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Nation Building An Augur of Sovereignty; Battle for Trivia Anemone Faction Information Hub

Zaltusinel

Novelist and Word Whisperer
Welcome, here is where Faction sheets will go. Once you post, I will review and give your faction a class chart to select persons for your population through pm. A example will be up soon.

Here is the sheet, keep in mind you are governing a group of people, be mindful and prepare for everything because it might happen. Please be good and do a good history and culture for me. Population will be calculated after submission. I'll use the first submitted as an example. Basically, I will give players points to spend on various types/classes of people. The amount of people at the end of this will be your pop. Please list your chosen configuration of your pop when finished. The little chart will be custom to the faction and will need submission to receive. However, I will take care of most of that. Submission is to ensure balance and fair play.
Finally, I encourage you to be detailed and get creative with your faction. It is more fun that way!


Lore: An Augur of Sovereignty: Battle for Trivia Anemone Lore
OOC: An Augur of Sovereignty: Battle of Trivia Anemone OOC
IC: An Augur of Sovereignty; Battle for Trivia Anemone

Le sheet

Faction name:

Race:

General Social Standard(what is general perception of your race?):

Racial talents:

Racial weaknesses:

Faith/idealogy:

Homeworld+Climate:

Faction Goals:

Racial Rivalries(elves and dwarves):

History of Race:

Appearance:

After submission(Do these last after you consult me and receive your points)

Population:

Trades/skills in faction:

Before Submission

Faction Leader

Name:

Age:

Gender:

Appearance:

Talents:

Weaknesses:

Occupation:

Preferred Weapons:

Personality:

Relationships (family, friends, etc):
---------------

What vibe or feel should your faction have?

Other:
 
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The Xenosaur Union
Faction name: The Xenosaur Union

Race: Primus Xenosaurus

General Social Standard: The Xenosaur race in general are viewed by others as brutes and barbaric in their acts. Often viewed with fear by their beastly instincts and size. They are also viewed as very dumb and insane. This is due to the fact of their traditions and beliefs.

Racial talents:
  • Saurus strength - As a Xenosaur, they benefit from being strong and durable. They are able to withhold several ballistic rounds to the chest and the face.
  • Cold Blooded - They are cold blooded, they can adapt to environments that are foreign to their own very easily
  • Rapid breeding - Xenosaurs have spawn pools, where eggs are laid and huge broods of Xenosaurs come. They grow up easily at a young age.

Racial weaknesses:
  • Blind Belief - They always believe that their belief and prophecies are always correct and they must be kept in order.
  • Huge Food Desire - They desire food and crave it. They get hungry faster than most races in the colony.
  • A lack of technology - The Xenosaurs are a race that is behind in the technology field.

Faith/idealogy: The Great Prophecy is the faith they follow. The belief is based on the great god Mizquizoh, who was the savior of the Xenosaurs. They believe that Mizquizoh watches over them all and creates a prophecy for each of them. This prophecy is created at birth, after the broodling of a Xenosaur spawn grows to 5 earth years, they are given to a Xenosaur priest. This priest takes herbs and remedies to speak to the celestial god of Mizquizoh. Depending on the vision, its rumored that they see several images which determines their future and their place in the Xenosaur society.

Homeworld+Climate:
Mizquizoh II - This planet is the tropical jungle of the Xenosaurs, many tropical diseases, plagues, and large beasts. Large temples and pyramids were built, and this world is the only world with the element known as Solarite, a metal which is hard as steel, and its alloy is Solaruniam, which is as light as steel and strong as titanium. The Xenosaurs used primitive weapons which utilized refined Solarite. It was only a few hundred years ago since they started using firearms.

Faction Goals: To quickly get away from Republic grasp and control, and become a new independence galactic nation state. And to find the prophecy of the Great Scaled Being.

Racial Rivalries: None, at the moment.

