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Nation Building Sands on the Solar Winds

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Shireling

A Servant of King and Country
Nation Datalinks for "Sands on the Solar Winds"

Nation Sheet Requirements

Faction Name:
Homeworld/Home System:
Composite Race(s): (racial stats)
Form of Government: (government stats, paragraph description)
Social Values: (stats, paragraph description)
Military Organization: (military stats)
Ground Forces Overview:
Space Forces Overview:
Technology Policy: (stats, paragraph description)
Notable Technologies:
Social Policy: (stats, paragraph description)
Population Policy: (stats, paragraph description)
Religion/Beliefs: (stats, paragraph description)

-Notable Individuals-
Name:
Race:
Biographical Information:
Skills:

Sample Nation Sheet



Stats Guide
 
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  • Faction Name: Independent People's Naval Corp or IPNC.
    Homeworld/Home System: Kadowe station overlooking the homeworld of Wua.

    Composite Race: Micro Sapient or Wauwoo - a race of humanoids resembling that of Earth's humans with subtle differences including reduced body hair, large eyes, and a significant decrease in size. Heights typically range from 0.9 inches to 1.4 inches or 2.28 centimeters to 3.56 centimeters. (-2 Ground Combat, +1 Espionage, +1 Logistics.)

    Form of Government: While Wua has many varying forms of governments and multiple national, international, and interplanetary forums, the IPNC runs exclusively as its own body with no loyalties or political unions to any one of these nations. The IPNC is a militarily structured hierarchy with a bureaucratic nature, serving as an overseer to interplanetary and international political decisions and the exclusive owners of all space between inhabited or claimed planets. (-1 Logistics, +1 Space Combat)

 
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The Deun'tleh High Counciliar State
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  • Faction Name: The Deun'tleh High Counciliar State
    Homeworld: Sen'Heim, 3rd Planet in the Sos'met System
    Homeworld Datalink: desertcity.jpgSen'Heim is an arid planet roughly 0.8 times Earth mass and 1.2 times Earth surface area. The planet's average temperatures range from 37 Celcius to -1 Celsius during daylight and nighttime months respectively. Highest recorded surface temperature is 40 Celsius and lowest recorded is -44 at the poles. The planet has an irregular rotation making the day-night cycle roughly as long as an Earth year. In terms of surface, the planet is 79% land, 6% glacial ice, and 15% fresh water. Biomes range from quartz-sand deserts to clay deserts, arid scrubland, savannah, and arid taiga in the north and extreme south with long and thin rivers and medium-sized lakes a regular occurance, moreso towards the equator. The entire surface of the planet is inhabitable, but the poles are generally uninhabited.
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    Composite Race(s): Deun'tleh, a race of sentient humanoids descended from plants / Mes'sva, a cheery servitor race of humanoid robots (Racial Stats: +1 to Espionage on Defense, +1 to Diplomacy / -1 to Ground Combat and Logistics)
    Racial Information Datalink (Deun'tleh): Standing roughly six to seven feet tall, the Deun'tleh are most easily identifiable by their pale faces containing six air ventricles and their dark, leathery skin. They are often considered to look emaciated, as their bodies resemble humans in various states of starvation. However, Deun'tleh have no interior skeletons, thus the construction of their internals merely happens to suggest the image.

    The men of the species are mostly taller with deeper-articulating voices. Other than this, little biologically denotes male from female save for obvious sex organs and the fact that female Deun’tleh will sprout small flowers from their hair until their first sprout is delivered. Their primary means of energy acquisition is photosynthesis, breathing in CO2 from their air ventricals, combining it with water (which is absorbed through the skin) and sunlight (absorbed similarly). As plants, Deun'tleh do in fact lack the brains common to most members of the animal kingdom on Earth. This would not be a curious find if the members of this species were not demonstrated to be intelligent. Greater study is necessitated to determine the means by which Deun'tleh send and recieve sensory information and outputs.

    alien2.jpgAll members of this species demonstrate telepathic capabilities as their primary means of sight. Small auditory sensors (inset ears, essentially) provide them with sound information, but they have no ocular capacity. After preliminary encounters, it was discovered that Deun'tleh "see" through a process of telepathic projection. They are assumed to detect objects in physical space through the use of a sonar-like mental projection capability, which then allows them to mentally map imagery onto a space as if they had a faculty of sight. Deun'tleh are highly covetous of this ability, claiming that they have a window into a spiritual realm, and it forms the basis of much of their religious practice. So far, the telepathic projection ability seems to be extremely difficult to confound, but Deun'tleh often report seeing spirits, demons, and ghosts, especially during space travel. This leads contemporary researchers to believe that their mental projection sight system is influenced by social constructions.

    Deun'tleh also use their telepathy to communicate with each other and with other races across vast distances and at speeds faster than light. The system seems to rely on a familiarity between individuals, but Deun'tleh are often affected by pervasive feelings either of uneasiness or optimism during certain seasons of the Sen'Heim year, suggesting that they can tap into a collective unconscious.

