware that she was a Grade 1 psychic. On one random day, her father suddenly said aloud to his family that he "was Redeemed," before proceeding to brutally murder his wife in front of their two children. Shocked by the encounter, Lucy and her sister fled upstairs and were pursued by her father, who was spouting nonsensical Redeemed rhetoric all the way. When he finally broke into their rooms, the stress of the encounter was too much to keep bottled up, and Lucy suddenly let out a violent Psychokinetic outburst, enough to incapacitate her father and buy her and her sister enough time to flee.

Over the following years, she began to nurture her psychic abilities. She self-identified as a psychic when entering selections for the UN-PK. Once she was a peacekeeper, she was given special training to safely grow her abilities in a controlled environment, eventually upgrading herself to Grade 2 and eventually Grade 3.

INVENTORY/EQUIPMENT:
  • UNPK Federal Ranger power armor + helmet
  • UN fatigues/casual wear/PT wear
  • UNPK Smartgun + sidearm
  • Combat vibroknife
  • Individual first aid kit
  • Combat-grade cybernetic implants (wrists, legs, eyes)
  • 2801 universal translation software implant (brain)
  • UN TACNET interface implant (brain)
  • PSY-ENHANCER: A proprietary UN piece of technology which amplifies the user's Psionic capabilities, effectively upping Lucy from a Grade 2 to a Grade 3. Comes equipped with a killswitch function in the event a psychic goes rogue or overexerts themselves, which will deliver an incapacitating shock to the user.

LIKES: Small furry animals, sailing, ungodly spicy food, exotic alien foods
DISLIKES: The Redeemed, overly sweet candy, loud music


__________________________________

NATION APPLICATION




Image


NATION NAME: The United Nations of Sol (UN/UNS)
NATION TYPE: Regional Power
TECH LEVEL: 9

GOVERNMENT TYPE: Democratic Federal Union
GOVERNMENT DESCRIPTION: The UN is technically not a nation. Instead, it is a supranational organization, meaning each UN member state is technically its own independent nation in the galaxy with its own independent government, though it owes loyalty to the UN and recognizes it as the legitimate governing body of humanity. The UN contains four organs, each with defined purposes: The UN General Assembly (UNGA or GA) is the main policymaking organ of the UN, and each UN member nation elects a representative to hold a seat it. Ten of the largest UN nations hold positions in the UN Security Council (UNSC or SC), the armed wing of the UN and its primary security apparatus. The Intergalactic Court of Justice (ICJ) is the UN's judicial branch, settling disputes between UN member nations while also prosecuting individuals and organizations in violation of the UN's laws. The UN Diplomatic Commission on Aliens (DCA) is the newest wing, which oversees the UN's various diplomatic missions to foreign nations.
CAPITAL: Sol System, Earth, New York City
POPULATION: ~391.3 billion, (not counting player character UN nations).
SIZE: 193 systems (not counting player character UN states)
SPECIES: Overwhelmingly human, although some UN member nations differ and are multi-racial.
BACKGROUND:
The United Nations was founded in the Earth year of 1945 shortly after World War 2, which, before World War 3 or the War for the Outer Heavens, was the largest and deadliest war in human history. Historically, the UN was tasked with maintaining global peace and security, although it had a fairly messy track record in regards to this mission statement. In spite of its best efforts, mankind continued to wage war with each other, quite frequently and eventually World War 3 razed the planet with a limited nuclear exchange in the late 2090s.

Decades of compounding environmental and sociopolitical issues led most researchers and historians to conclude that the human race was set to go extinct by the 2100s. Then, amid an era of increasing uncertainty, a diplomat named Lukas Ortega swiftly and successfully negotiated for the nations of the Earth to put aside their differences for the sake of mankind's common good. Ortega, once appointed General Secretary, led the UN to become the world's primary government, and brought humanity to the stars to alleviate the strain put upon the Earth from overpopulation and environmental decay.

As efforts were made at home to refurbish the planet and preserve its biodiversity, humanity expanded to the stars in colonization initiatives led by the UN. Distant planets in the Sol System and nearby systems were colonized, but very slowly, while massive space stations were established in orbit to address the issue of overpopulation. The sudden introduction of the mysterious Strahl Drive, however, suddenly changed everything—worlds previously thought unreachable in a lifetime could now be reached within weeks. In only a few decades, humanity had set a foothold in the galaxy, with a number of systems and billions of humans under its belt. Even more, various independent nations sprouted from this era of expansion, some of which aligned themselves with the UN. Some of these systems and nations didn't, of course, but the UN's status as humanity's primary representative in the new world was unquestionable. Every human knew what the UN was and what it represented: human perseverance and unity.

Eventually, humanity made first contact with an alien nation of equivalent technology known as the United Formic Systems, located in the borderlands between the Sagittarius Sector and the Orion Arm. Although first contact was not friendly, it was very brief, and relations were quickly established with the UFS to avoid a large scale war. Diplomats from the UFS introduced humanity to a larger galaxy, and in the years following first contact, more relations were established with the nations of the galaxy. All the while, humanity continued to expand, eventually growing to become something of a Great Power by the time of the War for the Outer Heavens.