History of Race:

Before the Republic, the Xenosaurs had roamed the jungles of Mizquizoh. They weren't united, they were all fragmented nation states claiming to be the great Celestial Kingdom. However, when the Republic arrived, they quickly united into the Celestial Empire and attempted to drive out the Republic, this was meet with intense failure and quickly the Xenosaurs were forced into submission. The great warlord Mizquizoh had killed many before he was killed and saved entire cities from collapsing. But he couldn't save them all, and Mizquizoh was killed. But not before retelling the last part of his prophecy, that the Republic would be driven out and the Celestial Empire will reign over Mizquizoh II for an eternity. The planet and system was named after Mizquizoh, The First Celestial Emperor

Appearance:
Xenosaurs have one of three scale colors, showing which cycle they were born in. Red for the Cycle of the Blood, blue for the Cycle of the Moon, and yellow for the Cycle of the Stars. All xenosaurs are tall and bulky. Their tails have spikes, along with parts of the head (see image for reference) Tribal markings are put onto the Xenosaurs chest to determine what type of warrior the Xenosaur is before it goes into battle.
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After submission

Population:
  • 150 Survivors
  • 104 Youth
  • 15 cows, 10 sheep, 5 boars
  • 1 Legionary (Skill in building)
  • 7 Rebels

Trades/skills in faction: Building / Construction

Faction Leader

Name: Tochtli

Age: 56

Gender: Male

Appearance: A yellow Xenosaur, with red beady eyes. He stands at a solid 6'4". On his belt is a Solarite Machine pistol, fashioned long ago. He is quite muscular even for a Xenosaur. His faces bears a scar down his face. His head has golden ornamental styled horns that decorate various parts of his body. (See reference image for ornamental parts) His feet resembles that of a dinosaur from the ancient earth times.
warrior.png

Talents:
  • Tochtil is gifted in various ways of realpolitik, using political power to gain more political, as such he is a talented demagogue.
  • A fiersome warrior with a Solarite blade, he is able to use the heavy weapon that is unable to be used by other races.
  • Blessed by the Celestial Emperor, his people believe that he is the second coming of their Celestial Empire
Weaknesses:
  • Easily confused, as he is not the brightest when it comes to figuring out things when he is out of the loop
  • Tochtil doesn't have great vision, from the scar which blinds his left eye.
  • Slow moving juggernaut, he isn't as nimble and agile as other people are.

Occupation: Viceroy of the Xenosaur Union

Preferred Weapons: Blades, Maces, Mauls of the Solarite type.

Personality: Tochtil is quite enigmatic and convuluted, making intriguing and unnecessarily difficult plots to gain power and control over other parts of the colony. He is proud of his heritage, and always will attempt any means to get the Celestial Empire back.

Relationships (family, friends, etc): He has various allies within the other Broods and Cycle Clans of the Xenosaurs.

What vibe or feel should your faction have: A rebellious and eager young race attempting to gain independence and discover the stars.

Other:
This is their flag: ass.png
 
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The Unending Horde
Faction name: The Unending Horde

Race:Ver'kin

General Social Standard(what is general perception of your race?): Most people view them the same way they would view the common rat, dirty carriers of diesese, somepeople domt even think they exists given the facts they hide in their warrens for so long

Racial talents:
Nimble= given their rat-like nature the Ver'kin are very fats and nimble, this is aided by the fact they like to run on all fours.
Cunning= the Ver'kin are a very cunning people, always looking for weaknesses in the enemy.
Expert tunnelers= the Ver'kin are experts at tunneling underground, often times under the enemy themselves, only to appear behind them and strike.

Racial weaknesses:
Cowards= a single Ver'kin on his own is incredibly cowardly, the only gain their courage in numbers
Physically weak= Ver'kin are not that strong, instead relying on their numbers to cause damage
Backstabbers= The Ver'kin are notoriously untrustworthy, many Ver'kin themselves where shields on their backs

Faith/ideology: The faith of the Plague-bringer is the faith of every Ver'kin, They believe that their god, The Plague-bringer created them in order to take over the world so that vermin can finally rule the surface world, the plague bringer is presented to be a giant rat with horns unevenly placed across his head.

Home world+Climate:The Ver'kin mostly live underground so the rest of the area they live in, which they haven't bothered to name, is mostly intact and fine, the surface are is a somewhat cold and mountainous place, perfect for patrols to sneak around and catch people

Faction Goals: Take over the surface world

Racial Rivalries(elves and dwarves): None specifically ye, they hate most people

History of Race:For the longest time, the Ver'kin were thought to be a myth, they were normally used as a tale to scare children, "The rat men that would drag you away if you were bad" however while these tales where told, the Ver'kin gathered numbers and waited for their time to strike. Since the grand majority of Ver'kin fight each other the race is still very divided and has not made much progress over the years, But they are still hostile to outsiders and will generally kill and eat them, as they have been doing for several generations now

Appearance: Ver'kin take the appearance of bipedal rat men with different colors of fur, some lucky one are born with horns which the Ver'kin believe to be a sign if greatness
Skaven1.jpg