    Deun'tleh are a sexually reproducing species and, although their mating process is straightforward, the social conventions surrounding it are complex. Sex in the species is done through a transfer of male genetic material (pollen) into a female receptical sex organ. This process is often very brief, although it is usually extended for desire of pleasure as in humans. For a male to have an opportunity to mate, however, he must court a female Deun'tleh who are notoriously picky and standoffish in times of choosing a mate. Deun'tleh men then compete for the affection of women in semi-annual events that include fighting bouts with staves, musical and literary competitions, philosophical debates, and in competitively gifting jewelry and other gifts. During the winter months, the female generally chooses a spouse from among the contending suitors.

    robot.jpgRacial Information Datalink (Mes'sva): The Mes'sva are the non-organic servitor race that the Deun'tleh created late in their history to replace manual labor in some professions. The Mes'sva are identifiable by their dome-shaped heads and generally round shape and proportions. Internally, they are simple yet hardy machines that are programmed to take orders from their masters and obey them blindly and "happily" if robots can be described as happy.

    Although not granted full rights, Mes'sva have demonstrated enough self awareness to prefer one form of accomodation over another, to prefer one kind of work over another, and so forth. This being the case, they are usually allowed to choose their profession and living circumstances. While they are not considered fully sentient, Deun'tleh believe that they can accrue through lived experience a "machine spirit" which gives them a spark of creative intelligence.
 
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Faction Name: The Order Tempestus​

  • Homeworld/Home System: Tempus Alternium/Agrippina System: The world of Tempus Alternium is a world ruled by oceans and heavy storms thanks to a (relatively) fast rotation. The world is covered in large continents with their own biomes and small islands not too dissimilar from earth however much of the flora and fauna is very different, most fragile plant life is short, near the ground as to not get blown away by the storms. An Exception however, are the large and strong trees that make up the forests that cover the temperate climates, often these amazing trees would have smaller ecosystems ontop of their canopies above the clouds. Many Creatures take advantage of the high winds and tall trees using them as nests and gliding long distances, using the strong storms to fly when otherwise they couldn't.

    Composite Race(s): 80% human 20% artificial intelligence ( +1 ground combat +1 space combat, -2 espionage on offense)

    Form of Government: Aristocratic Theology: The Order's governing systems are largely influenced by feudalism, where noble houses own and govern their little sections of land and space. While swearing fealty to those above them, with the ultimate power being held by the king and queen. Most areas of the Order however are ran by various houses each with their own agendas and plans for the Order. ( -2 Logistics, +1 public order +1 ground forces)

    Social Values: The social structure and therefore values of the Order are largely influenced by old leaders and old values. Nobles and peasants are largely kept apart with Nobles doing administrative works and being leaders while peasants do the more menial work, although many of these have evolved overtime with the peasants largely working in maintenance rather than labor, with machines doing most of what used to be their work. AI are large part of the Order and are considered to be brethren to nobles. Many use holograms to project themselves as human and help by assisting in research, fighting, and operating machinery. The AI themselves are programmed with similar values to their creators. (+1 Logistics +1 Public Order -2 Diplomacy)
 
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The Arthurian Union


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    Homeworld/Home System: Camalot/Arcturus
    Composite Races: 90% Human, 5% Mohain, 2% Drenian, 1% Quirniens, 1% Traiverux, 1% Other (+1 Logistics, +1 Diplomacy, -2 Espionage On Defence)
    Form of Government
    : Constitutional Monarchy
    While the Legal Power of the Arthurian is in the hands of the Monarch, defacto power lies with the Democratically elected Government. The Government has two houses, the House of Commons and the House of Lords.
    The House of Commons is Democratically Elected while the House of Lords is appointed in joint by the acting PM and the Monarch, although they hold their seat for life. Unlike the House of Lords of the UK, these lords are split to ensure a selection of experts rather then those politically aligned with the current PM (Though thats not to say that doesn't happen) and so many of its seats require certain criteria. 600 Lords are people considered experts in their field with rules to ensure a wide selection of fields, 80 are hereditary lords 13 of whom are currently closely related to the King, 85 represent religion with strict rules to the ratio of different faiths to ensure equal spread even when new faiths grow to have a significant following. The last twenty are not life peers and each serve specific terms. 12 Serve a term of 20 years and they have no restriction but are appointed 3 at a time by the current PM, ensuring a level of security for previously agreed long term plans from future parliaments. The Final 8 Are appointed by the Monarch and serve until either their own death or that of the Monarch. (+1 Public Order, -1 Ground Combat)
    Social Values: While diverse the vast majority of the Arthurian people believe in personal freedoms and equality, while they accept that different races and genders can have different limitations they should be judged on their current ability not their possible limits. In their dress the Humans of the Union are generally conservative choosing to cover up rather then show, though this is likely due to the slightly cooler temperature (Similar latitudes generally average about 5-8•C less then on earth) on Camalot compared to Earth. The upper classes have had a history of duelling since leaving earth, originally it was a way to pass the time but since evolved into both the nations biggest sport and an informal way to settle minor disputes, because of its popularity many of the middle and lower classes also practise with the current champion being born penniless and surviving of the nations welfare system. The people also value service in the Military in the name of the Monarch and protecting social liberties throughout the known systems. The Value freedom and public sentiment always sways to whom ever helps those fleeing persecution in the name of liberty. As such they have always maintined patrol fleets to give those people a secure way to seek asylum. (+1 Space Combat, -1 Espionage on Offence)