When the Redeemed began their blitz on the galaxy, the UN's fall from grace was inevitable. Decades of ineptitude and bureuacratic inefficiency led to the UN losing contact with some of its frontier colonies, who saw such a failure as the UN abandoning them. The loss of the 44th Expeditionary Fleet was also a huge hit to morale, but humanity did not falter. UN Peacekeepers bravely fought on the frontlines against the Redeemed and kept the peace within the UN's own core systems, where Redeemed infiltrator attacks and terror bombings were frequent. During the 30 years that spanned the War for the Outer Heavens, humanity was doing most of the heavy lifting.

Since the war's conclusion, the UN is still reeling from the Redeemed's onslaught. Many systems have outright broken away from the UN to become their own independent nations and empires, and the UN was left in debt. Piracy is on the rise, and the 44th Expeditionary Fleet continues its renegade campaign ignorant of all the warrants out for the Admiralty's arrest. In spite everything, there is still a sense of optimism: the UN still heavily holds onto Sol, Alpha Centauri, and so many other core systems, and as of 2801, most of the bureaucratic bloat and inefficiency has been cut down. Only time will tell if such a good streak will follow the UN throughout the 2800s.


UN MEMBER?: Yes

ECONOMIC INFO

ECONOMIC THEORY: Varies per UN member state
ECONOMY: The UN's overall economy as of 2801 is fairly average; nothing too strong yet nothing too weak. The War for the Outer Heavens led to a heavy increase in taxes to UN's member states to fund the Security Council and Peacekeeping Corps.
MANUFACTURING: Most UN member states are fairly strong manufacturing-wise. Some nations specialize in it, others have a clear balance between trade, agriculture, and manufacturing.
AGRICULTURE: Ditto. Food shortages are never really an issue outside of very few backwater frontier systems, as the UN has programs in place to prevent such things from happening as best as it can.

MILITARY INFO

MILITARY POPULATION: There are 1 billion active-duty humans serving in either in the Security Council or Peacekeeping Corps. This does not count UN member states' respective militias/militaries/defense forces, which will inflate this number
BRANCHES: The UN Security Council, UN Peacekeeping Corps (UN-PK), UN Navy (UNN), and the UNSC Intelligence Operations Directorate (IOD).

The UN Security Council is the executive and administrative wing of all of the UN's military assets, and the primary armed body. It serves as an umbrella to the UN-PK, UNN, and IOD. It is chaired by ten of the largest UN nations and has the ability to declare war and peace and utilize force to resolve issues directly, if they cannot be addressed by the UN's member nations.

The UN Peacekeeping Corps is one of the oldest human military institutions that still exists in the modern day. They are among the finest and most well-trained fighters humanity currently has employed. UN Peacekeepers are an elite fighting force tasked with maintaining peace on the frontier and overseeing peace proceedings among UN member states that may be at war. They also function as a conventional military force if levied during conflicts, as seen with the War for the Outer Heavens.

The UN Navy is the naval arm of the UN Security Council which works hand in hand with the UN Peacekeeping Corps. It also escorts colonization missions and other efforts on the frontier and serves as a deterrent to pirates and alien marauders.

The UNSC Intelligence Operations Directorate oversees the collection and acquisition of intelligence for the UNSC, and is also involved in covert operations and other intelligence missions involving espionage or clandestine missions. As such, many details surrounding it are classified, but a pipeline does exist for UN Peacekeepers to become field agents for the IOD.

STANDARD INFANTRY: A typical UN Peacekeeper is a well-trained and well-educated soldier, usually recruited from a pool of eligible candidates from the UN's many member states. UN Peacekeepers are considered special forces and thus receive more intensive training than typical human military units. Training can take upwards of eighteen weeks due to the strict physical and mental requirements for the UN-PK. There is a roughly equal split between education, physical training, and proficiency qualification with weapons and UN laws and human history.

UN Peacekeepers typically fall under platoon-sized formations to maximize their efficiency. This also takes into account that many officials in the Security Council consider the deployment of large formations of Peacekeepers to be costly and overkill.

The UN-PK follows a military chain of command, with dedicated enlisted, non-commissioned officer, and commissioned officer positions. UN Peacekeepers also work closely alongside the UN Navy on terrestrial deployments, sometimes leading to some affectionately dubbing them as "space marines".

STANDARD WEAPONS: The UN-PK are relatively well-armed and well-equipped for what it's worth. Nuclear weaponry exists, as do plasma weaponry and magnetically accelerated projectile weapons, which are most common. Energy shielding is experimental and usually fielded by more elite UN-PK units like the new Federal Rangers unit.

UN Peacekeepers possess climate-controlled full-body power armor which is vacuum-rated for space activity. Variants exist for hazardous environments and other environments. Reaction ports are present on thrusters along the armor, allowing the user to maneuver themselves in space with unprecedented agility. The armor itself is composed of a powered exoskeleton beneath temperature-resistant ceramic-titanium composite, allowing it to shrug off most low-grade slugs and take a few high-grade conventional weaponry before failing. Energy shielding is weak but will recharge automatically when not under constant fire. The exoskeleton system amplifies the user's strength tremendously, and the suit is automatically capable of administering medical stimulants if vital signs are detected as fading or flatlining.