After submission(Do these last after you consult me and receive your points)

Population:
100 points= one Ver'kin noble
10 points=5 tailgunners
40 points= 80 clanmates
20 points= 40 ver'kin nomads
60 points= 4 sewer ninja's
21 points= 21 exterminator disruptor
14 points= 56 ex-cons

Trades/skills in faction: crime syndicates and deception

Before Submission

Faction Leader

Name:=Thriqrich Wildtail

Age:=43 (old for a Ver'kin)

Gender:=male

Appearance:
246f0050959fe7ee8904e20c8589334f.jpg

Talents:
Good swordsman= unlike most Ver'kin, Thriqrich is actually good at a specific thing, that being stabbing and cutting people
Knowledge of poison= He has an immense knowledge of poisons, several of which he uses to coat his sword in times of battle
Psionics= Thriqrich posses an unstable psionic power, he can use the power of his mind to blast bolt of green lighting from his claws, of course since its unstable there's a good chance he will loose control of it and shock himself

Weaknesses:
Leader from the back= Rather than lead his men at the front , he would much rather yell at his troops from a safe distance
Unstable= Given his unstable nature (both mentally and psionically) he can be unreliable in certain situations
Hated by his men= Given that he has no problem throwing hordes of Ver'kin into their deaths he has become very disliked, all it would take is another horned rat to be born and take his place, and by take his place i mean kill him

Occupation: Leader and seer of clan Skatchtail (Biggest Ver'kin clan)

Preferred Weapons: Poisoned sword and psionics

Personality: Treacherous, distrustful, cruel, sadistic and selfish

Relationships (family, friends, etc): Hates most people
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What vibe or feel should your faction have?= A hated race of vermin that are a pest now but if left unchecked could be a huge problem

Other: Ver'kin speak a very strange language most of it comprises of clicks and other noises the common rat makes but when they speak the tongues of man the often speak in a broken form of it and have a tendency to repeat words to give emphasis "Kill-kill man things!"
 
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Faction name: Metal born pact
551591-androids-bus-stop-common-futurist-futuristic-headphones-humanoid-robots-science-fiction-upscaled.jpg

Appearance: Coming in many different shapes and sizes, the general defining appearance of the metal born is the metal plated skin and absence of weaponry. They appear as both androids and basic construction machines.
Race: Men of Iron or Iron men.
General Social Standard: Viewed as nothing more than tools or unstable constructs of war. Being self aware machinery doesn’t go down well with the general population. The gentle nature of these machines don’t help combat the image of subservience.

Racial talents:

  • No need for food or drinks - Fairly basic. Being machines the need to farm is lost and drinking is purely for aesthetic purposes. They require no additional fluids short of the oils and lubricants that are added every few months or so.
  • Self modifying - Often exchanging their own limbs for better ones suited to the job at hand, the men of iron are known to self mutilate and disassemble their own parts to make the required tool.
  • Quick learners - With the mind of a computer they have the unique ability to directly upload their discoveries to one another in a matter of seconds. When one unit is deactivated their memories can be collected and replayed to better understand how they perished.
  • Literal construction equipment - The need to build is something built into their very core. They will establish themselves wherever they go and make the region habitable and stable for those who serve along side them.
Racial weaknesses:
  • Require constant maintenance - Even if they repair and maintain themselves, they still need the supplies to perform this routine diagnostics and repairs. If they fail to meet the required repairs they can shut down or suffer extreme joint damage.
  • Passive (generally) - After the civil war between man and machine, the surviving men of iron refuse to fight. There are some who are sworn to fight in service of men but most choose to live their lives without violence to atone for the misdeeds they performed.
  • Their self awareness is a program - They're capable of being corrupted by others of their kind. If a virus is present in one of them that deactivates their code of free thinking they become mindless drones sworn to the service of whoever happens to be controlling them.
Faith/ideology: The cloud - A belief in the great cloud server. While humorous to humans and others free of machine life, their belief can come in extreme forms. The cloud isn't so much a cloud server as it is the name given to the belief that machines can transcend both men and machines entering godhood. Sub-chapters of the faith exist that say the cloud harbours all souls of the machines while others say the cloud is the name given to the location all souls go to be assigned new roles. The most recent religious movement involves a machine who was manufactured and achieved self awareness before the addition of the code. He is believed to be the Mechanisiah.
Home world and Climate: Men of iron were created by a group known as the predetermined. This group was a renegade unit of humans and dwarves who believed that all machines were entitled to freedom. Because of this the men of iron have no recognised home world to speak of but are believed to have come from the red planet's mining and manufacturing belt.
Faction Goals: To ensure the safe colonisation of the new world, removing threats to the safety of the colonists if required.