Summery of Stats:
Logistics 1
Diplomacy 0
Espionage Def -2
Espionage Off -2
Space Combat 3
Ground Combat -2
Public Order 2
Research 1


-Notable Individuals-

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    Name: The Right Honourable, Sir Henry Churchill, Prime Minister of The Arthurian Union
    Race: Human
    Biographical Information: Distant decedent of Prime Minister Winston Churchill, Sir Henry is very distinct from his ancestor choosing war as a last resort and choosing to solve situation diplomatically, even when large risks could be involved.
    Skills: Skilled Negotiator and Duelist.

 
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  • Faction Name: United Terran League


    Homeworld/Home System: Earth(Terra), 3rd planet from the sun
    Capital:Atlantis
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    After eliminating global warming as a threat and major facelifting and conservation efforts, the ecosystems of planet earth have been stabilized. A planet of giant forests and deserts, of Cold tundras and spellbinding reefs, we have finally managed to make our planet the jewel of the solar system. The earth is titled, so seasons vary unless near the equator. While it may seem like utopia, major storms are still a major threat, and tectonic technologies aren’t advanced enough to stop most major earthquakes and volcanic eruptions. So, while most of the planet can be inhabited, some areas are kept as energy production sites, parks and military installations.


    Composite Race: Humanity: Formed of all the nations on the planet, humans are bipedal mammals who have multi-shaded skins, depending on the area their family ancestrally grew up in. Areas with high direct sunlight year-round often produced darker skin tones, while areas with less direct sunlight had lighter tones. Most are capable of being fairly strong, and the galactic standard are about medium in terms of strength. However, they are self labeled “americans” of the universe, and so while very friendly are often rather abrupt and plain when speaking. (+1 Ground Force Strength and Offensive Espionage, -1 to Diplomacy and Public Order)


    Form of Government: Allied Federation The United Nations was first created to service the needs of the many nations across the planet. This was Unlike most civilizations, they still maintain separate nation-states on Earth, and often had to deal with the often times competing and varied interests of a very vocal and volatile people. So, when the call was first heard from the stars, it was given vast powers over interstellar problems, but lower governances were kept by member-states. Major laws and treaties are signed by the UTL, but minor laws and day-to-day governance of nations are left to local powers. So, the representatives are chosen mirroring the US system, one house based on Population and another with each state given one vote. It is from these two houses that every 10 years a new President is elected. Along with the Judicial Branch, this form of government seems to have worked in uniting the people of the world. However, this can lead to some problems when dealing with wars and interstellar emergencies, as most nations dislike having less representation and resent oversight. (+2 Diplomacy, -2 logistics)

 
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Faction Name: Outcast’s Haven


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Homeworld/Home System: Primaris, Sanctuary System

Composite Race(s): Havenian.

Form of Government: Outcast’s Haven is a Military-Commissariat/Stratocracy hybrid. With an executive council linked directly to the Commissary-General as well as the various Military High Command and Public Departments, all decisions on behalf of the parties at work as a whole ultimately influence the actions of the state- with Citizens only being able to vote in favor of policies, project developments and other state actions. (+2 Diplomacy, -2 Public Order)

Social Values: Havenians pride themselves on being an industrialist, intelligent people. Throughout the 22nd century, much of their culture revolves around a community lifestyle with a strong sense of nationalistic zeal; placing themselves and their allies first in any situation. This can ultimately be considered a detriment, since diplomacy is only reserved partially to 2nd-Class Citizens and fully for First-Class Citizens. (+2 Espionage [Def])

Military Organization: Haven’s Military is split into three branches, and the three branches are overseen by a Force Coordinator, who is overseen by the Council. There are a total of four Generals; each assigned to 2-3 Divisions each. They stay in close communication throughout the duration of their operations, and have been known to work in close quarters with the Navy despite the rivalry between the two branches. (-3 Logistics)

Ground Forces Overview: Haven’s Army is the largest ground force ever fielded in Haven’s history, and comprises a total of five different divisions. These are: Infantry, Mot. and Mechanized, Armored/Air Support, Recon and Security, and Internal Affairs and Replicant Combat Teams. (+3 Ground Strength, -3 Espionage [Offensive])

Space Forces Overview: Overseen by MCPO-EC Cole Harper and FC-MC Jack Harper, the Space Force is the sole protectorate of Haven’s interstellar territories. Mostly defense-centric, offensive operations are only used for frontline garrison, reinforcement, or securing the passage of Expeditionary Task Forces (ETF’s) en route to planetside capture. (+3 Space Combat, -2 Logistics)

Technology Policy: The only technology thus far to be outlawed and banned in any form is the development and use of advanced AI algorithms, and biological weapons. (-2 Technology)

Notable Technologies: Research has benefited significantly in Haven’s favor, and such has produced three of their most notable technologies: Nanite-Graphine Composite armor, Seraphite Energy, the N1-Series Nanite Repair Drone, and the Ferrison-Ion Propulsion Drive.