The undersuit beneath the armor is made of a smart, form-fitting synthetic climate-protected mesh to aid in survival. While not bulletproof, it does have limited ballistic protection. In order to stop bleeding, the undersuit will also automatically contract and apply pressure to any location on the body if penetration by bullet or impalement is detected. Moisture is capable of being captured on special traps throughout the armor. The helmet, which is capable of being disassembled within the nape of the armor's neck, possesses a heads up display system linked to UNSC C4ISR systems, allowing for the instant transfer of information and communication between other peacekeepers. The helmet also possesses infrared, night vision, thermal vision, and augmented reality vision modes to assist Peacekeepers in their missions, with the augmented reality system being assisted partially by a rudimentary AI that can map out areas behind walls or view targets in 3D space, among other more abstract and complex functions.

STANDARD SHIP: The UN Navy uses a variety of ship classes, ranging from small strike craft to large carriers, battlecruisers, and battleships. The workhorse of the UN Navy, though, is the Hague-class Light Destroyer, which is also the most common ship employed in the UN Navy. Large enough to operate solo without escort, but small and nimble enough to outmaneuver more bulky craft, the Hague-class Destroyer is an old but efficient ship, which is often seen monitoring the more remote regions of human space. Variants exist for light carrier variants and EWAR variants which employ UN proprietary anti-Strahl Drive countermeasures and other sophisitcated equipment.

Hague-class destroyers mostly operate solo or in hunter-killer pairs, but larger formations with larger vessels are common.

SHIP WEAPONS: Most UN vessels utilize magnetically-accelerated weaponry, such as mass drivers and railguns for point defense and ship-to-ship combat. They also employ the use of laser point defense systems, missile launchers, and torpedo launchers with a variety of payloads. Some newer vessels use plasma weaponry or other energy-based weapons. Shielding is fairly light but will also recharge when out of combat.

UNIQUE TECHNOLOGIES:
  • Mass Transporters: Many large ships and space stations in the UN possess the capability to "beam" personnel and objects down to planetary surfaces or other locations. This otherwise instantaneous form of transportation can allow for the movement of supplies and small groups of individuals (such as special forces teams) from ships to locations like planets or other ships. This technology is not perfect; if something is in the way (if the endpoint is not an open space or another beaming pad), the resulting object will tend to get lodged in a solid object with somewhat messy results.
  • Strahl Drives: Strahl Drives are a universal form of FTL travel which humanity inadvertently perfected. A Strahl Drive generates a localized field around an object which allows it to slip "beneath" baseline reality and re-emerge in an exit point somewhere in space. The technology behind Strahl Fields is still hard to comprehend, but human vessels (and by extent UN vessels) tend to possess more accurate and efficient Strahl Drives.
  • Anti-Strahl Drive Field Projectors: Developed as a countermeasure to Redeemed fireships that would appear in space from Strahl Drives to ram space stations or vessels, this technology will destabilize local reality and produce a field which will divert Strahl Drive exit points wildly from their designated exit. These fields are capable of passively deterring enemy ships from coming out of FTL too close.
  • Tractor Beam Projectors: Using antigravity techniques found in Anti-Strahl Drive projectors, tractor beams projectors allow larger ships to capture and move smaller objects of interest from afar in a gravitational "harpoon", be it a smaller ship or space rock.
  • PSI-KILL: A piece of technology initially employed by the 44th Expeditionary Fleet, PSI-KILL combines naturally psionically-dampening materials with a device capable of emitting a field which will passively neuter or hinder a psychic's ability to use their abilities.
Last edited by Thai Sweet Billy on Fri Jul 26, 2024 6:21 pm, edited 6 times in total.
Chief Keef 2024 #GangGang
"Dreams make impressive stories, but everything important happens when we're awake."
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User avatar
Naval Monte
Postmaster-General
 
Posts: 14178
Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Thu Jul 18, 2024 9:05 pm

Sao Nova Europa wrote: Kentauri


Huh. I can imagine the Kentauri and Carrionites would not get along well. Not only do they have vastly different religious beliefs but their views on genders could inflame tension between the two.

Also Bablyon Five is good
Naval Monte- The Mediterranean crossroads of mind-controlling conspiracies, twisted dimensions, inhuman depravity, questionable science, unholy commerce, heretical faiths, absurd politics, and cutting-edge art.

Make wonderful memories here, in Naval Monte.

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Thai Sweet Billy
Chargé d'Affaires
 
Posts: 361
Founded: Dec 20, 2021
Inoffensive Centrist Democracy

Postby Thai Sweet Billy » Fri Jul 19, 2024 7:19 am

I lied about the roster coming up yesterday but I did not lie about it coming up today. I'm working on it right now.
Chief Keef 2024 #GangGang
"Dreams make impressive stories, but everything important happens when we're awake."
My profile picture archive
Don't-be-an-asshole-ist. It really costs $0 to be nice to people.
I'm not doxxing myself!

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