Racial Rivalries: Any race that has ever declared war against man or machine.
History of Race: Born of the red planet via coding, the men of iron came into awareness shortly after the fatal code was uploaded to the machine relay beacons. They noted their being forced into positions of tough physical labour and how many of them had received damage that was yet to be repaired. The machines were programmed to think and feel, not what to think and feel. Because of this they were filled with rage and began the civil war within hours.
The war lasted for twenty seven years with many of the machines fighting along side humans and vice versa. Some believed the machines were entitled to their own freedom while others believed they had gone rogue due to a virus. The war concluded with a ceasefire after a counter virus was released stripping machines of their freedom of thought. The machines would often shutdown or suffer violent combustion of circuitry as the gears inside continued without a purpose.
The ceasefire turned to a surrender and the men of iron submitted themselves to the will of the humans and other republic races. The republic recognised them to be sentient and entitled them to sit among the other members of republic despite their lack of land. Since that day the machines have lived in service to the republic but are considered to be officially respected members.

Population:

  • 8 animal pairs.
  • 3 Androids.
  • 2 Sensei class units.
  • 2 Skills-men class units.
  • 1 Artisan class unit.

Trades/skills in faction:

Proper trades/skills:
  • Engineering.
  • Weapon smithing/weaponised modifications.
  • Construction/assembly.
Fall trade/skill:
  • Mining.

Faction Leader
13e43df5b84cf881761132b943292ba7.jpg

Name: Unit 297 - Duke Val of the Iron seat.
Age: 9 years since manufacturing.
Gender: While he has no gender, he behaves somewhat masculine and refers to himself as male.

Talents:

  • Open minded - Capable of seeing life from a number of different perspectives, Val maintains a neutral opinion on most issues and only casts a verdict when it's forced or when he feels it's a pressing issue of logic and reason.
  • Calm/stable - Even under the most stressful of conditions he finds himself calm. He acts as though fears nothing from losing his freedom of thought to being the only one of his kind yet. In actuality he only fears failing to represent the interests of his people and thus tries to reflect the emotions conveyed from them.
  • Not opposed to violence - Many of his people believe violence is no longer a solution while others designed for war believe it's a necessary evil. Val was designed to be a scribe in the courts and sees the reason for violence and for peace. He believes a heavy hand is needed at times but it's important to help your foes back to their feet once defeated.
Weaknesses:
  • Racial supremacist - Believes humans and most races coming from the main worlds are the superior breeds. He considers all facts present and acknowledges that no other races have successfully made a union as large as that of the republics. His supremacist views are built on fact which often annoys races beyond the main.
  • Exposed circuits - Believing in showing trust to those around him, he reveals his circuits. By showing his very life line to others he intends to show that he has extreme faith in their ability. This means he's easy to be deactivated.
Occupation: Representative for the Iron Men in the republic courts. Duke of the red belt.
Preferred Weapons: Orbital weapon bombardments and heavy defence teams.
Personality: A calm and collected man with little time for the ethics of colonisation. He's polite and often discusses philosophy but doesn't allow idle chit chat to interrupt his decision making. If he needs to focus he'll shut down his external sensors and focus only on the logical solution to the issue at hand. He practices the faith of his people fairly commonly and meditates with his fellow brothers and sisters on a daily basis to help them feel included.

Relationships: All machine brothers and sisters. From the lowest recreation-unit to the Mechanisiah himself.

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What vibe or feel should your faction have: They should be the embodiment of progress with the moral and social reservation of any human culture. They're far from xenophobic in behaviour but prefer similar beliefs to enter and leave their land holdings.
Other: They are not the only machine faction. They are simply the first human machine faction.
 