Social Policy: Both 2nd and 1st-Class Citizens, regardless of upbringing and financial status, are allowed to enjoy recreational activities and a generally lenient freedom of autonomy, with some activities depending on age restrictions (no alcohol/Civilian-grade weapons/drugs until 1st-Class Citizenship is obtained, etc.)

Population Policy: A given equal-opportunity and high quality of life has been important to the Havenian people since the founding of Haven. Havenians who are born until the time they enter the military are considered 2nd-Class Citizens; with the governmental body paying entirely for their education, social welfare, and healthcare. The significant downside is that, although they are taught politics and how to vote, their voting capabilities are severely restricted compared to those of 1st-Class Citizens, or Citizens who have chosen to retire from their mandatory four years of military service. In the instance someone is medically unqualified to serve even in non-combat roles, they are assigned to a Civilian sector of their choosing, and receive continued benefits for their education in their sector and job of choice until a sustainable self-income is reached.

Religion/Beliefs: Most Havenians, come the dawn of the 22nd Century, have abandoned any form of Religion in favor of the continued pursuit of the sciences. However, some Havenians are more Spiritually inclined, and this has produced a slight ‘conflict of beliefs’ that the government is attempting to correct.



TOTAL STATS: (12) POS, (12) NEG

Diplomacy: +2
Tech: -2
Ground Combat: +4
Space Combat: +4
Espionage (Off): -4
Espionage (Def): +2
Logistics: -4
Public Order: -2


-Notable Individuals-


Name: Txell ‘Boss’ Aristied

Race: Havenian

Biographical Information: Txell Aristied is the current Commissary-General of Outcast’s Haven, and oversees all sector-specific, planetary, political and military operations. Despite somewhat of a caste-system overlooking the populace of Haven’s territories, she is generally benevolent; and would rather approach things diplomatically rather than warmongering a situation. She was elected by her now late father and former Commissary-General Michael Aristied. Upholding to her father’s governance of the planet and her colonies, Txell will do whatever it takes to protect her people as they slowly encroach out to the unknown void of the stars. She is composed, level-headed and friendly to most everyone she meets. Mostly everyone.

Skills: Rarely out on the field except in times of extraordinary crisis, Txell has spent most of her time reinforcing her training from her father as well as the various staff while she was growing up; their insistence that she knew how to be combat-capable if a disgruntled Citizen made an attempt on her life. She’s a remarkably quick learner, and the Mark of Seraph gave her enhanced strength, endurance and stamina.




Name: Aaron Smith

Race: Havenian

Biographical Information: Older than the Commissary-General herself, Aaron Smith is Txell’s most respected political advisor and Joint Chief of Staff. Michael Aristide himself had appointed him to be his Political Advisor, and now that Txell has had the torch passed, Aaron is determined as well as curious to see how the young Commissary-General will hold up.

Skills: Smith is outspoken, engaged and well-versed in making sure the best course of action is taken to ensure the continued progression of Haven’s interpersonal development, as well as being Txell & Co’s first line of analysis in dealing with the diplomatic exchanges between Haven and foreign powers.



Name: Sarah White

Race: Havenian

Biographical Information: Sarah White is Haven’s Military Intelligence Officer, handpicked by Micheal after her excellence at obtaining and piecing together the fragmentations of Intel collected from UTL and Haven forces in the Feral Wars. She is slightly older than Txell, however still one of the youngest members of the group.

Skills: As one would expect, the job of intelligence is scraping together and assembling a collage of information out of pieces collected from the field operatives, Recon units and generals under their command. Everything from combat logs to Radar and surveillance data is used to be compiled into a report, which then can be analyzed further to create the best possible battle plan and ensuring the highest chance of strategic success. Sarah White is remarkably meticulous; believing that the difference between success and failure all resides within the intelligence presented to the troops.


Name: Nathan Winters

Race: Havenian

Biographical Information: A Politicial Sciences instructor at Washington State University, Nathan's expertise in his field combined with the knowledge of sociology and psychology in relation to politics earned him a nomination by Micheal to represent Outcast Haven on all diplomatic envoys, summits, and foreign exchange talks. Rumor has it that he and Aaron are tied for being elected the next Commissary-General if Txell ever passes away.

Skills: Being a Faction Representative, Nathan first and foremost has a guaranteed seat in the United Terran League’s international politics, including political summits as a stand-in for when Txell cannot attend.
 