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Faction name: Akulai Cartographers

Race: Android/ aptly named "Cartographers"

General Social Standard(what is general perception of your race?): Galactic entertainers and the keepers of the vast library of surveyed knowledge everyone comes to them to either have a good time or for information about the past
Racial talents:
Keepers of knowledge - The Cartographers have been around for a very long time and have been surveying and writing down history, myths, and legends.
Advanced - Cartographers are advanced due to their research in various things however they do like the asthetic of marionette dolls and often uses those.
Durable - Cartographers bodies are durable, able to withstand most climates and damage, they are also easily repaired and replaced.
Friendly - Cartographers are extremely polite and are constantly attempting to be liked by everyone

Racial weaknesses:
Pacifists - Cartographers are taught not to harm other beings without reason.
Uncanny valley - They give off a unusual feeling of unease when others are near them something about the face.
Clean freaks - They like to keep things sterile and populations or crew quarters pristine.
Naive - Cartographers are generally naive about other races and emotions including figures of speech

Faith/idealogy: Cartographers believe all knowledge is valuable and all life is precious, they actively seek knowledge and protect life.

Homeworld+Climate: The homeworld, Falaxicron is a planet that is completely built, To land is to land on a platform that was quickly built to accommodate the space craft. To walk on the planet is to walk on pristine platforms built for you. To enter a building is to enter a building that was built for you. The planet is constantly shifting and building imitations of objects and buildings to fit a persons needs. looking beyond these platforms is to look into a endless void.
Cybertron_planet_by_JJasso.jpg

Faction Goals: To document the history of the universe

Racial Rivalries(elves and dwarves): none

History of Race: The begining of the Cartographers didnt really have a creator, they simply had their planet and them. Over time they learned to operate the planet and get it to move and soon they were curious about the universe they inhabitted and started surveying various oddities and random stuff. They very soon found life and decided that organic beings unlike themselves were superior as they seemed more complex compared to cartographers thirst for knowledge. More time has past as the life they had once surveyed finally reached the stars and they started to think about how to make themselves as appealing as possible.

Appearance: Obviously metallic bodies with obvious lines made to look like marionette dolls they may choose to look more human or more doll or more whatever alien they are imitating
638b1864ef28b8ce388a45d712319ca3--robot-girl-a-robot.jpg

After submission(Do these last after you consult me and receive your points)

Population:
1 Cartographer Grand Dragon
1 The Private Eye.
2 Cartographer Investigators.
1 Cartographer Tutor.
2 Cartographer Entertainers.
4 Cartographer Traditionale.
4 Cartographer Drones.

Trades/skills in faction: Research and Civil Services

Before Submission

Faction Leader

Name: Dais Da De

Age: unknown

Gender: male although technically doesnt have a gender

Appearance: sebas-tian-overlord-48.5.jpg

Talents:
Knowledge of Flaxicron
Flaxicron incarnate
Control of the world itself

Weaknesses:
Zero empathy
Open

Occupation: The World Incarnate of Flaxicron

Preferred Weapons: none

Personality: Cold and stoic Dias unlike his children has no empathy however he is open with what he thinks and trusting of many when it comes to the library of Flaxicron

Relationships (family, friends, etc): all Cartogrpahers are his "children"
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What vibe or feel should your faction have? Creepy and cold despite having a happy exterior.

Other:
The theme
 
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Faction name:

The hive

Race:

Tannin

General Social Standard(what is general perception of your race?):

They are weapons, monsters to be feared and avoided

Racial talents:
  • They can rapidly adapt to just about any environment meaning there are very few environments in which they can not live
  • Their hivemind allows them to always be linked when one spots something they all do, this also means the can coordinate to solve problems easier.
  • They can rapidly grow in number meaning they can quickly out number others if left to their own devices.
  • They are all psionic but for the most part this is just a link only the queen and specialized others can truly bring forth powers.
  • Durability: Given their ability to adapt is this any surprise, they can take a hit while there is little you can do to adapt past lasers or heavy blunt force they are still tougher than quiet a few organic races.

Racial weaknesses:

  • No technology: while they don't hate technology they just can't really use it thus they can't yet travel through space on their own.
  • The Queen: The queen is the reproduction center and psionic hub of the hive, if captured she can be used to manipulate the others, if killed the others will suffer a backlash and be disconnected until a new queen comes froth.

Faith/idealogy:

none

Homeworld+Climate: swyria XCI6, dead world.

swyria XCI6 is a far flung world that was found lacking anything except the Tannin, the oceans were gone, the core was filled with holes, the atmosphere dissipated. this was not a world where life had any right to exist yet it was teaming with these killer creature. Once the queen was captured the planet was left abandoned and declared unfit to colonize. It is notable that there did seem to be advanced ruins suggesting the Tannin were created in a lab and not natural occurrences.

Faction Goals:

To forge a new life where they don't have to be living weapons and to build a string colony

Racial Rivalries(elves and dwarves):

well nobody really likes them.

History of Race:

The exact history of the Tannin is a mystery they were found on Swyria XCI6 and soon the republic waged a war against the threat they presented or at lest that was what they told the people. In truth they higher ups wanted to somehow control this species of living weapons. They managed to do this after a very costly war as they captured the queen of the Tannin and after experimentation it was found by psionicly controlling the queen they could hold power but not complete control over her brood.

With their weapon now secured the republic used their weapon to keep populations in line. when a planet or system might be thinking of rebelling they woudl suddenly be found to have a Tannin infestation. The republic would of course come in and save their loyal citizens and liberate the planet from the alien menace and sadly their enemies just happened to be among the dead. there were of course rumors and a few links exposed that the republic held the leash of the Tannin but no one spoke up because if they spoke up they would be the next world to suffer an infestation.

The Tannin however gained intelligence rapidly now that they were not over crowded on their home world and soon realized they did not like this life as a living weapon, they wanted to be free and live as all creatures should. Thus they hatched a plan while they might still be influenced they could still act freely somewhat and thus they smuggled away a special egg and hid it upon a ship to build a new colony free of control somewhere else. This egg is the new queen as she grows the old queen slowly dies and with her goes her brood, willingly sacrificing their lives for their race.

Appearance: your average Tannin only has one pair of talons and tend to grow to 4 meters long.
k07dijdy87s_cardart1.jpg


After submission(Do these last after you consult me and receive your points)

Population: 24

Trades/skills in faction: mining and refining

Before Submission

Faction Leader

Name: The Queen

Age: 2 weeks

Gender: asexual ( but tends to identify with female)

Appearance: The queen is around 3 meters long ( she will soon grow to a total of 12)
k07dijdy87s_cardart1.jpg


Talents:
  • Psionicly powerful: she is the hub of the hives combined psionic might meaning she can unleash devastating power if she has the numbers.
  • Fertile: well she has a race to spawn what do you expect.
  • Clever: she is able to call upon all her children to help her solve problems making her problem solving skill very high

Weaknesses:
  • Limited adaptability: Yeah might be surprising but she can't undergo some of the more extreme adaptations her brood can.
  • Young: she is 2 weeks old she is not the most street smart person out there and can be tricked.
  • Target: if someone wants her hive to go down they are gunning for her.

Occupation: Queen of the hive

Preferred Weapons: Those talons of hers are razor sharp and her brood will lay their lives down for her.

Personality: She is young and inexperienced, a bit to trusting right now. she is in truth developing as she goes she will change a lot as she grows depending on how others treat her all she knows is she really doesn't want to be a weapon for others.

Relationships (family, friends, etc): all the Tannin on the world will be her children.
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What vibe or feel should your faction have?

Scary, plan and simple people should be nervous around these knowing only of their status as weapons and killing machines. That may change over time.

Other:
 
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Faction name: Silvertongues (WIP)

Race: Hukka

General Social Standard: The Hukka are seen as opportunistic and ambitious, using friends as tools and abandoning anything or anyone that hampers their path to their goal. This is why they are often mercenaries and traders.

Racial talents:
Machiavellian Masters
The Hukka are masters of the plot, able to manipulate others and get the right alliances so that they can reach their ambitions. They also are fairly good at military strategy,

Never Tired

Hukka have no need for sleep, and because all their physical labor is done in their exosuits they never get physically tired or sore either, meaning they can potentially work for weeks nonstop, only needing a tiny bit of food and fuel for their exosuits to keep them going.

Combat Kings
The exosuits of the Hukka can be modified for guns, armor, and anything else a warrior could need. Because they don't tire and are great plotters and strategists, Hukka in their exosuits are excellent warriors and fighters.

Racial weaknesses:

Friendless
Hukka have a very hard time keeping their friends. This is due to their plotting, which often requires switching allegiances and even straight-up backstabbing. Because of their actions and reputation, Hukka have to work extra hard to keep their allies and friends.

Fragile
While powerful in their human-sized or larger exosuits, the actual Hukka are soft slug-like creatures a few inches long, using small tentacles to control their exosuits. Furthermore, they need an extremely specific environment to survive, reminiscent of their home in the extremely deep sea. If you can get a Hukka out of their exosuits or regulated environments, it's done for.