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The Feng Dynasty
WIP

  • Homeworld/System: The third planet of the Loderal system, Rakmat
    Capital: Fengmin
    Composite Races: 50% Ak-at, 20% Rakam-at, 10% Hysh-at, 9% Thymn-at, 1% Feng-at.
    The races are not so much several different species, but several different sub-species. The percentages are also fluid to an extent due to genetic modifications.
    Form of Government, Dynastic Monarchy: The right to rule has been passed down within the Feng-at ever since the beginning of their written history.
 
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Faction Name:
Vermin Conglomerate
Homeworld/Home System:
"The Tunnels" in the Isoztur system. In reality the Tunnels is a massive space hulk of precursor origin.
Composite Race(s):
100% Homo Rattus (Known simply as Rats by most species) However, there is a divide in the species.
Warlord Rats/Mutant Rats
To talk of the most common type of rat men, one must go back to the beginning. Sometime around the eve of space travel from earth a large science vessel left earth with a large amount of lab rats of many breeds. Those who care enough about the origin of the vermin theorize that the ship malfunctioned and solar radiation caused a rapid evolution of the rats bodies and brains, but also decayed and corrupted them. Trapped on the ship the mutated rats quickly fell into cannibalism and inbreeding, soon crowding the vacant ship. Its then imagined that scavengers found the ship and where killed by the rats, thus giving them more supplies and access to the wider galaxy.
Purebreed/Technomancer Rats
A rare "mutation" in the ranks of technomancers. After their transformation their bodies undergo subtle changes that make them less mutated, and expands their mind to a more human state. Sometimes these rare rats break away from their warlords, taking a handful of normal rats with them and go out in search of more precursor technology. These Technomancers will take great interest in the selective breeding of their fellows, which will reverse much of the deformaties of inbreeding. While warlord rats are mutated, their brains primitive and violent, "purebreed" rats are much cleaner, stable of mind and their females can actually be told apart from their males.
Form of Government:
Warlord Clans. The most widespread and common organisation of the foul mutants is one of a ridgid caste system. A Warlord or Captain rules over a fleet of ships. Within theses fleets are Technomancers, Grunt infantry and Broodmothers. Simply put, the Warlord rules all below him and is the best armed out of all his men, sometimes even having precursor weapons at their disposal. There are many hundreds of Rat clans, most of which kill and eat other clans just as much as they do the species of other empires. In The Vermin Conglomerate its is eat or be eaten, the strong lead and the weak die.
Social Values:
There are essentially no social values in the conglomerates society. If a single Rat is to die, his body will be stripped of equipment and his flesh will be carved up and eaten, his bones will most likely adorn the armor of one of his fellows, a fellow whi has already forgotten the fallen Rats name. Warlords do not care about the wellbeing of their men, seeing them only as a means of power and a tool to use for raiding and scavenging. Indeed the only Rats that are somewhat free of this are the Technomancers, but even they cannot escape a life of what is essentially slavery.
Military Organization:
The "Military" formation of the Rats is a simple one, there are those who use guns, and those who do not. During battle the foe is overwhelmed with a tide of matted fur, rusty blades and chittering fangs. Or, they are cut down in a hail of crude bullets and explosives. The Rats hold quantity over quality, Rats come of age quickly and thus filling out the ranks is very rarely an issue. Of course this tactic of swamping the enemy has proven effective of the hallways of ships they board, on more open ground it becomes weak to commanders who are able to divide the swarm and pick them off. Rats rely on numbers and the element of suprise and shock to win.
Ground Forces Overview:
Once again the Rats have little to no actual structure to their forces. Generally the average Rat will be armed with a crude melee weapon (usually a bladed weapon like an axe or machete) and some even have crude armor and sheilds, helping them push forward to meet the enemy in melee combat, these warriors are often called "Slashers". Rat "Gunners" are those who take to the fight with crude or homemade guns. Some are revolvers, some rifles or shotguns, really there is no further role that "The ones with guns". Gunners will often hang back and try to shoot the enemy (or a fellow rat if he has something desirable).
Space Forces Overview:
The Rats space craft are so ramshackled and random that it is often difficult to class them as any one type of ship, often relying on the size of the ship to give it ant type. The preffered method of attack to to ambush and board the enemy ship, so that they can swarm the halls and rooms of the ship. Given that Rats are talanted scavengers one would think the clans would simply steal an enemy ship or strip it of parts, this never happens however. In the Rats eyes, simply taking something without altering it in some way is admitting that someone has done something better than you and the Rats belive they are superior in every way. This has lead to the tradition of ripping the enemy ship apart and either re-building it from the ground up or attaching it to another ship. As such
Technology Policy:
The Rats policy of technology is a simple one, salvage and jury-rig. In the eyes of the Rats, to simply steal ones technology would be to admit they have created it better than you. The way they get around this is to rip apart and jury-rig it back together or to attach it to something else. This is only ignored when the Rats happen aross any precursor technology, as at the behest of the technomancers these artifacts are to be kept, studied and used.
Notable Technologies:
Precursor technology
Social Policy:
In terms of the enforcement of social policy the Rats enforce their cruel ways naturally. Brother often turns upon brother as it is viewed as a law of nature. The ultimate goal is to survive, and most living things can bring that to an end. Rat ships are often littered with the corpses of Rats that have been backstabbed or worse. Warlords must often be cruel and ruthless to rule with enough fear to keep their ranks in line well enough until the time to fight. It is very common for Warlords to be killed and replaced in under a standard terran year.
Population Policy:
Given that the Rats only live to around 30-35, they reach maturity very quickly. This, combined with the Rats preffered method of combat being swarming the emeny the Rats rely heavily on large amount of bredding to add bodies to their ranks. This had lead to inbreeding become commonplace, which is the main reason for other mutations within the Rats population. The only real thing that keeps the Rats numbers low is the high amount of death and muder that take place in the Conglomerate. Fringe groups of technomancers will try to reduce, and then remove imbreeding from their groups or fleets.
Religion/Beliefs:
The clans have no religion yet they do have pyskers, Technomancers to be precise. These powers can be linked to the space hulk that the Rats inhabit. its unknown when the rats took over the vacant hulk, but when they did it was void of all life. And upon scavenging the vessel they discovered many artifacts, supplies and weapons. One of, if not the most important discovery was bizzare chamber that contained something that could only be described as a chamber flanked by wall bound pylons. Of course the Rats tried to figure out what it did and after a few charred Rats its purpose had become clear. It activated the potential for psionic powers.

The Rats have since become masters of their psionic powers, allowing them to use weapons and ships that simply shouldn't work. Indeed it seems that the Rats technology works simply because they belive it does. All controls wired up to a single red button, huge holes in the hulls of ships are somehow securly fixed with peices of riveted sheet metal. And most frightening of all, guns that fire viciuos types of homemade ammunition.

-Notable Individuals-
Balthazar the Distinguished
Race: Homo Rattus (Purebreed Technomancer)
Biographical Information: Balthazar is a purebreed technomancer who has become well known as an archaeologist of sorts. He commands a small caravan of ships, comprised of his own ship based off of precursor design "The Nebuchadnezzar", as well as two smaller ships that carry more of his people. Balthazar, who was already suffering from very few mutations, quickly left his warlord after becoming a technomancer. He has been the most succesful when it came to finding precursor artifacts, owning several items and bluebrints.
Skills: Techomancy, knowledge on precourser technology
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Qrech Neckbiter
Race: Homo Rattus (Mutant Warlord)
Biographical Information: Even within Vermin society, none have earned a more foul reputation than Qrech. Known as cruel leader even by Vermin standards, He's one of the few warlords who hasnt had an attempt on his life. Qrech has many succesful raids under his belt, many of them on other vermin ships. Qrech takes great joy in torturing and toying with those unfortunate enough to be captured, often eating them alive or cleaving them apart. Many other vermin live in fear of him, and many rogue technomancers view him as a barbarian that shames their race.
Skills: Melee combat, heavily armored
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Skek Tendon-Ripper
Race: Homo Rattus (Mutant Warlord)
Biographical Information: By all account, even Vermin ones, Skek is a madman. Insane as he is, he is still a potent fighter, his sawblade axes have taken many lives in bloody displays of power. Skek does not lead his own fleet, but does command his own ship, known for their many Slashers. The ship travels alone and often strikes at lone trading vessels and the like. He used to serve Qrech Neckbiter but left his fleet, the two are now bitter enemies and Skek lives in constant fear of an ambush.
Skills: Melee combat, nimble
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Nefili the Renowned
Race: Homo Rattus (Purebreed Technomancer)
Biographical Information: Nefili is a technomancer, a rare female one at that. She, like many technomancers, left quickly after her transformation. Howevere, she could not escape with many rats, only a handful. Her and her crew now wander the galaxy in a small, scavenging ship looking for precursor technology, only, unlike Balthazar she has had very little luck. Nefili has been known to contact other vessels to communicate, hoping to become known to other races. Although this is more so she doesnt get shot down then any sort of friendly gesture.
Skills: Techomancy, Navigation
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Stats
Space combat +2
Ground combat +2
Research +3
Logistics +1
Diplomacy -4
Espionage +1
Public order -4
 
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  • Faction Name: The Aleran Imperium
    Homeworld/Home System: Hadrian

    Composite Race: Aleran-The entirety of the Imperium's population is made up of Aleran's, eight foot tall on average humanoids with no hair on their bodies, a slightly hunched forward appearance, and two sets of eyes. Their skin is generally a dark grey, and have various different colored highlights, ranging from bright pink to a near black. They have five fingers on each hand, including a thumb, and have two large toes facing forward on their feet, and a third on the back. Males tend to have spikes lining the top of their heads, especially around their eyes. The average lifespan of the Aleran people ranges from three hundred to four hundred years of age.
    (Ground Combat+1 Offensive Espionage -1)

    Form of Government: The Aleran Imperium is a Monarchy based around the leadership of the Exarch, the single head of state. The Exarch selects their own successor, usually from among their own children, though there have been times in the past when a cousin or someone entirely outside the royal family has been chosen. The Exarch oversees all matters of the Imperium, with a small council of advisers specializing in each sphere of influence.
    (Public Order+1 Logistics -1)
 
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  • Faction Name: The Benthic Singularity

    Home System: Rium

    Composite Race(s): (+1 Espionage Offense, +1 Espionage Defense, -1 Logistics)
    Benths, the main species is found within all composite races of the Singularity. Its what allows the faction to maintain its connection in the Singularity and could be used to contain the mind of the host in a pinch.