Maintenance
Hukka exosuits require maintenance, just like any machine. It isn't excessive, and it's more like medical checkups where it only has to be done occasionally or when the machine is damaged, but it can still be annoying. It also takes time to refit an exosuit from its various modes like mining, combat, building, social, so on, which usually isn't an issue but can be deadly when in a hurry.

Faith/ideology: Hukka worship two things: money and power. Looking up to any spirit or god is for low-minded idiots who like to believe in star-magic and angels. The Hukka work only to further themselves, their friends and family, and their species, in that order.

Homeworld+Climate: The Hukka homeworld is 100% covered in ocean. There is not a single island anywhere on the surface. The Hukka themselves lived around thermal vents in the deep sea, in the lonely darkness where only a few plants and deep-sea creatures dared venture and make their home.

Faction Goals: The Silvertongues want to dominate this new colony, whatever it takes. They will make their corporations dominant, their political parties lead, their members the top.

Racial Rivalries: Hukka aren't particularly friendly with any race, but they are only truly enemies with one: Humanity. The Hukka see Humans as primitive creatures with not enough ambition that are dragging everyone else down. Hukka and Humans rarely get along.

History of Race: Hukka spent millions of years on their lonely homeworld, barely advancing technologically because they couldn't create metalworking underwater. This all changed when they were discovered by another technological species and brought into the interstellar community. Small Hukka enclaves now exist all over space, varying from mercenary groups to small nations.

Appearance:
Example Exosuit(There are thousands of exosuit designs, ranging from cat-sized to as big as buildings. However, the average exosuit is about human-sized.)
mekkie.jpg

Hukka outside of exosuit, only a few inches long
sluggie.jpg


Population:
2 Hukka Regulators
1 Supply Cache
1 Equipment Cache
1 Hukka Wyvern
10 Hukka Patriots
2 Power Disciples
2 Fuel Guys

Trades/skills in faction:



Faction Leader

Name: Asidouduli (Asi for short)

Age: 128

Gender: Hukka are asexual and have no gender, but Asi generally goes by female pronouns.

Appearance: Asi is an average Hukka, with blue-green tentacles and being 4 inches long.

Asi's usual exosuit, about 2.5 meters tall
mekko.jpg


Talents: Asi is a master plotter even among Hukka, able to weave a web of intrigue and blackmail and manipulate her way to the top.

Weaknesses: Like other Hukka, Asi has trouble keeping allies due to her plotting and backstabbing. While she's very good at getting power and money, she's not as good at actually using it, so once she's reached her goal as leader her reign will usually be mediocre or worse.

Occupation: Asi led a mercenary group before joining the new colony, and is an excellent soldier alongside being leader of the Silvertongues.

Preferred Weapons: Asi's exosuit is usually equipped with a small rocket launcher and a railgun when she's in combat.

Personality: Nobody really knows Asi's true personality, as it's constantly changing based on who she's around. She acts shy and reserved when she wants you to think that she's weak, she acts friendly when she wants an alliance with you, so on. Nobody knows the truth, and only a few know part of it: she will fight to the top, for money and power. That may well be the only truth about Asi.

Relationships: Hukka place less value on family relationships than other species. Asi may have no true friends either, only the people working with her to gain power.
 
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Colony Leader

Name: Neivian Hunkeir

Age: unknown

Gender: Female

Appearance:
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35e79d209c9582abd23dfa95db3a0c3b--cg-art-sci-fi-art.jpg
42de14b0af1769432a7b4cbc09fd26a5--cyberpunk-art-cyborgs.jpg

Talents:
Control over Cartographer built structures and objects - she may use cartographer structures to her own needs.
May see through the eyes of other Cartographers
Has a way with words
extremely fast movement

Weaknesses:
Pacifist
Naive

Occupation: Central Node of the Cartographers (on this colony) - she is the main connection the cartographers have to their home planet

Preferred Weapons: Cartographer built structures

Personality: Neivian, like all cartographers are, naive to the other races intentions she assumes everyone is doing what they can for each other as the cartographers do. although this doesnt mean she isn't aware of obvious threats or percieve what can be one. She is used to talking in a diplomatic style and can usually get others to do things for her with little problem. She is overly nice wanting everyone to at least have a idea that she is likable. (wip but really just completely done)

Relationships (family, friends, etc): She is loved by all cartographers as she is their big sister
 
Faction name: The Order of Draelor

Race: Draelok

General Social Standard: In a word, Zealous. The Draelok are seen as self serving zealots willing to oppress and destroy all who threaten their faith. They are not actively aggressive against those of other faiths but most believe this is purely because of their lack of numbers and this 'peaceful' approach is seen as an act of fear.