    Humanoid-class, the main class of humanoid in the faction and makes up roughly 65% of the population. These are basically humanoid hosts of the Benth which are referred to as Genetic Donors within the Singularity. The main group are from a race formerly known as the Arkadians, a humanoid race similar to humans except for a light blue skintone and having purplish blood containing hemerythrin instead of hemoglobin. The remainder are humans that came from a colony ship that was discovered adrift in space.

    Drone-class, a real unique fact about Benth life is that when a host dies, their minds are absorbed into the Singularity and are regularly uploaded onto various mechanical frames ranging from humanoid Rigs to small drones and even warship systems. This allows for a more streamlined chain of command and even improved coordination.
 
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  • Faction Name: Sovereign Othari Assembly
    Homeworld/Home System: Othar (Otto)
    Composite Race(s):
    Othari -
    Ground Combat +1, Diplomacy -1 The Othari are the only advanced inhabitants of worlds controlled by the Assembly. Bulky and animalistic in nature, the Othari are slightly humanoid, but are more accurately described by their grotesque appearances and resemblance to wild behemoths. Despite their primal appearance and behavior, the Othari are highly intelligent and have built advanced settlements over three star systems. Othari genetics do not adhere to one specific genome, their appearance ranges from almost entirely humanoid to completely beast-like in appearance.
    MJjjxr-0DT4XvZMrgEhLQzHLpI3XX3uSzqNsRSFdgNcK4QZUYdHexF2h8cOzwtJA_qj4KLxXlgvTOb8l3xKG_ag_UuLZisVOYB35EMP8FT2UWI8asDp7ZT1iKNvKQpi5AwTkyqxL

    The Othari come in many shapes and forms, and never work alone. They are always accompanied by a pack of fellow Othari and Borti.
    Borti - Logistics +2, Espionage -2 Borti is the name given to the many primal, savage beasts found across Othari planets. Although the Othari are advanced and intelligent, they never experienced a need for biological classification or nomenclature, simply referring to all primal wildlife by one term. While different types of Borti do have different colloquial names based on their appearance and characteristics, they all still fall under the classification of Borti.
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    Lundp, a type of Borti used for transportation and cargo.

 

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  • The Triuam Republic was formed back in the year 2109 after the sixty-year war of the minds. In this war, the many countries were fighting over who would rightfully rule over the new found potential of the mind.




    Faction Name: The Triuam Republic


    Homeworld: Talioa


    Home system: Bruia


    Composite Races: 95% Saoi 5% Sacritech Saoi


    The form of Government: A republic in which members are chosen at birth at random and old members are replaced after either they all die, retire, or 10 are left and it becomes legal to assassinate them.

    Sacritech: A giant corporation that rules almost every aspect of the lives of the Saoi. -2 Public Order, +2 Logistics, +2 Espionage, -5 Space Combat, +4 Ground Combat

 
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  • Faction Name: Union Kernel State

    Homeworld/Home System: Epsilon Indi
    Kernels originated on the continental planet Carin, the second world around Epsilon Indi. However, this world was destroyed in a brief yet devastating nuclear war in the year 108 P.F., fought between the socialist United Byerkesh and the democratic Federal Deremia and their various allied nations, result of a century of rivalry and proxy wars. Byerkesh, with its already notable presence in space, survived through its colonies on Uliet, the planet’s second moon. Though barren, the moon operates as the UKS’ homeworld.

    Composite Race: Kernel
    Kernels are hominid lifeforms with desaturated champagne-coloured skin. They lack external ears, instead having them internally, with a minor flap of skin circling the ear hole. Their heads are elongated backwards, while their facial features are squashed up to a flatter extent than those of humans. Facially, they also have red irises and are slitted vertically, possessing a tapetum lucidum that allows them to see in dim light. They are completely hairless, lacking even such things as eyebrows. Though they average around 160 centimetres tall, or 5’3”, they are longer that stout, a fact that has only been greatened from lowered gravity and the reduced availability of food following the destruction of their homeworld. (+1 logistics, -1 ground combat)
 