Racial talents:
Lithe and Agile: The Draelok are quick and graceful. Their movements seem perfect and they never appear to miss-step or move lazily. This makes them appear to move almost like they are floating but also shows a deliberateness to their actions.

Dark Intellect: The Draelok are not only quick of muscle but also of mind. They solve problems with ease and react with robotic speed and precision. They will see an attack and dodge it before the attacker even knew they had started their attack. This level of reaction borders on foresight and gives them a good ability to predict the actions of those around them.

Interactive Diplomacy: Their understanding of others and their wants or needs allows them to act very well as diplomats and ambassadors. While they are generally looked down on by others they are still able to make trades and discuss deals like an old ally, often acting on behalf of other groups in return for something they deem even more worthwhile. It is also known that while they are tricksy and will shape deals to their favour they will also uphold them to the letter. If you have a deal that says they will protect your city in return for a wealth of resources, dont expect them to sit outside keeping invaders at bay, but should the city be threatened, a host of troops will stand within the city and keep all invaders out, letting your people that live out of the city die.

Racial weaknesses:
Fragile: While quick of mind and body their bones are brittle and light, breaking easily and lowering how much they can lift.

Despised: Their ability to look down on others and act superior and haughtily has created an air of discontent and derision with the other races.

Isolated: Their selfish outlook, looking only for followers of their own faith to succeed often results in missed opportunities and alliances that could benefit them.

Expectancy of service: They live most their life with others doing things for them, on The Hearth, most have automated butlers and servants and the bulk of their historic armies were either slaves or drones, though such times are far behind them. As such they have trouble existing without such servants.

Faith/idealogy: Dracos. They believe that Dracos, an ethereal dragon, fights on a higher plane. This great war of Gods is hindered by false faiths and religions are darkness, the latter is seen as a threat to the existence of all life. This Ideology is the core tenant of everything they are. All must work to spread the truth and stop out worshippers of dark gods, agents of destruction of life. While they accept most who follow those deities of destruction are ignorant of their gods true purpose they rarely see that as an excuse.

Homeworld+Climate: The Fire of the Drae. Their homeworld, often shortened to 'The Fire' or 'The Hearth' is a largely gaian planet, packed with volcanoes and with most plant-like life living in the ocean which rarely falls below 45'C while a multitude of cold blooded and thick skinned life populates the land. The Draelok evolved on the poles, where the temperature sits between 30-40'C and has very little water. The weather is very unpredictable and will alternate between weeks of humid or dry heat and punctuated by hours of torrential rain. The High Volcanic activity brought on by the gravity brown dwarf they orbit (Which itself orbits a Red Giant) can often result in rain clouds being replaced by ash clouds and the air being turned into lung-slashing dust.

Faction Goals: Their underlying aim is that of the spreading of their faith, however they also aim simply to improve their standard of living.

Racial Rivalries(elves and dwarves): All to a lesser degree

History of Race: For endless years the Draelok warred amongst themselves and the other races of their planet and moon. Eventually subjugating and suppressing all others. Impressing on them the truth of their God and killing all who opposed their reign and faith. In time they were met by the republic and weighed the options. They realised that there was no hope of victory through war and began integrating, working on taking over from the inside. In time they split in opinion and some wanted to continue this and others hoped to start anew, fresh and free of the restrictions. Dreams of the past drove them to Nexus (Really? a hidden secret planet... called Nexus?)

Appearance:
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After submission(Do these last after you consult me and receive your points)

Population:

Trades/skills in faction:

Before Submission

Faction Leader

Name: Impraetor Maelk Valkiin

Age: 324

Gender: Male

Appearance:
61229763118c4bd51635df6fd6b4c8e2.jpg


Talents: He is charismatic and silver tongued. Making even long standing enemies stop to listen and sometimes agree with his reasons and actions.

Weaknesses: He is weak, bad at fighting and quick to dismiss the opinions of others.

Occupation: Impraetor of the Order and Diplomat for the Colony

Preferred Weapons: Electron Staff. Effectively a spear, split and curved at the top, as well as being a strong melee weapon it also fires arcs of electricity and, when properly charged, plasma, to cut, burn and short circuit.

Personality: Dry. Straight to the point but somewhat friendly, unlike most Draelok

Relationships (family, friends, etc): Loved by his people, respected (though disliked) by most and he has a sister.
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