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  • Faction Name: Sotiran Prosperity Guild [SPG]
    Homeworld/Home System: Sotiris (Soh-Teer-Iss), 2nd planet of the system Geo.
    Homeworld Datalink:
    The planet's unique biosphere contributes heavily to its species and society. At a glance, it resembles any earth-like planet, but it is actually several times larger than a regular exoplanet. (Roughly the same size as Neptune.) The Pangea continent is bereft of a stable atmosphere and constantly goes through major changes in its climate and weather patterns. This makes life difficult for species that aren't hardy to begin with, but that is the least of its problems.​
    What it truly is no one knows, but there is a metaphysical "tear" in the space around the planet. Why it is there is not known, what caused it is unknown, and it has been there as far as anyone can remember. What is known is that it is not visible to the naked eye. It exists along what they assume to be the border between their own dimension and another one; they refer to the border as The Veil. It is completely localized in the planets atmosphere, and does not extend into the surrounding space. It is stronger in some places, and weaker in others, and appears to shift in a complex pattern throughout the planet. It has been the subject of much grief for millennia, causing gravitational anomalies, radiation storms, spontaneous mutations in flora and fauna, and even completely twisting space and rearranging entire landscapes. It defies the laws of physics and is one of the primary focuses of research on the planet. It is also thought that a resource unique to the planet is somehow connected to this tear in The Veil.​
    Other details about the planet include its singular moon. It has little to no gravity and is mainly used as a spaceport presently. The Sotiran calendar is based of the moons cycle, which lasts 28 days; the same as the Earth's lunar cycle. 72% of its surface is covered in oceans, 18% is habitable landmass, 6% is fresh water, and the remaining 4% are the polar regions. A vast majority of it's landscape is mountainous, and many cities are nestled into the mountain valley's that criss cross its landscape. Sotiris is the only habitable planet in their home system, the other four are mainly used for their resources.​

    Stat Overview:
    Space Combat: +0
    Ground Combat: +2
    Research: +4
    Logistics: -3
    Diplomacy: +1
    Espionage: -4
    Public Order: +2
 
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Shireling Shireling

Hey, so I'm really interested, but before I make my character/faction, I just wanted to know what's going on in the rp. What's the conflict, what has everyone done, etc. I know I can figure that all out by reading the lore and all the posts, but jesus, that is a lot of stuff and I just don't have time for that. If you could give me a quick rundown, then that'd be swell.

Also, how do you do that box thing that you did on you character sheet? You know, the thing where I click on one of the boxes and it changes the character sheet to something else? I've never seen that one before and now I want to do it.
 
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Shireling Shireling

Hey, so I'm really interested, but before I make my character/faction, I just wanted to know what's going on in the rp. What's the conflict, what has everyone done, etc. I know I can figure that all out by reading the lore and all the posts, but jesus, that is a lot of stuff and I just don't have time for that. If you could give me a quick rundown, then that'd be swell.

Also, how do you do that box thing that you did on you character sheet? You know, the thing where I click on one of the boxes and it changes the character sheet to something else? I've never seen that one before and now I want to do it.
In response to the first question, we have just completed a plot arc wherein a prolific eco-terrorist was brought into custody. Currently, a pretender to the Traiverux throne is raising an army to challenge his brother for the throne and its not clear who is going to fall in on what side of the civil war.

As for the second one, it's a relatively uncomplicated bit of BBcode.
 
American Revolution Bicentennial by Bruce N. Blackburn, 1974. #logoarchive #logo #branding570522
*WIP Though Stats Are Finished*

  • Faction: The United Systems Federation, or USF
    Homeworld/Homesystem: The planet Xena in the Sirius system. Xena used to be a lush, green planet before being turned into a barren, inhospitable desert. The Urginians have long since rebuilt, covering the entire surface of the planet with mega-cities.
    Race: Urga Androids - Fully robotic self aware androids. They can feel emotions, can have ideals, morals, and beliefs. Every Urginian stands at 6'5 tall and are made of weak alluminum-iron polymers, which makes them easy to kill but even easier to make. Each Urginian was fitted with state of the art coding and computers in order to basically make them walking super computers. Due to a new public desire for more personal freedom and a more peaceful way of life, the population has begun to demand rights that the government isn't willing to give. (+1 Research, -1 public order) (Details for the other races will be added)
    Concept Art by Chris Ng color experiment WIP of Jakten in Andromeda!RPG, manga , quadrinhos , cultura em geral                                                                                                                                                                                 Mais

    (In order, the pictures show these races)
    Urginians :
    Dhimak : Auzits : Enqeau

    Form of Government:

    The form of government of the Sirius system and it's neighboring systems use is similar to a monarchy. There are certain Urginians that are fitted with state of the art technology and are fitted with mainframe computers that allow them to control every industry and machine (Except the Urginians) on Xena. These bots are often referred to as "Mainframe Urginians". These bots stay in power until they can either no longer function or are killed. In which case, their predecessor, whom they would have personally built, will be fitted with a mainframe and given the role of ruling Sirius and the three other systems. Those three other systems are also controlled by governors appointed by the people. Those governors have free reign over what they do in their systems, but they must report directly to the ruling Mainframe Urginian. The governors also act as advisors.​
 
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